summaryrefslogtreecommitdiffstats
path: root/crawl-ref
Commit message (Collapse)AuthorAgeFilesLines
...
* Allow disintegrating trees.Adam Borowski2010-01-121-0/+15
|
* Trees don't reflect electricity; for bolts of lightning they ignite instead.Adam Borowski2010-01-122-2/+23
|
* Remove electric missiles.Adam Borowski2010-01-125-15/+6
| | | | | The launcher brand is still there, currently on the storm bow and 1/5 of branded (ie, 1/3 of them) randart crossbows.
* Make TAG_MAJOR_VERSION a #define not a pansy enum, so you can use it in #if.Adam Borowski2010-01-121-5/+2
|
* Mark holy weapons as useless more faithfully to their actual uselessness.Adam Borowski2010-01-121-3/+8
|
* Fix incorrect math in make_box_doors.Jude Brown2010-01-121-1/+15
| | | | | | | | | In most settings, three passable glyphs are those on the inside of the room; we want some passable glyphs on the *outside* of the room as well. This does mean that immediate corners of doors will now be excluded from possible door spots, but this can be hacked around. The other solution is to look "outside" of the room, which could probably be calculated from the specified side.
* Die noisily on invalid box_side (mostly to silence compiler warnings).Adam Borowski2010-01-121-0/+1
|
* In tile-dngn.html display tile weights as percent values.Johanna Ploog2010-01-121-4/+8
|
* Fix #388, disallow poison combos except for Nessos.Jude Brown2010-01-121-18/+13
| | | | | | | | | | This commit fixes "poison poisoned arrow of flame hits you" (#388, Core Xii). This commit also removes the ability to combine venom-branded bows with branded ammunition, except for Nessos, who is given an exception. In other words, he can shoot "poisoned arrow of flame", but you can kill him, pick up his bow and arrows, and only shoot "poisoned arrows".
* More new dungeon build functions, and some adjustments.Jude Brown2010-01-121-8/+147
| | | | | | | | | | | | | | | | | Adjusted _valid_coord to allow the checking of a coordinate without generating an error message; moved fill_area's filling code to its own function so that it can be called by multiple functions; implemented count_passable_neighbors in C++ instead of Lua, to make it more accessible in multiple layouts. Implemented "make_box" and "make_box_doors"; both work on a series of two coordinates (top left and bottom right corners), the first making a box of specified width and using specified glyphs for walls and floor, while the second function will randomly add doors to the box, ignoring corners. make_box_doors will not work on instances where the wall thickness is more than 1 square; this could be adjusted at a later date.
* A quick "god gift" Wizard function.Jude Brown2010-01-125-19/+32
| | | | | | | It will probably do nasty things to piety and god gift timeouts, but it's useful for quickly checking what acquirements can be got for different gods, and also testing Okawaru's missile acquirement (which wasn't working with slings before, but is now.)
* Some new Lua wrappers for dungeon building and ranges.Jude Brown2010-01-122-1/+82
| | | | | | | | | | | Introduces util.range(start, stop), returning an array consisting of the numeric values between start and stop inclusive. Also introduces "is_valid_coord" Lua wrapper, which does the same work as _valid_coord but does not generate an error message for invalid coordinates, "find_in_area" (a straight translation of the function in dungeon.cc), and "is_passable_coord" which checks the glyph at that location against traversable_glyphs.
* A start at fixing missile acquirement (Vandal).Jude Brown2010-01-121-11/+3
| | | | | | | | | | Vandal points out that SK_SLINGS was returning MI_STONE instead of sling bullet, and also had some legacy code around for SK_CROSSBOWS, darts and hand crossbows. This commit fixes that, but does not fix the issue of being unable to (I believe) acquire hand axes, dagger, javelins, throwing nets or large rocks for people with throwing skill.
* Add a coinflip() to slimes splitting, so it's not as reliable.Johanna Ploog2010-01-121-3/+3
|
* Make slime creatures split in open space.Johanna Ploog2010-01-122-11/+13
| | | | | | | | | | | | | I removed an "unoccupied" because a comment claimed this shouldn't matter for splitting and also because doing so seemed to have the desired effect. I also added a check to make sure that splitting only takes place if it doesn't increase the distance to the foe, other adjacent cells are fine of course. With these changes, luring merged slime creatures into open areas causes them to split.
* Remove forced update when gaining Necromancy while wielding a weapon ofDavid Lawrence Ramsey2010-01-111-4/+0
| | | | pain, since they're no longer marked as useless without it.
* Replace another tile duplication with a weight setting.Johanna Ploog2010-01-111-1/+2
|
* Only display tile probabilities in the dngn html file.Johanna Ploog2010-01-111-6/+16
|
* Don't mark weapons of pain as useless with Necro=0, they're same as unbranded.Adam Borowski2010-01-111-2/+0
|
* Change the messages on wielding a weapon of pain. (MarvinPA)Adam Borowski2010-01-111-1/+6
| | | | I dropped "great" from "great ineptitude", though.
* In trog_book, burn all books at the book location.Robert Vollmert2010-01-111-3/+2
| | | | | | | | | | | | Previously, it was possible to prevent the book from being burned by throwing an item on top. The timing of incineration has been a little unreliable in in my tests, but I believe (hope) this is not related to the change. Burning all books except just one so players can't throw away a junk book to get at a new one.
