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* Unbrace (wiz-you.cc)reaverb2014-08-131-2/+0
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* handle the last ring slotJesse Luehrs2014-08-121-5/+14
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* also apply weapon and armour brandsJesse Luehrs2014-08-121-0/+49
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* also create some equipment from dumpfilesJesse Luehrs2014-08-121-0/+109
| | | | | doesn't handle artefacts or egos yet, and misses the last ring slot, but it's a start
* load job from chardumpJesse Luehrs2014-08-101-1/+36
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* keep species_name up to date when changing speciesJesse Luehrs2014-08-101-0/+1
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* Don't crash on &_<your god>.Neil Moore2014-08-071-0/+2
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* Distinguish &_junk from &_no god, and don't crash on either.Neil Moore2014-08-071-1/+3
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* UnbraceNeil Moore2014-08-071-4/+0
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* also set gold from dump fileJesse Luehrs2014-08-071-3/+6
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* set species from dump fileJesse Luehrs2014-08-071-9/+47
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* also set god and piety from dumpJesse Luehrs2014-08-071-28/+64
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* make &_ join the religion directly instead of going through an altarJesse Luehrs2014-08-071-0/+16
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* also set XL from dump filesJesse Luehrs2014-08-071-9/+15
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* refactor dumpfile loadingJesse Luehrs2014-08-071-47/+79
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* heal a few other things with wizmode superhealJesse Luehrs2014-08-051-0/+3
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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .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!
* Move redraw functions from stuff.cc -> output.ccNicholas Feinberg2014-07-281-0/+1
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* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
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* Move get_ch() from stuff.cc to macro.ccNicholas Feinberg2014-07-271-0/+1
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* Rename player::[hm]p_max_{perm,temp} (reaverb)Neil Moore2014-07-261-4/+5
| | | | | To reflect that they are adjustments, not actual mhp values. Also change one reference to use player_rotted instead.
* Try loading dump files from the morgue directory.Neil Moore2014-06-151-1/+5
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* Give an error message when &# can't find the file (#8580, ActinalWhomp)Neil Moore2014-06-151-9/+26
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* Fix a wiz duration-editing crash.Neil Moore2014-06-141-1/+1
| | | | I broke this in 0.15-a0-1070-gbaee6d2. Some refactor.
* Use a constant.Neil Moore2014-06-111-2/+2
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* Avoid an infinite loop in wizmode/Lua piety gain (reaverb)Neil Moore2014-06-111-13/+1
| | | | If you are with Gozag (also No God or Xom with the Lua function).
* Revert "Replace some you.mutaiton[] calls with player_mutation_level()"reaverb2014-06-031-1/+1
| | | | | | | | | This reverts commit 51bfb8de72b7fe848c31fa6ce10e2c94b959eb64. It turns out player_mutation_level() is not just a wrapper for you.mutation, so this could cause some odd bugs like being transformed influencing acquirement or not properly updating saves, it's probably best to just reapply places where we know the usage is correct.
* Replace some you.mutaiton[] calls with player_mutation_level()reaverb2014-06-031-1/+1
| | | | | It's still inconsistant, but at least some more non setting uses are now using player_mutation_level().
* Fix wizmode duration shortcuts.Neil Moore2014-05-271-3/+5
| | | | | | Besides making them print as characters again, only assign shortcuts to the first 26: It was possible to have so many durations that it produced invalid UTF-8.
* Fix a compilation warningNicholas Feinberg2014-05-271-1/+1
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* Fix console compilation (PleasingFungus)Neil Moore2014-05-271-0/+1
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* Move wizmode duration names to duration_data (reaverb)Neil Moore2014-05-271-171/+20
| | | | | And reformat and refactor. Several of the names should probably be cleaned up or improved.
* Remove player burden and carrying capacitygammafunk2014-05-261-1/+0
| | | | | | | | | | | 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.
* Chance function(void) to function()reaverb2014-05-241-7/+7
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* Replace corrosion with a temporary effect.Shayne Halvorson2014-05-141-1/+2
| | | | | | | | | | | | | | | | | | | | If your equipment would have been corroded under the old system, you now get a temporary (but stacking) -5 AC and -3 weapon damage. Corrosion against armour-wearing monsters instead halves their AC. Committer's notes: Fixed whitespace and fit to Trunk Added Corrosion entry to hiscores.cc The original patch showed the slaying malus on the weapon, which may be preferable to a status light. gammafunk noted that ouch.cc iterates over equipment when deciding when to corrode, this might make less sense under the new system. -reaverb
* Remove an mprf("").Neil Moore2014-05-141-2/+1
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* Use you.innate_mutation rather than you.innate_mutationsreaverb2014-05-141-8/+8
| | | | Ditto for you.temp_mutation.
* Fix some more TAG_MAJOR_VERSION > 34 hiccups.Steve Melenchuk2014-05-141-0/+2
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* Remove the Sage effectChris Campbell2014-05-091-5/+0
| | | | Since the card was removed and it only remained as a Zotdef effect.
* Qazlal wrath.Steve Melenchuk2014-05-071-1/+3
| | | | | | | | | | | | | Three variants: 1) throw some elementals at you, with their HD equal to your XL. 2) Temporarily create lava around you (intended to limit your movement). 3) Temporarily mutate an elemental vulnerability (rF--, rC--, rElec-, or deformed body i.e. AC-). More elemental terrain changes could be nice, but this suffices for now.
