| Commit message (Collapse) | Author | Age | Files | Lines |
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handle other forms that fly, such as bats, as well as any future forms
that may place the player in inhospitable terrain when the
transformation wears off.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6161 c06c8d41-db1a-0410-9941-cceddc491573
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transformed centaur (or naga) if they have nothing equipped in the boots
slot.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6160 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6159 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6146 c06c8d41-db1a-0410-9941-cceddc491573
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followers from passing out, though the chance eventually reaches 100%.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6084 c06c8d41-db1a-0410-9941-cceddc491573
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Forbid bats wearing hats/caps or rings. (That makes amulets the only
type of equipment Vampires can keep on when transforming.) To make up
for it, increase their damage stats again. Also fix it being possible to
(un)equip the allowed items in Tiles while in bat form.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6055 c06c8d41-db1a-0410-9941-cceddc491573
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fail-safe mechanism for *any* transformation to abort if it would
cause death by stat loss. (For other transformations this could
happen because of the auto-removal of statboosting equipment.)
Note that the Flight card already has a chance of turning you into
a bat (or a spider). Of course the same applies here, as well as
when casting spells.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5791 c06c8d41-db1a-0410-9941-cceddc491573
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Mark bees created in bee hives as patrolling.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5789 c06c8d41-db1a-0410-9941-cceddc491573
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water grids nearby if the player recently moved (or restarted a game)
and if a non-adjacent monster tries to reach the player.
Remove now unneeded lua code (was used for the old pickup.lua) and make
monsters switch away from ranged weapons when engaging you in melee. If
a monster will still insist on hitting you with a sling it's a sure sign
said sling is cursed (doesn't autoID, though).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5755 c06c8d41-db1a-0410-9941-cceddc491573
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loss. Now take to-be-removed equipment in account and don't transform
in the removed equipment or the stat loss or both in combination would
decrease one of your stats to (below) 0.
For the vampire bat transformation, this check only happens after the
ability failure check, so this could be improved. In any case, it's
better than dying.
Also, fix wrongly treating armour as worn when checking for stat loss
by wearing.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5294 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5202 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5199 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4544 c06c8d41-db1a-0410-9941-cceddc491573
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to avoid conflict with VC++ direct.h header.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4390 c06c8d41-db1a-0410-9941-cceddc491573
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mutations only apply at these hunger levels, too.
Differentiated mutations into physical (affecting a character's
appearance and stuff: scales, hooves, wings, ...) and internal
(resistances etc.). I guess this is what people usually refer to as
"cosmetic", which I think is an inaccurate description since it makes
it sound like they were completely superficial and had no real effect.
Here's a list of arbitrarily chosen "physical" mutations:
* tough skin, all scales, and fur
* strong/clever/agile, and weak/dopey/clumsy
* deformed
* strong but stiff, and flexible but weak
* frail, and robust
* claws, fangs, hooves, talons, and horns
* stinger, wings
* blue/green marks
Mutations currently not applying are still listed on the 'A' screen,
though in darkgrey and in (brackets).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4246 c06c8d41-db1a-0410-9941-cceddc491573
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Transmigrations, but let them only cast them while full or more.
(Once satiated is reached, they automatically time out.)
Bug 1941885: Don't give vampires nutrition from quaffing non-blood potions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4235 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix 1915277: Blade Hands time-out removing bardings.
* Ely's Lesser Healing costs range(0,1) piety (avg. 0.5)
* Allow synonym for "yes" in yesnoquit(), and use it for eating (e=y).
Also, in preparation for 0.4 (yes, I can't wait) finally disallow random
generation of weapons of orc slaying. Demon lords use a check of their
own and as a randart property it's also allowed, which I think is fine.
Allow random generation of nets and increase shop prices for nets and
javelins.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3766 c06c8d41-db1a-0410-9941-cceddc491573
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immune to them, i.e. your equipment and/or mutations confer resistance at the
necessary level.
Implement FR 1872840: When transforming, only remove clothes you cannot wear
when transformed. Also fix some inconsistencies in what you could keep wearing
and what you could put on while transformed.
And a few more monspeak/wpnnoise replacements.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3588 c06c8d41-db1a-0410-9941-cceddc491573
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1) Quaffing and eating
* They now get full effect of potions unless hungry (er, thirsty) or
worse, in which case the effect gets halved as before.
* Potions of blood heal on the level of heal wounds or healing, depending
on hunger state. Healing always heals rotting and removes confusion -
the chances involved were just frustrating to players.
* Draining corpses has the same nutrition value as eating the (random)
amount of chunks you get out of dissecting, but takes longer (and all
at once, so draining your corpses in the middle of a battle is extremely
risky).
I guess this is still too good (when do you ever get to eat all chunks
you get out of, say, an ogre or centaur?) so will have to be nerfed.
2) Resistances
Resistances depend more strongly on hunger states now.
Vampires are always poison resistant and can always see invisible.
Additionally, they gain
* rCold 1 at Hungry or worse, and rCold 2 at Near Starving or worse
(The latter comes with susceptibility to fire.)
* life protection 1 when satiated, 2 when hungry or worse, and 3 when near
starving or worse
* At starving they also get torment res.
* Hungry vampires and vampires in bat form are stealthier, and starving
vampires are even more stealthy.
As before, they get the Necromancy boost (like Mummies do) at xl 13 and 26.
Also, vampires can now cast spells while starving, but suffer a failure
increase akin to that of Blade Hands. (I've no idea what these numbers
actually mean, so this will most likely have to be changed as well.)
Updated tables.txt.
Still TODO:
* Add special biting attack for successful stabbing.
* Add distilling blood ability, and possibly distinguish between old and
new potions (new food type, maybe).
