| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
Portal Projectile was producing messages like "Magically, the naga
sharpshooter shoots an arrow". Change this to "The naga sharpshooter
magically shoots an arrow". At the same time, replace "awkwardly throw"
with "toss away".
|
|
|
|
|
|
|
| |
.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
|
| |
|
| |
|
|
|
|
|
| |
Also add some comments to stuff.h, categorizing functions for
later removal.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Again as a result of the ranged weapons rebalance, crossbows
needed to change. The analogy here is long blades' to bows'
m&f; better return on skill investment & a higher power cap,
but rarer.
Hand crossbows are added as a starting type, "something like an
armour-piercing dagger"; crossbows are upgraded to arbalests
(a little worse than a glaive), and a new rare triple crossbow
type is added on the top end (a little worse than a bardiche,
though with a lower skill cost.) Please note that the triple
crossbow historically existed & is extremely verisimilitudinous.
Hellfire is now an arbalest, and Sniper is now a triple crossbow
(well, a "heavy crossbow", since it has mindelay of 27 instead of
22, and since I didn't want to have to change the sprite).
All crossbows have a mindelay of at least 1.0; this is an attempt
to differentiate them. Possibly something more ambitious will be
attempted in 1.6, but this is a first step.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Slings numbers (along with the other launchers') needed to be
rebalanced after the recent ranged combat rework. The approach
here is essentially analogous to the staves skill; good return
for xp investment, but a limited power cap, especially if you
don't find the rare upgrade weapon type.
Slings renamed to 'hunting slings' and upgraded from 2->5 base
damage (and 12 base delay); new, rare "greatsling" added, with
8 base damage and 14 base delay. Punk upgraded to the latter
type.
Thanks to Lasty for providing a baseline math suggestion!
|
|
|
|
|
| |
Since the removal of ally pickup modes, the flag has still been tracked
but never actually read.
|
| |
|
|
|
|
| |
Fight sim handles sets the simulated flag directly now.
|
|
|
|
|
|
|
| |
It was possible to fire normal shots (saving MP, using penetration, etc)
with F. I don't think this was intentional, and if that is desired
there should be a toggle so the user doesn't have to tediously go
through item selection every time.
|
|
|
|
|
|
|
| |
When fired from a flame launcher, or vice versa.
If someone else wants to refactor the throw.cc code to
check brands at launch-time, feel free!
|
|
|
|
|
|
| |
Though we check that the thrown object is a missile, avoiding most
awkward throws, there's still the possibility of throwing an arrow
etc. without a launcher.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
They don't have much use outside the first level of D (possibly
also the second): popping spores, killing slow things, waking up
sleeping monsters, etc. are all served just as well by stones,
and anybody who really wants to do damage with throwing would be
better served with tomahawks before they find javelins. For one
case where they could be useful (dispersal), tomahawks have been
given a chance at the dispersal brand.
|
|
|
|
|
|
|
| |
Large rocks now have a higher mulch rate (from 1/50 to 1/30) as modest
balance tweak to account for being able to carry an unlimited
number. Tomahawks are common items that don't need to have such a low
mulch rate (increased to 1/20, same as javelins).
|
|
|
|
| |
For a clear distinction of "bows" the skill, and from "longbow" the weapon.
|
|
|
|
| |
Oops.
|
| |
|
|
|
|
| |
It's already calculated in attack_delay.
|
|
|
|
|
| |
Report accuracy correctly; don't let some effects like blood splatter
and distortion trigger (as with old melee attacks).
|
| |
|
|
|
|
|
|
| |
Moves the delay calculations into player and monster respectively so
that it can properly be done at the start of the ranged attack; it
doesn't make sense to have them in attack or ranged_attack.
|
|
|
|
|
|
|
|
|
|
| |
Moves a lot of code from melee_attack to attack to be shared with ranged
weapons.
Handles the entire basic attack process - checks to-hit, calculates
damage, prints messages as necessary.
TODO: attack delay, brands.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We're going to start fresh with something that makes sense.
Things that are left intact: explosion effects (this is better handled
as a function of the beam, since the ranged attack functionality won't
know when the bolt stops, and explosions should happen even if the
projectile doesn't hit anything); returning efffects (purely a beam
function as well).
Things that are disabled: warning for ranged weapon slowdowns and the
lajatang of Order's silver brand. At least the latter will need to be
re-enabled at some point; the former might be completely unnecessary.
|
|
|
|
|
|
|
|
|
|
|
|
| |
In the case of rings/amulets that identified themselves when they
had an effect, the player would want to try to put themselves in
a position where the item would identify, which was techincally
optimal but quite annoying. There were a few items that never
would identify, but on the whole it's not worth keeping around
the behavior just for them.
The ID code is pretty confusing and it's quite possible the
implementation is not ideal or there are actual bugs.
|
|
|
|
|
|
|
| |
It was something that was almost never relevant but that cluttered
up the code regardless. If it were to be more relevant that would
not really be a good thing since a chance for instadeath is rather
bad design.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is aimed at addressing a couple places where current poison
damage appears off (based largely on statistical data, augmented
by playtesting).
The scaling for AF_POISON is adjusted to make adders a bit less
dangerous while making some later things a bit more dangerous.
