| Commit message (Collapse) | Author | Age | Files | Lines |
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Ideally, we wouldn't be using special for unrands totally different from
how items of the same type do, but that's less trivial than this commit.
A centralised place to check for being an unrand should at least make such
a change easier.
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This could happen if you got a mutation while transformed. It only
occurred with horns, because appendage gives full levels of other slot
mutations.
Also, don't say your body part "disappears" if you still have mutation
levels after the transformation ends, or if you lost the mutation before
ending the transformation. Even before this commit, this could have
happened if a demonspawn levelled up when in appendage form.
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.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!
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Heavy draining already recovers quickly, such that it should be possible to
recover even when killing low-XP monsters. If very heavy draining is still
problematic, it might be better to scale down draining when already heavily
drained, rather than making it behave in a different way entirely past a
certain point.
This reverts commit bc4cca05f1829bd4bb812008c01682b204ee4975 and commit
1c0d6e64a9a9.
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Also adjusts max power (Ice Form 200->100, Statue Form 200->150)
to get roughly the same scaling as before; statue form now scales
slightly more slowly, but caps out at 1.5 ac higher, if you can
eke out enough spellpower.
AC from non-spell-caused polymorphs will be based on the power
of the polymorph.
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Draining is now limited, based on your level. If you get drained
further when you're already very heavily drained, you take
very sizeable amounts of damage. Hopefully this will kill you.
The death messaging seems to work, but it's not ideal. Possibly
someone can adjust that.
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Having a spell work in two completely different ways depending on context
is unintuitive, and self-casting it is the much more interesting use.
Makes the spell unmemorisable for species without blood (Gargoyle, Ghoul,
Mummy). Species that can't bleed get both level 1 spells from the first
Kiku gift. Has some ugly duplication of lists of species that can't bleed,
because using player::can_bleed won't correctly handle statue- or lich-
formed players even with allow_tran = false, due to them changing the
player's holiness.
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Use new species_can functions, and remove a dead clause.
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In only a few cases were the strings different, and in even fewer were
they significantly so. In general, I used the short_desc for the combined
one, since someone running wizmode can presumably look at mutation-data.h,
except that "large and strong wings" got changed to "big wings", and "life
protection" to "negative energy resistance".
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Do you know whether it was bigger than SIZE_GIANT or not? Chances
are no (it's bigger, to be clear). There are some small changes to
in constriction, though there aren't any constrictors at either size,
and knockback -- in particular, dragons will be less effective at
knocking back giants.
The other change is that Dragon Form will have slightly better EV,
as will monster dragons (but only while constricted or netted). The
change seems like it is rather minor; I tested it with 15 Dodging and
only had a difference of 3 EV.
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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Ditto for you.temp_mutation.
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When you strip away the fundamentally broken tension mechanic, you're
left with a species that is essentially "Hill Orcs WITH FIRE". No effort
has come forward with code to fix either aspect of them despite the
length of time they've been around in trunk, and the code is littered
with a very large number of special cases in their presence.
Current lava orcs should be able to finish their games fine, but new
starts are disallowed.
There are a couple of bits I've left present but which will have no
function for the moment, mostly related to interactions with lava (as
there are a couple of species proposals floating around that benefit
from having those interactions).
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This reverts commit 65ff1ef470978c29490100d1732bf2b9ce2fb7cd.
Conflicts:
crawl-ref/source/main.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/shout.cc
crawl-ref/source/status.cc
crawl-ref/source/status.h
crawl-ref/source/terrain.cc
crawl-ref/source/transform.cc
Minor, prerequesite reverts:
b0d520741c8e9a26e7a786a34285f7a9412d8d10
Trival removal of clinging from the Boots of the Spider
3e0928f93c3f8a78ac6327c26986b406f7d7f603
(conflict in crawl-ref/source/item_use.cc)
Thanks to gammafunk for removing the last bits of clinging code!
To do: Decide what to do about the boots of the spider.
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Amongst other things:
- Immobile plants/fungi all to P;
- Tengu to Q;
- All derived undead to Z;
- Mobile plants/fungi all to f;
- Drakes to k;
- Non-unique humans to p;
- Most flying insects to y;
- Slugs to w.
