| Commit message (Collapse) | Author | Age | Files | Lines |
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It temporarily changes nearby terrain to trees and water and summons a dryad.
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While active, all shots are portalled at the cost of 1MP per shot.
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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
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It introduces one (occasionally two) temporary mutations picked from a
list supposed to represent bodily corruption. (List subject to change.)
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Based on Punishment of Excess from the proposal.
Casting spells while afflicted by this hex progressively hinders your
spellcasting success (or adds antimagic enchantment levels if you are a
monster).
Technically this could be extended to have an effect specific to
individual spell schools, but that would result in a lot of duplication
of durations and the like.
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The support spells are Orb of Electrocution (as a monster spell),
Explosive Bolt (seen on the proposal as Bolt of Fireball), and Flash
Freeze.
The monster takes 10 damage to cast one of Orb of Electrocution, Crystal
Spear, Orb of Destruction, Ghostly Fireball, Explosive Bolt, or Flash
Freeze (not all equally weighted).
Some of the messaging could be improved, but the underlying framework is
present and accounted for.
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This is a hex whose effect is twofold. First, it multiplies the amount
of poison already in the target's system (this cannot be resisted), then
attempts to apply a level of poison vulnerability (which can be resisted
via MR)
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These were a fairly unnotable monster, especially so in Shoals
(though usually barely worth noticing in D, either). They now fly
(which one might expect from the wings, and helps them become stranded
less frequently in Shoals), move at speed 8 instead of 7 and act at
normal speed. Their melee is considerably improved, as well as the
accuracy of their spikes.
The spikes get a new effect. When they hit the player and inflict damage,
the barbed spikes become embedded in your body and will cause further
damage with every step you move. Resting for a few turns will remove the
spikes, but other actions will not (nor will thet wear off while asleep/
paralyzed/etc.). Moving will eventually cause them to snap off, but this
is much less quick than resting (and incurs non-trivial damage during that
length of time).
The idea is to create an impairment that limits the player primarily via
damage and is overwise inobtrusive. If you are in no danger, then you can
simply charge the manticore and accept the extra damage. But in more dicey
situations, it makes running away not so automatically a correct answer
and could hopefully cause tension between flight and standing your ground.
Numbers are provisional and will likely need further adjustment following
playtesting.
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They're on every list of problematic Forest monsters, and neither of Forest
proposals has a place for them. Plus, even worse, they're summoners.
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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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It was a pure interface screw, and even worse, required a large amount of
support code that's a maintenance burden, causing crashes we need to fix
from time to time.
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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 trades readability and consistency for an utterly negligible bit of
speed. With the amount of further processing mpr() does, a single sprintf
is nothing.
This reverts commit d9dfa8fc9755fb0a4e8954c7eb94f32fe97b82e0.
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Scripted, then manually reviewed.
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Trog's hand was using DUR_REGENERAITON, and setting
ATTR_DIVINE_REGENERATION to true to specify it was the god ability and
not the spell.
This was silly, so this commit gives trog's hand its own duration:
DUR_TROGS_HAND.
This also fixes a very minor bug: previously if you had trog's hand
active and you tried to cast regen, you got penance but the spell was
immediately canceled. Other duration spells were not canceled.
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Also, get rid of a number (but not all) literal values, replacing them with
defines.
No compensation is given for proportional costs (Zin's wrath, hungry ghost
melee).
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Just mimicking guardian spirit, even if it works a bit differently, isn't
very interesting, and it appears to not be useful anyway. It's also
inconsistent in terms of not behaving as a "song" in the same way as Song
of Slaying (and making the two songs exclusive would make it even worse).
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Restore HP or MP over time (10% of max HP/MP per turn for a variable
number of turns) instead of instantly.
Power 0: restore HP or MP on a coinflip
Power 1: restore HP if at <50% HP or MP otherwise
Power 2: restore both HP and MP
Still fully restores HP and MP at power 2, but over 10 turns instead of
instantly.
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I intentionally skip unequipping effects: they can lead to a string of
effects (especially for flight) while the player is not fully setup yet.
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* Player chooses a monster target within range where there's at least one valid
landing site adjacent to the target.
* There must be a monster to target to use the ability, but the monster can be
friendly or neutral.
* A random valid landing site is chosen, the player is moved to that square, and
weapon melee occurs against the target at the landing site.
* Jump attacks are melee with the wielded weapon and get a 20% damage bonus
* Valid landing sites are always habitable squares with no monster and no
thing that's dangerous to the player.
* Flying monsters or giant monsters not standing in deep water or lava can
'block' the path of a landing site by being in the ray path from the player to
the landing site.
* If a visible monster blocks the path to a landing site, it won't be considered
as a valid landing site.
* If something invisible blocks a landing site, the site will be shown as valid
and can be randomly chosen, in which case the player 'rebounds off something
unseen' and never leaves the starting square, but wastes a turn (delay 10aut).
* If the player is adjacent to the monster, sites adjacent to the player are not
valid; you have to 'jump over' the monster in this case.
* Player can't jump if exhausted or standing in water/lava/liquefied ground
* Exhaustion duration is set after jump (regardless of success) to prevent a
second jump, with a duration formula that's the same as the breath duration.
* The usual melee checks wielded weapon/friendly etc. checks are performed for
the jump melee.
* If any of the valid landing sites would cause problems with self-electrocution
or sanctuary violation, the player is warned first.