AF_POISON_STRONG in particular is boosted (redbacks seem to have
fared much worse since the change - probably getting lethal poisoning
during normal battles with them was not altogether uncommon in the
old system, but simply masked by a less clear indicator and copious
!curing). Poison needles are nudged up slightly, poison clouds
a decent bit more, and the variance for venom ammo smoothed a little.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
AT_SHOOT was intended to provide a damage bonus to selected M_ARCHER
monsters, but due to a mistake in the code, this never actually
functioned. Since the monsters which used it are already plenty
dangerous as-is (eg: deep elf master archers), rather than fixing it
to actually provide the 'intended' bonus, I am simply removing the
misleading attacks, and AT_SHOOT itself.
The one case where AT_SHOOT did actually function was providing an
accuracy bonus to thrown weapons when used by an M_ARCHER (this applied
to merfolk javelineers). This same bonus now applies to any M_ARCHER,
regardless of the presence of an AT_SHOOT attack. In practice, this
just means that javelineers didn't get nerfed, and nothing else should
be noticably affected.
AT_WEAP_ONLY now translates to AT_NONE for enemies using missile
weapons, which is functionally the same as before.
I'm inclined to think that the save compat code here is not actually
necessary, since I don't believe attack_type values this high were
ever persisted anywhere (no ghost_demons seem to use them), but
I'm choosing to err on the side of caution.
|
|
|
|
| |
Broken by a5274fd.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
After several games' playtesting, I feel I was much too conservative
with numbers in several places, given that only a small percentage of
poisonous melee attacks will inflict poison at all. Also, the swift
rate of action combined with small quantities meant that poison damage
was often practically indistinguishable from the melee that applied it.
A larger amount of moderately slower-acting poison (still quicker than
old poison) should make the poison effect more visible where it does
occur, as well as making preemptive !curing a more appealing tactical
choice. I feel it may still be too mild on high HD creatures compared
to other attack flavours, but that this is closer to the mark than
before.
|
|
|
|
|
|
|
|
|
|
| |
This covers potions of (strong) poison, miscast effects, clouds,
needle traps, missiles, and curare.
Several of the less important ones have fairly arbitrary values that
seemed roughly reasonable. A bit more care was used with some things
whose poison damage could already be genuinely dangerous (such as
early poison needles), but definitely needs testing in a real game.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Cleaned up bugs in random_near_space(). Monsters can no longer blink
through walls, or into lava/deep water. Ball lightning can be summoned
over lava/deep water.
[Committer's note: cleaned up a bit of code formatting and comments.]
Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>
|
|
|
|
|
|
| |
This is a pure name change, with no functional changes. I did not change
the cases where x_chance_in_y was called through Lua, presumming that a
macro would be unusuable in Lua.
|
|
|
|
| |
The code is mostly based off of Grunt's lajatang of the Silver Moon patch.
|
|
|
|
|
|
|
|
|
|
|
|
| |
The effects of racial weapons were very minimal and unlikely to be
noticed. Even if they were made significant, they would only apply to a
very small subset of races. The only somewhat notable effect was Beogh's
slight slaying bonus (and even that was very minor), this could be
compensated for in some other way if necessary.
Racial armour has slightly more noticeable effects and currently still
remains, but could probably be removed too (potentially replacing the
racial effects with armour egos instead).
|
|
|
|
|
|
|
|
|
|
|
| |
monster cheating.
This is for consistency with melee speed brand; they are now both just 2/3
delay and nothing else. Speed launchers only exist as artefacts and were
already only barely better than vorpal (if at all), so this buff seems fine.
Monsters got 1/2 delay instead of 2/3 delay with speed launchers; good thing
they were incredibly unlikely to use one unless given one by a vault...
|
|
|
|
|
|
|
|
| |
The stated aim of this was to make monsters that used large rocks stronger,
but it has very little effect there for the most part, while having a
relatively large effect on players that can use large rocks.
This reverts commit 02ff187.
|
|
|
|
|
| |
At least three devs are probably waiting for this to be pushed if
they're not about to push it themselves. So now it's done.
|
|
|
|
| |
While active, all shots are portalled at the cost of 1MP per shot.
|
|
|
|
|
|
| |
The main thing it did was cause annoying prompts when you could hit
yourself or an ally with the arc. It was rarely relevant other than that,
and just made elec brand a bit more complicated unnecessarily.
|
| |
|
| |
|
|\
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
With the forest dispersal work done, and with everything working up to
the original designer's standards, this is ready for trunk.
Conflicts:
crawl-ref/source/beam.cc
crawl-ref/source/dat/des/branches/pan.des
crawl-ref/source/enum.h
crawl-ref/source/hiscores.cc
crawl-ref/source/melee_attack.cc
crawl-ref/source/mgen_enum.h
crawl-ref/source/mon-cast.cc
crawl-ref/source/mon-data.h
crawl-ref/source/mon-ench.cc
crawl-ref/source/mon-info.cc
crawl-ref/source/mon-info.h
crawl-ref/source/mon-place.cc
crawl-ref/source/mon-spll.h
crawl-ref/source/mon-stuff.cc
crawl-ref/source/mon-util.cc
crawl-ref/source/mutation.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/spl-data.h
crawl-ref/source/status.cc
crawl-ref/source/wiz-you.cc
|
| |
| |
| |
| | |
Also contains some merging of duplicate code.
|