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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6534 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6517 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6515 c06c8d41-db1a-0410-9941-cceddc491573
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Now how do I change the properties to native again?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6465 c06c8d41-db1a-0410-9941-cceddc491573
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Apply recent commits.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6458 c06c8d41-db1a-0410-9941-cceddc491573
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to 0.4.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6456 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6448 c06c8d41-db1a-0410-9941-cceddc491573
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(console and tiles) where colored output was not getting indented properly.
I also modified mpr_formatted_output to pass newline=true for the last bit of text when calling message_out. I couldn't figure out how the console version was scrolling mpr_formatted_output and the tiles version was not. However, any mpr function should always scroll the message window (in my opinion), so it seemed like the right thing to do.
Also, fixing a tutorial message color formatting typo.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6399 c06c8d41-db1a-0410-9941-cceddc491573
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right in that should not be too powerful for this comparatively weak
class, and that it is immensely flavourful. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6397 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6391 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6390 c06c8d41-db1a-0410-9941-cceddc491573
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it more interesting. The rest is mostly clean-up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6307 c06c8d41-db1a-0410-9941-cceddc491573
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randomly and would not set travel information correctly. Also, updated locations in the code where the old command Ctrl-G was mentioned.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6274 c06c8d41-db1a-0410-9941-cceddc491573
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(as well as when praying at an altar) and when searching the database.
Texts might need to be tweaked a bit but it's a *huge* improvement.
(Thanks to whoever had that idea!)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6216 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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Space allowing, differentiate between hydras with different numbers of
heads in the monster list. (This is probably only interesting in the
Swamp.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5993 c06c8d41-db1a-0410-9941-cceddc491573
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in the database. Apply Zaba's patch to view skills from the skill menu
('m'). The melee, ranged and magic skills currently only have really
generic descriptions shamelessly copied from the tutorial. There's a
front end function get_skill_description that appends extra information
like what types of unarmed attacks the current character is capable of
(kicking, clawing, punching, ...)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5955 c06c8d41-db1a-0410-9941-cceddc491573
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interface.
Instead of "Do you wish to inscribe this item? (y/n)" directly print
"Add what to inscription? (You may also (a)utoinscribe or (c)lear it.)"
(a) and (c) only where applicable, of course.
This has two benefits: No extra prompt needed to inscribe anything,
and I've finally managed to merge both the { prompt and inscribing
from viewing into the same function.
Escape or pressing Enter on an empty inscription string (or one only
consisting of spaces) will return without changing anything.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5879 c06c8d41-db1a-0410-9941-cceddc491573
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functions of their own, and reuse them in the god descriptions
('^' screen, when praying at altars, and when searching the database).
What's still missing is some sort of "What this god offers you". The
current handling makes gods like Lugonu, who have no restrictions and
demand very little, appear like no-brainers, when of course the whole
thing is much more complicated.
I'll also be adding some extended information for the ^ screen (thus
for your own god only).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5870 c06c8d41-db1a-0410-9941-cceddc491573
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Move damage reduction for petrified monsters out of the stab check and
into the general damage calculation. Still 1/3.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5846 c06c8d41-db1a-0410-9941-cceddc491573
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in a net, specific skills, magic resistance, and which stat to choose.
In a given game you'll only ever see a small fraction of all tutorial
events (we're at 71 now, and some of them are exclusive). In fact, a lot
of the information is so generally useful (esp. on gods, skills and items)
that I'm seriously considering opening up the general information (How do I
use item x? What does Spellcasting do?) to a wider selection of characters.
I don't think we'll want to explain the intricacies of Mummies, Ghouls,
or Vampires, but a lot of this stuff even applies to them... (If we
overhaul the tutorial, it's certainly not a 0.4 target, though.)
Resetting the tutorial version to 8 as we somehow switched from digital
version to binary and back to digital. It will take some time until we
actually reach 110, and by then, I am sure the base files won't be save
compatible anymore. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5777 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 1939901: Weapon listing not updated right away after being cursed.
