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* Merge branch 'summon_spells'Chris Campbell2014-02-181-0/+1
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| * New spell: Summon Forest (L5 Summ/Tloc)Shayne Halvorson2014-02-101-0/+1
| | | | | | | | It temporarily changes nearby terrain to trees and water and summons a dryad.
* | Add some missing TAG_MAJOR_VERSION checks for removed durationsChris Campbell2014-02-171-1/+5
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* Turn Portal Projectile into a durationChris Campbell2014-02-091-0/+1
| | | | While active, all shots are portalled at the cost of 1MP per shot.
* Merge branch 'demonspawn-enemies'Steve Melenchuk2014-01-281-1/+6
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * A spell for corrupters: Corrupt Body.Steve Melenchuk2014-01-221-1/+3
| | | | | | | | | | It introduces one (occasionally two) temporary mutations picked from a list supposed to represent bodily corruption. (List subject to change.)
| * Demonspawn warmonger: Sap Magic.Steve Melenchuk2014-01-211-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | 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.
| * Demonspawn blood saint: Legendary Destruction and support spells.Steve Melenchuk2014-01-211-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | New monster spell: VirulenceDracoOmega2014-01-281-0/+1
| | | | | | | | | | | | | | 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)
* | Revamp manticoresDracoOmega2014-01-281-0/+1
|/ | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Add a wizmode command (&p) to list player propsChris Campbell2014-01-151-0/+6
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* End the spirit howl. Permanently.Adam Borowski2014-01-151-0/+2
| | | | | 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.
* Redraw AC/EV/SH when being drained or recovering from draining (#7957)Chris Campbell2014-01-051-0/+2
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* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | 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.
* Remove Mislead.Adam Borowski2013-12-151-1/+2
| | | | | | 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.
* Replace `mpr(s, ch)` with `mprf(ch, s)`Adam Borowski2013-11-291-11/+10
| | | | | | | | | 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.
* Revert "Replace `mprf(ch, s)` with `mpr(s, ch)`"Adam Borowski2013-11-291-3/+3
| | | | | | | | 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.
* Replace `mprf(ch, s)` with `mpr(s, ch)`Chris Oelmueller2013-11-281-3/+3
| | | | Scripted, then manually reviewed.
* Give Trog's Hand its own duration.pubby2013-11-101-0/+1
| | | | | | | | | | | | 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.
* Give Formicids normal antennaeChris Campbell2013-11-061-0/+2
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* Merge branch 'master' into dwantsAdam Borowski2013-11-011-11/+44
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| * Rebase hunger values at 0 (from 100).Adam Borowski2013-10-271-5/+5
| | | | | | | | | | | | | | | | 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).
| * Remove Song of ShieldingChris Campbell2013-10-221-0/+2
| | | | | | | | | | | | | | 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).
| * Rework the Elixir cardChris Campbell2013-10-221-0/+2
| | | | | | | | | | | | | | | | | | | | | | 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.
| * Give a message when clearing an item away.Adam Borowski2013-10-061-2/+3
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| * Clear all no longer valid slots on wizmode racechange.Adam Borowski2013-10-061-0/+10
| | | | | | | | | | I intentionally skip unequipping effects: they can lead to a string of effects (especially for flight) while the player is not fully setup yet.
| * Narrow the scope of loop indices in a function.Adam Borowski2013-10-061-6/+5
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| * Fix a wizmode crash when racechanging to/from octopode then melding rings.Adam Borowski2013-10-051-0/+18
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| * Evokable Jump attack abilitygammafunk2013-10-011-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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
* | Merge branch 'master' into dwantspubby2013-10-011-12/+8
|\| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * Let mutation_name() return the short name.Adam Borowski2013-09-091-6/+6
| | | | | | | | | | | | 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.
| * s/mutation_name()/mutation_desc()/Adam Borowski2013-09-091-1/+1
| | | | | | | | It returns a whole-sentence description.
| * Rework the Sword of Cerebov's -rF effectMarvinPA2013-09-061-0/+1
| | | | | | | | | | | | | | | | | | | | 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).
* | Merge branch 'master' into dwantspubby2013-08-311-32/+31
|\| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * Turn transform(force) into transform(involuntary).Adam Borowski2013-08-271-9/+2
| | | | | | | | There's no use for force, and there was confusion between these two.
| * Give players a 1-turn immunity to sleep after being put to sleepDracoOmega2013-08-241-0/+1
| | | | | | | | | | | | 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.
| * Cancel an american speling.Adam Borowski2013-08-241-8/+8
| | | | | | | | | | | | 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.
| * Give treants a 'grasping roots' abilityDracoOmega2013-08-221-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
| * Indendation & brace fixes.Adam Borowski2013-07-311-2/+0
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| * Replace 'you.penance' checks with function callsBrendan Hickey2013-07-281-2/+4
| | | | | | | | Replace you.penance[FOO] with player_under_penance[FOO].
| * Refactor 'you.religion' checks.Brendan Hickey2013-07-281-4/+4
| | | | | | | | | | Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO). This change is part of a large plan to clean up religion.
| * Turn Recite into a duration instead of a delay.Steve Melenchuk2013-07-161-0/+1
| | | | | | | | | | | | | | | | 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.
| * Let wizmode super-heal cure drainingDracoOmega2013-07-151-0/+1
| | | | | | | | | | | | 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.
| * Revamp Olgreb's Toxic RadianceDracoOmega2013-07-151-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
| * Revert "Messages for undead who drink potions of mut or bmut."Adam Borowski2013-07-131-2/+2
| | | | | | | | | | | | | | 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.
| * Messages for undead who drink potions of mut or bmut.ontoclasm2013-07-111-2/+2
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| * Rename the Spirit Shield spell to Song of ShieldingChris Campbell2013-06-251-1/+1
| | | | | | | | | | | | 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.
| * Merge branch 'newskald'Pete Hurst2013-06-241-0/+3
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| | * Post-merge Skald cleanupPete Hurst2013-06-241-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| | * Merge branch 'newskalds' of git://gitorious.org/~lainiw/crawl/lain-crawl ↵Pete Hurst2013-06-241-0/+3
| | |\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | into newskald Conflicts: crawl-ref/source/mon-stuff.cc crawl-ref/source/ouch.cc crawl-ref/source/spl-book.cc