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* Scale berserk maxhp also by 1.5 (hp was 1.5x, maxhp was 2x).HEADmasterDarshan Shaligram2010-01-181-1/+1
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* Don't allow Ilsuiw to appear on Shoal:1-2.Darshan Shaligram2010-01-181-1/+1
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* Fix allies making a beeline for the map origin when out of LOSCharles Otto2010-01-171-2/+9
| | | | | | | | | | Fix a bug introduced in commit 8e49c668 which caused the movement target of friendly monsters outside the players LOS to be set to (0,0). monsters::get_foe() returns NULL for friendly monsters with foe equal to MHITYOU, so it was not being used correctly in handle_behaviour (since this part of it is just concerned with where monsters are trying to move rather than what they will actually attack).
* Let players cast sunlight on themselvesCharles Otto2010-01-171-3/+1
| | | | Let players target themselves with sunlight (but give a prompt).
* Tile transparency in water without overlays.Enne Walker2010-01-1714-187/+533
| | | | | | | | | | | | | | | | | In order for jpeg's waves to work on deep water as well as shallow, we need to not use partially transparent overlays to simulate an actor or an item being submerged. Now, non-flying objects on water will be drawn transparently to blend with the water below. This should mostly look the same, except it will now work on top of waves and will not require a mask for each water type. As a nice side-effect, ghosts are now transparent again and the water on top of submerged objects now animates properly. See the comments in tilebuf.cc for details. The mask tile itself can be adjusted to change the water level, but the parameters to SubmergedTileBuffer will need to be changed to compensate depending on what the new art looks like.
* Allow toadstools on tiles Fedhas worshipers are standing onCharles Otto2010-01-175-38/+52
| | | | | Mostly this is so that decomposition can work on corpses the player is standing on. Update the decomposition ability description accordingly.
* Update the growth and evolution ability descriptionsCharles Otto2010-01-171-2/+2
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* Change the cost display for Fedhas evolutionCharles Otto2010-01-171-13/+21
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* Increase the casting difficulty of Fedhas' rainCharles Otto2010-01-171-1/+1
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* Add flowered grass tiles, with appropriate weights.Johanna Ploog2010-01-1710-0/+11
| | | | | | | | Well, they're really just coloured dots, but when you see coloured dots on a greenish background, your brain automatically goes, "Oh, flowers!" IMHO, this finally makes the tiled bazaars as nice-looking as they are in ASCII. :)
* Colour grass tiles a darker and (I feel) more natural colour.Johanna Ploog2010-01-1724-21/+23
| | | | Move grass tiles into subfolder floor/grass.
* Nicer coloration of the strawberry vaults.Johanna Ploog2010-01-171-29/+25
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* Fix decomposed skeletons getting the wrong speed and HPCharles Otto2010-01-171-2/+24
| | | | | | monsters::upgrade_type doesn't handle derived undead well so I switched to destroying and replacing zombies that are affected by Fedhas' decomposition.
* Use Porkchop's Nessos tile, tweaked to make the bow flaming.Johanna Ploog2010-01-172-0/+0
| | | | As usual, the old tile can be found in the UNUSED folder.
* For monster detection, use the human tile for dwarves (Wayne).Johanna Ploog2010-01-171-0/+1
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* Use Wayne's tile for the calculation of the dwarf corpse tile.Johanna Ploog2010-01-172-0/+4
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* Increase generation of giant leeches in Swamp.Jude Brown2010-01-171-2/+2
| | | | | | | Chances of generation were around a maximum of one per level; they are now around a maximum of four per level, which I think is reasonable. They were previously as ultra-rare as tentacled monstrosities and other unseen Swamp denizens.
* Don't include the cumulative monster count when calculating pop totals.Darshan Shaligram2010-01-171-1/+3
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* Fix swamp drakes not getting effective meph cloud in Swamp.Darshan Shaligram2010-01-171-2/+6
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* Increase number of hydrae/swamp dragons in swamp_alternative (greensnark).Jude Brown2010-01-171-1/+1
| | | | | From a quick glance over statistics, this seems to introduce another three or so monsters per generation of the map.
* New Swamp ending: "old school" Swamp, Lernaean hydra.Jude Brown2010-01-171-0/+44
| | | | | | | | | | | | | | This ending reproduces the look and feel of the "old" Swamp: this specifically includes weird corridors through passages of water, randomly placed rock walls, and randomly placed deep and shallow water. It is considerably larger than most other ending vaults in order to continue this theme. The map has a similar number of hydrae and other threat to the original swamp and swamp_alternate maps. As a bonus, this map contains the Lernaean hydra! It's tucked away in a corner. Blame greensnark for this. It can be removed if it proves too much of a killer.
* Swamp pools, Swamp entry vault.Jude Brown2010-01-171-1/+104
| | | | | | | | | | | | | | Pools of deep water surrounded by trees. Occasionally, these have patrolling monsters (specifically, swamp drakes). Sizes vary, all are luniq. Swamp pools may require slightly more randomisation than they currently have, but we'll see how they go. On average, you get one or so per every second level or so; occasionally you'll get one per Swamp level, but I think this is okay. Weights, etc, can be adjusted. Swamp entry follows through on the theme of the random pool surrounded by trees.