* Allow vampires to mutate, but these mutations to only take effect when
Full, Very Full or Engorged.
* Update manual.
Apart from that, they are ready for playtesting once again. As always,
feedback would be much appreciated. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3528 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3234 c06c8d41-db1a-0410-9941-cceddc491573
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indicating whether claws from transformations should be taken into
account; this removes the need for more special cases dealing with
trolls' and ghouls' built-in claws
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2891 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2644 c06c8d41-db1a-0410-9941-cceddc491573
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* MUT_PAWS: "You have soft paws in place of feet."
Similar to HOOVES and TALONS - incidentally, I resorted a
few mutations for better grouping - but increases stealth.
* MUT_EXTRA_EYES: grow up to three extra eyes that
increase depth perception and thus accuracy. I'm still
looking for a drawback to this mutation (other than looking
weird). Also, could be related to ACUTE/BLURRY VISION
somehow.
Breaks saves, or at least mutations.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2606 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2561 c06c8d41-db1a-0410-9941-cceddc491573
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Also changed Ranged Combat to Throwing, while I was at it.
Fixing 1817775: portaled projectile treats returning weapons like
any other projectile (no duplicates any more, but also no returning).
I think this makes sense, seeing how the spell teleports it somewhere
so how should it know the path back.
Fixing 1817995: starting items not stacking correctly.
Question: Why is the flag BEEN_IN_INV even set for starting inventory?
Applying two patches by dolorous:
1818736: comment fix for MUT_SAPROVOROUS
1818667: remove redundant MUT_HOOVES check
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2526 c06c8d41-db1a-0410-9941-cceddc491573
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which will cause the name to be constructed as if those item flags
had been unset.
Give an auxiliary cause of death for a stat going below 1. (Death
by stat loss is already pretty rare, and death by stat loss with
confusion as to what caused the stat loss must be *really* rare, but still,
if you were confused about what caused the stat loss that lead to death,
that'd be pretty frustrating)
ouch() is now called from within modify_stat() and lose_stat() right after
the stat is lowered, rather than when the stat is updated on the screen.
This incidentally fixes the minor annoyance of saying "no" to stat loss
death in wizard mode, only to be asked if you want to die every time
the screen is updated until you fix having a non-positive stat.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2179 c06c8d41-db1a-0410-9941-cceddc491573
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all a net improvement. ;)
I'm reusing item.plus2 as a marker for trapping
monsters or not. AFAIK, missiles don't need those,
and it makes stacking so much easier.
Gladiators start with Throwing skill 1, except for
Kobolds (don't get a net) who get an additional level
at Dodging.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2149 c06c8d41-db1a-0410-9941-cceddc491573
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1794789: Move "Xom is BORED" message into god channel
1795785: remove redundant check for potions of blood
1795673: claw-related clean-ups and enforcing consistency
in transformations and claws (Lich and Statue retain
claws, Ice Beast doesn't).
I also added a check for hooves and claws mutation for the
% and [ you_can_wear output.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2114 c06c8d41-db1a-0410-9941-cceddc491573
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crawl_environment, player and monsters classes have been left in
externs.h, which necessitates that all of the enums references by
those classes stay in enums.h, since you can't forward declare an
enum. However, it's a start.
Also, portions of misc.{cc,h} have been split off into traps.{cc,h},
place.{cc,h} and terrain.{cc,h}
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2095 c06c8d41-db1a-0410-9941-cceddc491573
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unwield your weapon rather than something arbitrary (I found no cases
in the code where this wasn't what was wanted.)
Implemented some of David's deck changes:
- decks weigh half as much
- names changed
- Draw Card doesn't cost piety; cost upped to 2 MP
- Nemelex card power bonus now applies even when not praying
- Damnation can now banish extra targets (your own chance of banishment
remains the same.)
- Nemelex doesn't accept sacrificed decks.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2082 c06c8d41-db1a-0410-9941-cceddc491573
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transformations, plus additional curse checks.
Also added "mutation" messages for hungry vampires.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1999 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1961 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1884 c06c8d41-db1a-0410-9941-cceddc491573
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there are a few traces of things I've changed
(that I've included and then commented out).
There's still lots of stuff to be added, but they
should be playable right now. I notice that their
vampiric bite attack needs to be made more
probable. Feel free to comment on anything that
looks weird, is plain wrong, or goes against the
spirit of Crawl/Stonesoup.
Positive feedback will be appreciated as well. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1870 c06c8d41-db1a-0410-9941-cceddc491573
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Fixed a bad bug in cloak/body armour wearing interaction (oops.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1813 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1801 c06c8d41-db1a-0410-9941-cceddc491573
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are now durations.
Removed some unnecessary limitations.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1626 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1392 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1376 c06c8d41-db1a-0410-9941-cceddc491573
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now item_def::name().
Cleaned up a lot of code in the process.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1341 c06c8d41-db1a-0410-9941-cceddc491573
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scaled up. We should eventually clean up the transform system like 4.1 does.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@978 c06c8d41-db1a-0410-9941-cceddc491573
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still fairly tangled, but they're better than the old monster. The idea is to
also put monster-vs-player and monster-vs-monster into the melee_attack
framework so that refactoring combat code with elements of 4.1 becomes easier.
This is a big refactoring, so it's likely to be buggy. Some of the combat
diagnostics - notably the damage rolls - are also AWOL. Will fix going forward.
Note: The combat code is still classic b26.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@950 c06c8d41-db1a-0410-9941-cceddc491573
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demon_pow[]. This also means that the horns can now grow (but not shrink.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@571 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@452 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10 c06c8d41-db1a-0410-9941-cceddc491573
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