* Replace the triple-defined water tiles with the appropriate %weights.Johanna Ploog2010-01-111-7/+8
|
* Also apply _pick_random_dngn_tile() to animated feature tiles.Johanna Ploog2010-01-111-21/+21
|
* List tile weights in tile-dngn.html.Johanna Ploog2010-01-111-2/+7
|
* Implement rltiles %weight command and skewed dngn tile probabilities.Johanna Ploog2010-01-116-7/+79
| | | | | | | | | | | | | | | | | | | | | | | | | | | | In dc-dngn.txt you can now use the %weight command to specify the probability of a given tile whenever a variant is chosen randomly from a set of variant tiles. Example: %weight 5 floor/floor_sand_stone0 FLOOR_SAND_STONE floor/floor_sand_stone1 floor/floor_sand_stone2 floor/floor_sand_stone3 %weight 2 floor/floor_sand_stone4 floor/floor_sand_stone5 floor/floor_sand_stone7 %weight 1 floor/floor_sand_stone6 ... will make plain sand more likely than the rocky versions and the big rock rarer than the smaller ones. This is not visible from the dngn.png but you can check the (cumulative) weights in tiledef-dngn.cc. Aside from the above, this is also used for the brick wall in all its colorations. (The repeat command also repeats the weight settings.)
* Set hard limit of 180 plants per Shoals level, reduce density of plant clusters.Darshan Shaligram2010-01-111-5/+16
|
* Make place-population also report max, min and sigma for monsters generated ↵Darshan Shaligram2010-01-111-12/+53
| | | | per level.
* Blink quietly when timing out monster confusion.Robert Vollmert2010-01-111-1/+1
| | | | | | | | | | | monsters::timeout_enchantments is called when returning to a level; it blinks monsters that were confused and used to message that the monster blinks. This fixes that message. Things are still a little weird: You still see the confused monsters when entering the level and get the "less confused" messages before they're redrawn elsewhere. Not quite sure how this should be done properly.
* Pass on quiet flag in monster_blink.Robert Vollmert2010-01-111-1/+1
|
* Move Ely's white altar description back into alphabetic order.Johanna Ploog2010-01-111-4/+4
|
* Add a perfunctory shaft description.Johanna Ploog2010-01-111-0/+4
|
* Experimentally always draw tile names in the inventory header line.Johanna Ploog2010-01-111-2/+3
| | | | | | | Used to be always one line above the tile in question but with the background this can be sometimes hard to see. Also, I found it difficult to compare names with them always being centered on the tiles. Feedback welcome!
* Experimentally draw tool tip below the mouse pointer rather than above.Johanna Ploog2010-01-113-9/+21
| | | | | It's a bit less distracting this way and doesn't cover up the inventory header line (description).
* Merge branch 'amulet-refactoring'Darshan Shaligram2010-01-1127-150/+267
|\
| * Set randart base descriptions for new amulets.Darshan Shaligram2010-01-111-0/+2
| |
| * Amulet of stasis, first cut.Darshan Shaligram2010-01-1111-11/+118
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Amulets of stasis blocks: - Teleport self - Blink in all forms - Slowing - Hasting - Paralysis - Petrify - Berserker rage The amulet auto-ids the first time it triggers. The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
| * Amulet of Faith, mark I.Darshan Shaligram2010-01-1010-23/+116
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Amulets of faith have these effects: - Piety gain is 1/3 faster. - Gods that protect from harm are more likely to do so (your piety is 1/3rd higher for such checks). - Xom piety walk is 1/3 faster. - Xom is more likely to act. - Removing the amulet leaches away some piety, but will never cause excommunication, or drop piety too close to excommunication. Amulets auto-id if the player already has a religion, or when the player acquires a religion while wearing the amulet.
| * Remove resist slowing, increment tag major version.Darshan Shaligram2010-01-1013-115/+30
| |
| * Reduce berserk hp scaling to 1.5.Darshan Shaligram2010-01-103-4/+4
| |
* | In skill menu, allow reading descriptions of skills at 27.Johanna Ploog2010-01-111-2/+5
| |
* | Add an explanatory line about skill training to the skills menu. (Napkin)Johanna Ploog2010-01-111-8/+3
| |
* | In the skills menu, move Stealth to the right column, above T&D.Johanna Ploog2010-01-111-2/+11
| | | | | | | | This frees one line at the bottom on consoles with 24 rows.
* | Mark Okawaru wrath minions as summoned.Darshan Shaligram2010-01-111-2/+3
| |
* | Fix monster enchantment names for debug_stethoscope.Darshan Shaligram2010-01-111-7/+8
| |
* | Disallow intrinsic reaching attacks (turtles) from reach-attacking at full ↵Darshan Shaligram2010-01-113-39/+43
| | | | | | | | diagonals (2,2).
* | Fix xp modifier for turtles.Darshan Shaligram2010-01-111-2/+2
| |
* | Make blue smoke blue in due_chaos_kobolds.Jude Brown2010-01-111-1/+1
| |
* | don't ruin special room wallsJesse Luehrs2010-01-101-6/+6
| |
* | Adjust the activation cost of evolution and change Fedhas ability orderCharles Otto2010-01-103-16/+15
| | | | | | | | | | | | | | | | Change Fedhas ability order to: decomposition - evolution - sunlight - growth - spores - rain and adjust the activation cost/casting difficulty of evolutino to be more reasonable for a low level ability. Also change the corresponding religion titles for these abilities.
* | Redo evolution UI and costsCharles Otto2010-01-102-106/+133
| | | | | | | | | | | | Fedhas' evolution ability now uses (only) piety to upgrade fungi and only fruit to upgrade plants. UI was changed to only affect monsters adjacent to the player.