* Split the Swamp balancer out into it's own.Jude Brown2010-01-171-2/+11
| | | | | Decreases chances of not placing a minivault to 1/3, as opposed to the current 2/3.
* Disable some mini/float vaults that don't work with new Swamp.Jude Brown2010-01-172-4/+4
| | | | | Specifically, worms in a box, swampy vault, ice statue vault (island version), and the library vault.
* Update place-population to report xp stats as well as monster numbers (due).Darshan Shaligram2010-01-171-22/+75
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* Set build method and layout type for swamp builder.Darshan Shaligram2010-01-171-0/+3
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* Give Amulet of Stasis a cost (ogaz).Jude Brown2010-01-171-0/+1
| | | | Same price as an amulet of rage.
* Convert fprop instances in mapdef.* to unsigned long. (greensnark)Jude Brown2010-01-173-13/+16
| | | | | | fprop lists, and fprop_spec, now use unsigned long instead of int. This matches env.pgrid, and means that there won't be size issues in future when we end up with more feature properties.
* Remove unused you.youpos, fix comment on actor::move_to_pos.Darshan Shaligram2010-01-172-3/+1
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* Add FPROP_NO_TIDE to tell the tide not to touch certain squares.Darshan Shaligram2010-01-175-14/+40
| | | | Wizmode &( now accepts fprop names to set the fprop on the current square.
* Code to alter/check feature properties in Lua.Jude Brown2010-01-175-17/+76
| | | | | | | | | | | | | This commit moves str_to_fprop from initfile.cc to fprop.cc. It also introduces two new dungeon Lua wrappers: fprop_changed(x, y, fprop), and fprop_at(x, y, fprop). fprop_at(x, y, fprop) will return testbits(coord_def(x, y), fprop). fprop_changed will either add the fprop to that location, or if it already exists there, it will remove it from that location. It will returrn a boolean value of true if it altered the location, and false if it did nothing.
* All secondary vaults in the Swamp get an implicit water_ok tag, since ↵Darshan Shaligram2010-01-171-1/+2
| | | | they'll otherwise never be placed.
* Burning trees in Swamp produces shallow water. Fire clouds adjacent to ↵Darshan Shaligram2010-01-174-5/+36
| | | | watery squares now produce steam.
* Convert Swamp ending vaults to work with new Swamp layout.Jude Brown2010-01-171-66/+68
| | | | | | | This basically converts all instances of rock to trees. It looks quite good, and I've kept the stone as thematically, this works in the branch. This commit also increases the chance of an azure jelly in the Ice ending, instead of an equal chance of an azure jelly or an ice dragon.
* Split lair.des into swamp.des, snake.des, slime.des and lair.des.Jude Brown2010-01-174-572/+580
| | | | | | | Having to scroll through all of the Lair vaults to find the branch ends for Swamp and Slime, etc, is proving to be quite annoying. The new files are now quite short, but hopefully we'll end up with new vaults to add to these branches!
* Discard Swamp heightmap after building level so it doesn't get saved and ↵Darshan Shaligram2010-01-171-0/+1
| | | | waste space.
* Make loot always accessible in bailey_polearm_2.David Ploog2010-01-171-2/+1
| | | | This fixes Bug #450.
* Re-add accidentally removed outlines from a number of monster tiles.Johanna Ploog2010-01-171-1/+0
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* Add purge's tiles for Dowan and Duvessa, yay! :DJohanna Ploog2010-01-174-2/+6
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* Add the old angel tile to UNUSED/monsters.Johanna Ploog2010-01-171-0/+0
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* Add Porkchop's improved angel tile, slightly tweaked.Johanna Ploog2010-01-172-1/+0
| | | | | | The old tile erroneously displayed angels wielding a long blade and wearing a shield. It was, in fact, identical to the Daeva one, except in coloration.
* Remove my debugging lines.Johanna Ploog2010-01-172-5/+1
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* Add a tile for sixfirhy, drawn by Porkchop and slightly tweaked by me.Johanna Ploog2010-01-173-2/+8
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* Specialcase mimics and dancing weapons in tilenum initialisation.Johanna Ploog2010-01-161-6/+5
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* Fix pan lords being silenceable (Mu).Darshan Shaligram2010-01-161-0/+2
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* Experimental level builder changes for Swamp.Darshan Shaligram2010-01-1610-98/+194
| | | | The Swamp now gets a border of trees and uses trees instead of walls. Swamp:5 vaults may need tweaking to fit in better.
* Re-enable Swamp, randomly disable one of the Swamp, Snake Pit, or Shoals ↵Darshan Shaligram2010-01-163-33/+30
| | | | instead of flipping between Swamp and Shoals only (rob, dpeg).
* Replace the bush tile with a brighter version, also by purge.Johanna Ploog2010-01-161-0/+0
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* Also use key bindings in the tutorial help screen.Johanna Ploog2010-01-161-45/+81
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* In cmd-keys.h move vi keys further down, so they get listed in the help.Johanna Ploog2010-01-161-10/+15
| | | | | | | | | | | Oddly enough, if the vi keys get reassigned to something else, the help screen doesn't switch to one of the other keys. This actually suits me as someone reassigning the keys apparently has no intention of using them but already knows what they do. (It does mean, however, that reassigning another duplicate key will also not update the display.) For players using the new Dvorak settings, the Dvorak vi keys get displayed instead, which strikes me as much more useful.