* Qazlal: Elemental Adaptation.Steve Melenchuk2014-05-071-1/+5
| | | | | | | | | Taking damage from an elemental attack sometimes causes you to gain a temporary point of resistance in that element (overriding the other temporary resistances). This includes "earth attacks", i.e. physical damage, which give you a 3 AC boost. Thanks again to mikee for initially suggesting this idea.
* Change Ozocubu's Refrigeration.Sage2014-04-231-0/+1
| | | | | | Instead of shattering potions, player-cast refrigeration prevents potion use for 7-15 turns, with duration of repeated casts capped to 15 turns. Monster refrigeration is unaffected.
* Fix compilation with TAG_MAJOR_VERSION > 34.Steve Melenchuk2014-04-181-1/+1
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* Remove the unused jelly formChris Campbell2014-04-101-0/+9
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* Fix some issues with TAG_MAJOR_VERSION > 34.Steve Melenchuk2014-03-301-0/+2
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* Clean up the player hp change and calculation functionsgammafunk2014-03-181-2/+6
| | | | | | | 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.
* A couple mesmerisation tweaksDracoOmega2014-03-111-0/+1
| | | | | | Reduce mermaid/siren mesmerisation power, increase base duration, make breaking mesmerisation grant brief immunity to being remesmerised.
* Make all abyss teleports shift the Abyss (minmay).Shmuale Mark2014-03-081-1/+1
| | | | | | | | | | | | | | | | Partly this is to (somewhat) make the Abyss a little easier. Teleports still take longer than orbrun teleports to kick in on average, and in general letting the player know what an action will do is a good thing. But the main reason is that, due to maprot, same-area abyss teleports are a pretty awful interface screw. You are prevented from remembering what monsters were around (this was quite annoying when being marked was more common in the abyss), and though you can see for one second what direction you came from, immediately after the screen refreshes and you can't anymore. Possibly this could lead to improving/removing altogether maprot.
* Replace Mass Abjuration with Aura of AbjurationDracoOmega2014-03-061-0/+1
| | | | | | | | | | | | | | | | | Mass Abjuration was never an especially popular spell at level 6, but the recent changes which cause summons to be automatically abjured upon their caster's death renders its usefulness considerably lower. This experimental change is aimed at making the spell more appealing given how readily available this faux-mass-abjuration already is to everyone. Aura of Abjuration causes the caster to continuously perform a lower power version of Mass Abjuration each turn for a reasonably long duration, sending new summons away shortly after they arrive (given sufficient power). This version could even be a useful pre-cast option for battles with summon-focused enemies and provides tactical options which old Mass Abjuration did not, and might give the spell some play in the current environment.
* Overhaul Summon Dragon for playersDracoOmega2014-03-061-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Summon Dragon was hit extremely hard by the summon cap, as the effective strength of a summoned monster is superlinear with their quantity, and 2 dragons simply does not provide even remote offensive or defensive parity with equal level spells in other schools, such as tornado or shatter (since killing groups of monsters quickly is a pretty good form of defense). It is true that it could be used in consort with other summon spells to increase its impact, but the same is equally true of pairing tornado with other conjurations. A level 9 spell is a huge investment and its impact should be equally huge, which does not seem at all the case at present. When testing it against other equal-level spells in a range of realistic combat scenarios, Summon Dragon takes more time to defeat even modest encounters than its peers (often much more), while generally exposing the player to more danger in the process (both due to its delay in killing ranged threats and also that you can no longer form an effective screen of dragons with only 2 of them lasting more than a couple turns). In many cases, the difference is extreme. And the fact that the dragons last forever is of limited practical advantage (except in resisting monster abjuration). Raising its summon cap might address this somewhat, but rather than simply making it more spammable in the old sense, I have decided to give it behavior which further distinguishes it from common summon spells while making it suitably impactful for its spell level and the investment that represents. Summon Dragon is replaced by Dragon's Call, which gives the player a temporary status that will continuously summon in dragons adjacent to and attacking random hostiles within the player's LoS. These dragons have an individually short duration and will appear only while hostiles are present (so you cannot build up an army while outside of battle, nor carry your previous army from battle to battle unless they occur with only short delay between them). The delay between summoning each new dragon is proportional to how many you already have, meaning that they will arrive more quickly when you have none, and much more slowly while several are already active. Each new dragon summoned costs the caster a small amount of mp, and the effect will end if you run out. Also, it generates a continuous amount of noise while the status lasts. Finally, there is a somewhat lengthly cooldown between times the effect can be activated. The effect is definitely strong, as befits a level 9 spell, but interestingly it also excells at slightly different situations than other level 9 spells do. It is distinctly less powerful against massed groups of foes, but potentially stronger against a series of moderate to small encounters back-to-back due to its duration. And it definitely (to me, anyway) feels splashy in a way that a level 9 spell ought to. Of course, numbers are still provisional, as always. (For now I have retained the original Summon Dragon as a monster spell, as much of the additional complexity of Dragon's Call does not add much to a monster version over just summoning a couple more dragons in the usual manner)