* Range is determined by evocations training; starting attack range is 3
(movement 2), and it increases by one at evocations 5 and 10.
* The cost of the jump is 2MP and a hunger cost using the same calculation as
for flame breath.
* The delay of a successful jump is the same as melee delay.
* Fail rate for the ability calculation based on evoke taken from breath fail
rate code
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Conflicts:
crawl-ref/source/dat/des/variable/mini_monsters.des
crawl-ref/source/enum.h
crawl-ref/source/itemprop.cc
crawl-ref/source/main.cc
crawl-ref/source/mutation-data.h
crawl-ref/source/mutation.cc
crawl-ref/source/newgame.cc
crawl-ref/source/ng-restr.cc
crawl-ref/source/rltiles/dc-player.txt
crawl-ref/source/spl-selfench.cc
crawl-ref/source/throw.cc
crawl-ref/source/tilepick-p.cc
crawl-ref/source/wiz-you.cc
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It's internally named "wizname" but is accessible to the player, for example
via the lua interface. We also have a "short desc" that often differs, but
that's used only on the % screen.
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It returns a whole-sentence description.
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Instead of just reducing rF during melee attacks (where the fire damage
dealt is relatively small), it reduces rF by one level for a duration
(something that Cerebov will likely take more advantage of than the
player). Increase its base damage and accuracy by 1 each to make it a
little more attractive as a player weapon too, and reinstate its evil flag
(like demon weapons, it's just innately evil, and the resistance reduction
can be flavoured as a vaguely demonic effect).
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Conflicts:
crawl-ref/docs/crawl_manual.reST
crawl-ref/source/abl-show.cc
crawl-ref/source/dat/descript/ability.txt
crawl-ref/source/delay.cc
crawl-ref/source/enum.h
crawl-ref/source/main.cc
crawl-ref/source/mon-cast.cc
crawl-ref/source/mon-gear.cc
crawl-ref/source/mon-spll.h
crawl-ref/source/mutation-data.h
crawl-ref/source/mutation.cc
crawl-ref/source/ng-restr.cc
crawl-ref/source/ng-setup.cc
crawl-ref/source/output.cc
crawl-ref/source/player-act.cc
crawl-ref/source/player.cc
crawl-ref/source/species.cc
crawl-ref/source/spl-data.h
crawl-ref/source/wiz-you.cc
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There's no use for force, and there was confusion between these two.
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This guarantees that a player will get one turn to act between sleep
stabs, avoiding the situation where an enchanter could stab and resleep
a player several times in a row, due to their high speed.
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Looks like, unlike "target[t]ing" where a single t is used by many brits and
even some aussies, "cancel[l]ing" has double l even for a good deal of
americans.
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With this ability, the treant causes the network of gnarled roots running
beneath the whole of the earth to rise and shift and otherwise impede the
footing of any hostile creatures near it, turning it into a shifting and
unstable undergrowth.
In practical terms, this applies a 5 aut movement speed penalty and halves
the EV of any hostile creature standing on solid ground within sight of the
treant, while the effect is active. Creatures above lava and water (even
shallow) are unaffected. Flying creatures are also unimpeded, but the roots
have a high chance of rising up and pulling them back to the ground (though
this can be evaded).
The aim of this is to provide an alternate mechanism (following the reduction
in ally production) to prevent them being trivially kitable, while themselves
remaining slow, and also to offer a support mechanism to other nearby creatures.
The flavor messages could probably use more variety.
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Replace you.penance[FOO] with player_under_penance[FOO].
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Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO).
This change is part of a large plan to clean up religion.
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It triggers three times over 30 aut, just as the current implementation
does, only the player can otherwise act during that time.
Reading a scroll or casting a spell interrupts the recitation - you
can't pronounce two things at once, after all.
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This doesn't fix fsiming against something with draining melee giving
bad data, but at least you can recover afterward without having to
create a ton of monsters and then kill them.
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OTR was a very lackluster spell, even in the venom mage starting book,
where it had a relatively captive audience. This is aimed to improve
that situation without directly turning it into 'refridge, except
poison'.
OTR now causes the caster to radiate a toxic aura over the course of
several turns after casting (extendable by recasting), and inflicts
a small amount of impact damage in addition to a (weaker) lingering
poison. The damage done decreases with distance from the caster, doing
around 35% damage at the very edge of LoS.
While it inflicts no impact damage upon a player casting it, the poison
status thus inflicted now bypasses rPois. This makes it somewhat more
hazardous to some people's health (perhaps commensurate with its
increased power) but also synergizes more nicely with cure poison.
Finally, OTR no longer has the curious property of being unable to
hit invisible creatures, even when you can see them.
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Breaks message order, and since vampires special-case beneficial mutation
already, it's 100% deterministic so can be coded without special return
values.
This reverts commit 9b06fafd7d31d8775373ecf524e448a06fda836d.
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Since it has a different mechanic to the already-existing spirit shield
(fully absorbing damage instead of splitting it between health and
magic), it needs a different name! Also add a description.
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Numerous tweaks and code review:
* Fix errors and save compat issues introduced by the merge
* Formatting fixes
* Some text and capitalisation tweaks
* Clean up some leftover comments / code
* Change some debugging messages to dprf
* Move some bits of code to match enum positions
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into newskald
Conflicts:
crawl-ref/source/mon-stuff.cc
crawl-ref/source/ouch.cc
crawl-ref/source/spl-book.cc
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