| Commit message (Collapse) | Author | Age | Files | Lines |
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They were only used in one place, and the relevant code was moved to
that one place in the previous commit.
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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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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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As part of a wider scheme to make draining temporary.
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Since the removal of ally pickup modes, the flag has still been tracked
but never actually read.
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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Chris Oelmueller made an excellent patch for this, but unfortunately it
was rather rotted by the time somebody decided to look at it. It was
easier to recreate than update. I've also added some tiles stuff which
was missed in the original patch.
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New item is just called "scroll of enchant weapon". It increases both accuracy
and damage by 1.
Enchant weapon III scrolls have been converted to stacks of 2 enchant weapon
scrolls where placed in vaults, and if already generated will act like a common
"scroll of enchant weapon" as well for sake of simplicity.
Scroll weights have been adjusted a bit; this almost certainly
needs to be revisited.
[Committer's note: merged a few commits into this, where it seemed sensible.
Also reworked the scroll weights, but yeah, that needs another pass.]
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Elec and venom launchers already use the same brands, and with ranged
code more similar to melee code this change actually simplifies most
code. There should be no gameplay change though some weird brand picking
code for launchers was refactored, which might have some effect.
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This mutation acts as an anti-faith, making piety gain slower. This
probably doesn't work well with wretched stars, but it seems like a
good, long term, strategic effect.
This idea has been floated around before as a species mutation. It could
be added to one of the blander species, or given to a new species.
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(Committer's note: The old Tukima's Dance was fiddly and
not well-liked. Changing it into something hexier seemed
like a popular & reasonable idea.
I refactored the spell code & fixed a few small issues.)
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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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Prevent all god gifts from being rebranded rather than just those from
good gods and Beogh (not that this will ever make any difference in
practice).
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It's an antimagic enchantment, borrowing the code from melee antimagic
(which now internally refers to the new beam type).
I have a vague notion that this might remove antimagic effects from the
caster at some point, but that's for later.
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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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For a clear distinction of "bows" the skill, and from "longbow" the weapon.
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For the most part they were optimal to cast before every fight,
making them hugely annoying but too useful to simply ignore. They
also encouraged being casted before reading an unidentified scroll,
just in case it might be brand weapon. Warp Weapon and Excruciating
Wounds obviously do not have the latter problem, and since the spells
have noticeable drawbacks they do not have the second problem as
much either.
The books of Ice, Fire, and Necromancy don't get replacements; they
are pretty good anyway. Alchemy and Envenomations get Alistair's.
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To prevent silly surprises when resting in Lair as a CK or clearing
random plants with a chaos weapon.
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Touches a lot of files since their #includes have to be edited.
(Pushing now since it shouldn't break anything and keeping it updated
is nasty.)
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Inner flame mostly just encouraged running away until it expired, and
works much better as ?immolation's effect. Instead cause multiple
fireballs with fairly low damage on non-adjacent monsters, or mass
corona for a really impressive display of Xom's destructive might.
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Only rarely, and only upon entering a level for the first time. Randomly
pick between providing a fairly long-duration stealth boost or making a
loud noise.
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This function had three unused arguments, which I've removed.
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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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This formerly special cased it, which meant I had to change it when I
renamed potions of speed. This means future changes or additions to the
potions xom used do not have to modify this function.
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Changes everything, including vaults, the enum (now POT_HASTE) and the
.txt files in /dat/descript (things like hints.txt and foreign language
description files).
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Broken by a5274fd.
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Less boring, at least.
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Summon Ugly Thing was never a particularly impressive spell and the
summon cap changes have left it even more underwhelming these days.
Still, there is a need for a solid midrange summon available to good
god worshipers, and this is a shot at assembling one that might be
more interesting than the ubiquitous ugly things.
The spell can summon either a manticore, lindwurm, harpy (multiples
at higher power), or a sphinx (much rarer except at high power), which
I feel are solid midrange creatures with a shared mythological theme
and some relatively unobtrusive gimmicks (and more of an emphasis
on ranged combat than its immediate 'upgrade' in Summon Hydra).
Somewhat similarly to Shadow Creatures, multiple harpies count as a
single creature for the purposes of the spell's cap, and the creatures
also receive a modest HD boost based on high spellpower (I'm still
somewhat divided on this, unlike with Ice Beast, but it does help the
spell scale more strongly with spellpower that it otherwise would;
perhaps there is some higher-tier creature accessible with high power
that could help bridge this gap on its own?)
As a natural consequence of Summon Ugly Thing being replaced, Kirke
also acquires this spell. This is effectively a buff for her, but as
one of the least dangerous midgame uniques, I am sure she can handle it,
and a selection of Greek mythological beasts are surely at least as
suitable things for her to summon as... whatever ugly things are.
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[It had much the same problems as racial weapons, with only very slightly more
significant effects. Some of the old effects of racial armour could potentially
be rethought and made into a new armour ego. Beogh still gives a (slightly
smaller than before) bonus for armour use, without the orcish requirement.
-MarvinPA]
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Cleaned up bugs in random_near_space(). Monsters can no longer blink
through walls, or into lava/deep water. Ball lightning can be summoned
over lava/deep water.
[Committer's note: cleaned up a bit of code formatting and comments.]
Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>
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This is a pure name change, with no functional changes. I did not change
the cases where x_chance_in_y was called through Lua, presumming that a
macro would be unusuable in Lua.
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No quaffing. Probably Vampires refuse to drink blood from fountains
because they're dirty and full of dungeon rubbish or something (or blood
fountains could just be removed).
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It's already been replaced in the Summoner starting book, and is one of
the summon spells that mostly just relies on spamming large numbers of
monsters. Alistair's Intoxication is shuffled around in a couple of books
to replace it in Envenomations.
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Just so it doesn't go completely unused.
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This is a close analogue of Xom's "rearrange the pieces" effect, only it
selects pairs of nearby creatures randomly to swap around rather than
swapping you with a nearby target first and then swapping nearby
monsters indiscriminately; every nearby creature here is guaranteed to
be repositioned (unless there are an odd number of creatures in view, in
which case one will be left out). There are also no confusion effects.
Chain of Chaos is now unused; it's been suggested it be used for a Xom
effect, but I'll leave that to others to figure out.
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...now that there's an ENCH_AGILE to power it.
No spells use it directly, though it crops up in chaos effects and
allows monsters to drink potions of agility.
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While several parts of code checked if a monster WAS 'panicking' (described
in a comment as 'fleeing without running away'), it was never actually
possible for a monster to enter this state, nor did there seem to be any
behavioral code associated with being in it. The flee-based behavioral
code is convoluted enough already without mysterious unused things cluttering
it up, so I have pruned it.
(Hopefully I am not overlooking anything)
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It's possible there's a monster on the same square as the player,
if submerging or Fedhas are involved.
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Sorry again ._.
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