Thanks to gammafunk, elliptic, MarvinPA, and others who made
contributions to this effort.
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Possibly the fastest-ever outdating of a comment.
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This removes the weirdnesses with lignifying over water, since
treeform can no longer survive there.
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feat_dangerous_for_form() let players transform into any form while
over water, if it was safe for their race (e.g. merfolk, octopodes,
grey draconians). Fixed that & added a doxygen comment.
[Simplified a check further. --wheals]
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Since they all eat normally now.
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Don't handle it like the confusing touch spell (no special accuracy bonus
or damage penalty), don't affect unbreathing monsters. Sadly it doesn't
decrease the player's XL by one on every hit like the monster attack.
Also use XL instead of unarmed skill for melee accuracy.
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Eating limitations added nothing but complication, and potion
restrictions were excessive for badforms that already had many
significant restrictions.
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The code in player_likes_lava() was subtly wrong, with the result that
transformed lava orcs were always able to enter lava. This restores what
appears to have been the intended behavior.
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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.
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Willing transformations should display the failure messages to explain
why they're failing. Removes an unnecessary message from lignification.
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All of these could read scrolls (except wisp) and invoke god abilities,
and tree form could cast spells too. Disallowing those from what are
already some of the most limited forms seems hugely problematic, whereas
allowing speaking is unlikely to change much other than making the list
of form restrictions slightly simpler.
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Move calc_hp() to player.cc, and fix all but a couple instances where
you.hp is changed directly to use set_hp() instead. We'll eventually
just move these functions to inline methods for the player class, but
this reorganization will do for now.
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Djinn games can't be started (hopefully including using the rcfile),
and djinn code should be removed on save-compat bump.
Also, schedule a few SE things to be removed.
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It's pretty distinct from other transformations by virtue of being a god
ability in particular, and thematically various undead turning into masses
of shadows seems pretty reasonable.
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Miasma is gone; miasma is more strongly associated with necromancy
than anything related to darkness or shadows - see e.g. Corpse Rot,
death drakes, etc. Fog still fires on every form of taking damage.
Instead, the player is invisible when they are in shadow form (there's
no glow cost for this; the costs of activating/maintaining the ability
are supposed to be a sufficient counterbalance, but they might need to
be adjusted further to make this so).
The transformation power has been halved; on average now it lasts around
70 turns instead of lasting around 100 turns. This may need to be
adjusted downwards further.
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For 9 MP, 10 piety, and skill drain, you transform into a swirling mass
of dark shadows with immunity to poison, draining, torment, and hostile
enchantments as well as 50% damage reduction and a transformation of
your bled smoke into miasma (guaranteed on hit). However, you also only
deal 50% melee damage and suffer a double-strength spell anti-enhancer.
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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Changes in this commit:
* lich Mf/Op retain full swimming
* lich GreyDr, statue Mf/Op/GreyDr can walk through water GreyDr-style
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This doesn't apply to bottling blood, though.
Rationale: these forms are far more capable of butchery than spiders, and
need to eat.
Forms that still can't butcher are:
* wisp, fungus (no hunger, no appendages)
* jelly (no appendages, can eat everything but rocks)
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Allowing it in the butchery simplification was intentional, for the same
reason that ice form is able to butcher: blocking it doesn't add anything
and makes for very annoying play on Transmuters, having to frequently
manually cancel the form.
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Apparently dd49da7c negated that expression wrong.
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Butchery is always allowed except in a few forms (bat, wisp, fungus).
Removes a lot of unnecessary/unused code for swapping weapons and removing
equipment when butchering.
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The translation project is stalled, but this makes all of such static strings
trivially gatherable without any extra work.
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Also simplify quite a few cases.
It turns out in >90% cases of non-literals the argument had .c_str(),
which meant it was pointlessly malloc()ed and converted from and to
std::string. I believe a sprintf is faster, so even the argument of
miniscule speed-up doesn't apply.
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It's a very niche bonus and doesn't add much other than unneccessary
complication.
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