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* Restrict Xom's banishment effect to xp > 8, or xp > 5 if bored.Johanna Ploog2009-12-143-10/+60
| | | | Also, allow Xom to sometimes revert a banishment right after exacting it.
* Implement rng pushing and popping for sha256 hardened prng (Adeon)Robert Vollmert2009-12-143-5/+82
| | | | | | | | the rng.cc used to call just push_mt_state which bypassed the hashing process and didn't return the state as it was after popping the state Fixes bug #52.
* Implement dolls_data copy assingment operator.Robert Vollmert2009-12-142-1/+8
| | | | Hopefully, this fixes #189.
* Fix formatting.Robert Vollmert2009-12-142-9/+9
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* Colour completely inactive mutations (for Vampires) darkgrey.Johanna Ploog2009-12-141-3/+5
| | | | Also, partially inactive mutations are bracketed.
* Prevent Maurice from stealing something when confused.Johanna Ploog2009-12-142-0/+26
| | | | Also add some appropriate messages for this case.
* Fix label at an end of block.Adam Borowski2009-12-141-2/+3
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* Revert "Allow worshippers of good gods to kill hostile-neutral beings."Adam Borowski2009-12-143-7/+7
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* Make folks pacified via Evilyon neutral-hostile (dpeg).Adam Borowski2009-12-143-4/+4
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* Remove a misleading statement that's nearly no-op.Adam Borowski2009-12-141-3/+0
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* Fix equip funcs of artefact armour and jewelry being called with no show_msgs.Adam Borowski2009-12-143-3/+7
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* Revert "Remove Robe of Clouds' equip message."Adam Borowski2009-12-141-0/+6
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* Let sixfirhies spawn in Pan.Adam Borowski2009-12-141-0/+3
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* Remove messages about monsters "peering into the shadows".Johanna Ploog2009-12-131-29/+0
| | | | | With sense/see invisible being included in monster descriptions it's not necessary any more and only serves in making monster status longer.
* Add missing include to fix my previous commit.Johanna Ploog2009-12-131-0/+1
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* Use the trap_prompt option to decide whether disarming traps prompts you.Johanna Ploog2009-12-132-6/+7
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* Don't disallow trap disarming if there's a harmless cloud in the way.Johanna Ploog2009-12-131-1/+4
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* Don't let "You are standing in the rain" interrupt resting.Johanna Ploog2009-12-131-0/+1
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* Prompt when trying to disarm traps with hp < specified for trapwalk.lua.Johanna Ploog2009-12-131-1/+22
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* Really add the Crazy Yiuf tile.Johanna Ploog2009-12-131-0/+0
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* Add a section of differences to other roguelikes to the FAQ.Johanna Ploog2009-12-131-28/+61
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* Add a tile for Crazy Yiuf.Johanna Ploog2009-12-133-38/+100
| | | | | | | This is basically my old Grum design with a beard. :) Also reorder the nonhuman unique tiles in tilepick.cc by glyph and use the base monster tiles as placeholders for those that don't have a tile yet, which should be an improvement over displaying question marks.
* Replace the giant leech tile with a version that should be more visible.Johanna Ploog2009-12-132-0/+0
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* Use a recoloured guardian serpent tile for Aizul.Johanna Ploog2009-12-134-0/+5
| | | | | Also add an older tile of Aizul I made before the guardian serpent decision into the UNUSED tiles folder. We can use it for some (other) naga unique.
* player.{cc,h}: fix copy constructor for dolls_data structSteven Noonan2009-12-122-0/+7
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* tiles: only include tiledef-*.h in files where they're neededSteven Noonan2009-12-1216-11/+56
| | | | | | | This eliminates the annoying full rebuild that happens when the tiledefs are modified. Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Allow worshippers of good gods to kill hostile-neutral beings.Adam Borowski2009-12-133-7/+7
| | | | | This is still an unchivalric act for TSO since they don't seek you out as aggressively as normal hostiles.
* Rename ENCH_NEUTRAL to ENCH_TEMP_PACIF since it's what it does.Adam Borowski2009-12-135-14/+16
| | | | | | Also, keep afflicted monsters from attacking the player. It's bad if they just got "impressed by your words" yet they hunt you and you can't even fight back.
* Make perma-pacified monsters good_neutral instead of neutral.Adam Borowski2009-12-131-1/+1
| | | | | | | | | This means they won't attack the player. Perma-pacifying can currently occur for: * Ely's healing * Zin's "totally impressed" (an extreme case of recite) * Pikel's slaves being freed
* Describe good_neutral monsters differenly from neutral (hostile to you) ones.Adam Borowski2009-12-132-3/+4
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* remove code for old minor tagsJesse Luehrs2009-12-122-36/+4
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* Add tiles for rain clouds and mutagenic fog.Johanna Ploog2009-12-1212-0/+26
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* Allow setting monster's friendliness with att:XXX.Adam Borowski2009-12-122-0/+20
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* allow -save-version to take actual filenames tooJesse Luehrs2009-12-121-32/+42
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* add a --save-version option for checking a player's save file versionJesse Luehrs2009-12-124-20/+102
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* More sanity for demon altar vault (due).David Ploog2009-12-121-3/+6
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* Fix tiles compilation by using the guardian serpent corpse tile.Johanna Ploog2009-12-111-1/+1
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* Add Matthew's speech for guardian serpents.David Ploog2009-12-111-0/+4
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* Fix a comment.Johanna Ploog2009-12-112-4/+4
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* Add a new guardian serpent tile. Move guardian naga tile -> UNUSED.Johanna Ploog2009-12-113-1/+1
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* Berserk is a state of mind, so mindless mons shouldn't zerk.Adam Borowski2009-12-111-0/+3
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* Give whips a third damage verb (Mantis 0000143).Adam Borowski2009-12-111-1/+15
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* Generic fallbacks for non-humanoid wizards casting.Adam Borowski2009-12-113-3/+22
| | | | Also fixes @objective@ in spell messages.
* Rename guardian nagas to guardian serpents.Adam Borowski2009-12-1113-30/+43
| | | | The tile is left untouched for now.
* If we explicitely give mon a ranged weapon, pre-wield it.Adam Borowski2009-12-111-0/+4
| | | | This already is the case for weapons generated by default.
* Use AT_ not AF_ for WEAP_ONLY, so statues won't use bows like a cudgel.Adam Borowski2009-12-115-15/+17
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* A vault featuring an archer statue.Adam Borowski2009-12-111-0/+15
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* A blank "statue" monster, to be redefined by vaults.Adam Borowski2009-12-116-2/+27
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* Actually add the aforementioned tile (jpeg).Jude Brown2009-12-111-0/+0
| | | | Whoops!
* Don't autopickup known amulets of guardian spirit, but do rings whose power ↵Adam Borowski2009-12-111-4/+2
| | | | | | stacks. The only way to have amulet type identified is to already have one.