Put the code to colour arbitrary substrings of a message according to
the menu_colour settings into a function of its own, and use it for
pick up and eating prompts (currently from floor only) as well as for
the "Things that are here" listing. Could be overly spammy, thus needs
testing. If all works well, we can remove the "msg =" settings in
food_colouring.txt that currently don't do anything anyway, or reuse
them for non-prompt messages like "You see here a green rat corpse."
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5436 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5434 c06c8d41-db1a-0410-9941-cceddc491573
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* Modify tile_show_items setting in tutorial to (hopefully) show corpses
again.
* Change skill_exp_needed to use the level input rather than decreasing
the passed in parameter, esp. when it was mostly called in the form
skill_exp_needed(x + 1) anyway.
I was trying to find out what went wrong in BR 1929156 but I can't
work out the formula. :(
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5421 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 1971216: Kills by confused undead use LIVING_KILLED_BY_SERVANT
instead because the message ("collateral kill") fits better
and, though it's basically a hack, the distinction does fit
somehow.
Fix 1914948: Tweak message when you resist a spell cast by an invisible
monster.
Fix 1946608: Print "Nothing appears to happen." if reading ?EWI when
unarmed.
I guess that's it, plus probably some more cleanup.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5378 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5348 c06c8d41-db1a-0410-9941-cceddc491573
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Also, call autopickup() after a delayed weapon swap (presumably because
we butchered/bottled one or more corpses before), so we can pick up
all chunks/potions at the same time.
Note that Vampires won't autopickup chunks, but autopickup will at least
list stuff on the floor, which is also nice to have.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5347 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5340 c06c8d41-db1a-0410-9941-cceddc491573
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players will get a warning about piety growing low before they get
excommunicated. Breaks tutorial compatibility, but otherwise maintains
savefile compatibilty.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5338 c06c8d41-db1a-0410-9941-cceddc491573
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monster patrolling. As before, ray casting is used to verify LOS
but ray casting now only happens if a blocked grid is encountered
when searching the surroundings in a growing spiral.
If a blocked grid is found, all beams that might possibly go through
this grid (heuristically tested, probably tests more than needed) are
checked right away and all grids behind the blocked one are marked as
well - this blocking can be reversed, if we later find another beam
that unblocks it.
A beam that was already tried isn't tried a second time.
The values are stored in a (2*LOS_RANGE)^2 array and then directly
compared when deciding where to send a patrolling monster next.
In the worst case we still need to fire beams at each of the edge
grids, but that probably can't be avoided entirely, though performance
could obviously still be improved.
The increase in speed is very much noticeable, i.e. for me Crawl runs
smoothly again. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5330 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5328 c06c8d41-db1a-0410-9941-cceddc491573
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is triggered. Give info on avoid mechanical and natural traps by leviating
or flying, and that natural and magical traps can't be disarmed. Give hint
resting on up-stairs to make quick escape from monsters, and note that
monsters can't follow up up unless they're right next to you.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5322 c06c8d41-db1a-0410-9941-cceddc491573
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a monster submerged in shallow water will give extra info during turorial
mode. Might be giving too many spoilers, especially the tips on surviving
in the Abyss and saying exactly what each god likes and dislikes when
covnerting.
There's a bug in non-tiles build where the tutorial note on branch
entrances shows the '>' symbol as light-grey instead of yellow; don't know
what's causing that.
Also, made player::backlit() used _get_contamination_level() to stay in
sync with the rest of the code.
Breaks savefile compatibilty.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5320 c06c8d41-db1a-0410-9941-cceddc491573
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Matthew!) and fix BR 1974056 (wrong colouring of tutorial skills
information).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5293 c06c8d41-db1a-0410-9941-cceddc491573
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fire when a corpse is first seen, rather than when one is first picked up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5289 c06c8d41-db1a-0410-9941-cceddc491573
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to an area where you've explored and killed off all the monsters, since
if you rest on the edge of the explored areas you're more likely to be
interrupted by a wandering monster.
On TUT_RETREAT_CASTER, if the player has wands that might be useful in
fighting, comment on that.
When first seeing an altar, tell conjurers that the best gods to
worship are Vehumet and Sif Muna.
When gaining your first god-granted ability, if the ability is passive
tell the player to use '^' instead of 'a' to examine the ability.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5287 c06c8d41-db1a-0410-9941-cceddc491573
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* You should now get the "not swapping back" warning also for sac sessions
and chained butchery.
* Vampires choosing (a)ll from a "Bottle this corpse?" prompt will only
attempt to bottle corpses that actually contain blood (so they no longer
will be autobutchering bloodless corpses in the stash).
Also changed Vampire spell hunger reduction to
Thirsty, Very Thirsty: 50%
Near Starving, Starving: None
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5075 c06c8d41-db1a-0410-9941-cceddc491573
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stack. Does not yet differentiate between butchering and bottling (for
Vampires), and if several butcher/sacrifice delays have been chained and
are now interrupted, you only get the "not switching back to xyz"
message if the interruption happens while butchering the last corpse.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5068 c06c8d41-db1a-0410-9941-cceddc491573
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different healing message if you recently met an invisible monster, as
suggested in FR 1964267. Killing an invisible monster does not yet reset
the counter, though I guess it should.
Also, disallow randart weapons to be named after Sif Muna. (Vehumet,
too, maybe?)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5052 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4549 c06c8d41-db1a-0410-9941-cceddc491573
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information should be correct.
Remove (hopefully) unnecessary ASSERT that was causing problems with Tiles.
Clean up makeitem.cc. (Spacing changes, and renaming static methods.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4546 c06c8d41-db1a-0410-9941-cceddc491573
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Mention possility to pick items from tile menu by clicking on them in
tutorial.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4532 c06c8d41-db1a-0410-9941-cceddc491573
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view.cc. (Yes, this is semi-random.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4032 c06c8d41-db1a-0410-9941-cceddc491573
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Also add a preliminary tiles documentation with 'T' as a hotkey,
re-add the readme on '!' after moving options_guide.txt to '&'.
And now that the tutorial also allows inscriptions from viewing
items, add an explanatory text for inscriptions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3952 c06c8d41-db1a-0410-9941-cceddc491573
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Using horrific amounts of #ifdef USE_TILE etc, the tutorial
texts now give different information for tiles (mouse clicks)
and non-tiles (key commands).
Unfortunately, while I am confident this is a vast improvement
the new messages for tiles tend to be rather wordy because
"clicking on the item with your left mouse button" is much
verbose than "pressing 'w'". That, and most of the time I want
to print the tile information *in addition* to the general
commands. So, it would be helpful if someone else could go
over the texts at one point - there's no need to hurry, though.
Also a bit of general improvement, which is always nice. I'd
somehow forgotten to include a tutorial trigger for mutations,
and of course the first potion I tried was mutation. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3941 c06c8d41-db1a-0410-9941-cceddc491573
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tables.txt -> aptitudes.txt
crawl_macros.txt -> macros_guide.txt
crawl_options.txt -> options_guide.txt
And while I already was at it, I added windows style linebreaks
for ssh_guide.txt and monster_speech.txt, as well. Since I've
somehow managed to uninstall my notepad (ages ago), opening
and changing such files is always a bit fiddly, and I hope this
change doesn't hurt anyone else.
crawl_manual.txt will also eventually need these, but we haven't
yet decided on the new name.
Also update monster_speech.txt (yet again), and add hounds
sniffing the ground to monspeak.txt as an in-game hint for blood
scent.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3937 c06c8d41-db1a-0410-9941-cceddc491573
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around dungeon level 7.
Rename ROCK_STAIRS to ESCAPE_HATCH, as well as the corresponding
function, since I think that the escape hatches are such a cool
concept that we won't be going back, and the current coding name
is a bit confusing.
Clean up dungeon.cc. I'll probably have to add stuff into our
new conventions file as I've been making up a lot of new rules
in trying to make the code more readable. (Rules concerning
nested brackets, and function indentation, etc.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3927 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3882 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3873 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix cursed wielded weapons being throwable. (Whoops!)
* Improve logic for mouse-over information in inventory.
Add Confusing Touch ("Touch") and Sure Blade ("Blade") to the
status output. I've moved BWpn into line 3 to make space for
the others. Still, the status can get positively cluttered.
Apply coding convention to static methods in output.cc.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3872 c06c8d41-db1a-0410-9941-cceddc491573
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