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From: <gi...@cr...> - 2013-09-30 05:10:15
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at 1404ebc605d8ca73898552a64c16e22fdde06945 (commit)
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commit 1404ebc605d8ca73898552a64c16e22fdde06945
Author: gammafunk <gam...@gm...>
Date: Sun Sep 29 21:34:14 2013 -0500
Fix conduct prompting for jump attacks with elec/devastator.
Warnings were not being generated for non-adjacent jump attacks and some
double-prompting occured for adjacent ones.
commit 39fb3a86bcd2797f97784fef75a17c2676c5d3fd
Author: gammafunk <gam...@gm...>
Date: Sun Sep 29 20:00:11 2013 -0500
Simplify conduct checks and fix prompting with elec/devastator for jump-attack
Instead of trying to differentiate sanctuary vs. other conduct issues, just
count them equally as a conduct violation, which seems the intention of
bad_attack() anyways. Elec attacks for targets in water and devastator also
give conduct prompts now with no double-prompting.
commit 5b3de13cd836ceded71dbb484e4b50831300ff7f
Author: gammafunk <gam...@gm...>
Date: Thu Sep 26 19:41:53 2013 -0500
Allow jump attack to target an empty square
The player can target an in-range empty square for jump attack. If it turns out
that the square is empty, the jump-attack fails and the player rebounds to their
original position, losing the turn.
commit c5ec9a5276cef936fbacc0832559a90bad63e5c7
Author: gammafunk <gam...@gm...>
Date: Fri Aug 30 12:29:08 2013 -0500
Include a header to use a canned message in the player class
commit d34add35c4e2eadc4070419d0bfd939a1ccd9fbd
Author: gammafunk <gam...@gm...>
Date: Fri Aug 30 11:59:44 2013 -0500
Disable jump in tree and wisp forms
commit 6980c2847b15ef7026c2566f0796cc596dd44b1a
Author: gammafunk <gam...@gm...>
Date: Thu Aug 29 00:34:30 2013 -0500
Fully set the jump mutation in the Felid save compatibility code
commit ced014d0aedf6557eb093306a1f1ff7d1b5c7341
Author: gammafunk <gam...@gm...>
Date: Mon Jun 24 14:15:30 2013 -0500
Don't do an erroneus check_moveto() on the monster target, cleanups and documentation for targetter_jump
commit 01631b83c9b0e5a5b2f56e0843ccd68f60b017a4
Author: gammafunk <gam...@gm...>
Date: Sun Jun 16 01:56:53 2013 -0500
Fix movement range not being properly checked
commit f960547f6a86a3cfb837a621ab8c463a2f981081
Author: gammafunk <gam...@gm...>
Date: Sun Jun 16 01:01:11 2013 -0500
Give felids the jump 1 mutation at start.
Increasing the mutation level at XL 6 and XL12.
commit 2b30c7f69514a1d62d694e70b1c932a2ce79a206
Author: gammafunk <gam...@gm...>
Date: Wed Aug 28 23:36:41 2013 -0500
Jump-related save compatibility
The jump enums (two abilities, arte prop, mutation) were previously not added to
the proper location, which would break save compat with trunk. Also add a bit
of save compat code to give Fe innate jump if loading from a save where they
don't have it.
commit c892558c798fea435a2fe5c347f06ad40cd8a127
Author: gammafunk <gam...@gm...>
Date: Sun Jun 16 00:41:21 2013 -0500
Add a player mutation granting the jump ability
* Starting attack range is 3, like the evokations ability, increasing by one for
each level of the the mutation to a max of 5.
* Cost of ability is only hunger and exhaustion (same hunger cost as evokations
ability).
* The mutation ability otherwise functions exactly the same as the evokations
ability.
commit 26617dcfecc41fe232007e0a652df9b18ea7a042
Author: gammafunk <gam...@gm...>
Date: Sun Jun 16 00:09:43 2013 -0500
Add a jump artefact property giving the evoke jump ability
* Can be added to anything that's not a ranged weapon with same frequency code
as used for fly/blink/rage (occurs after rage)
* Shops appraise this for same value as +Rage.
commit a480ebeb2c898187c4f2027e4cb55c1ef68e2131
Author: gammafunk <gam...@gm...>
Date: Sun Jun 16 00:07:57 2013 -0500
Generate boots of jumping with same frequency as boots of running.
commit e483ccf8e10929633fb8f815811124531c5482d1
Author: gammafunk <gam...@gm...>
Date: Sun Jun 16 00:04:56 2013 -0500
Add SPARM_JUMPING ego. Wearing this grants the evoke jump attack ability.
commit 8d34e368f9598c3e9769fa26c91a7bbbef9d4648
Author: gammafunk <gam...@gm...>
Date: Sat Jun 15 23:23:16 2013 -0500
Evokable Jump attack ability
* Player chooses a monster target within range where there's at least one valid
landing site adjacent to the target.
* There must be a monster to target to use the ability, but the monster can be
friendly or neutral.
* A random valid landing site is chosen, the player is moved to that square, and
weapon melee occurs against the target at the landing site.
* Jump attacks are melee with the wielded weapon and get a 20% damage bonus
* Valid landing sites are always habitable squares with no monster and no
thing that's dangerous to the player.
* Flying monsters or giant monsters not standing in deep water or lava can
'block' the path of a landing site by being in the ray path from the player to
the landing site.
* If a visible monster blocks the path to a landing site, it won't be considered
as a valid landing site.
* If something invisible blocks a landing site, the site will be shown as valid
and can be randomly chosen, in which case the player 'rebounds off something
unseen' and never leaves the starting square, but wastes a turn (delay 10aut).
* If the player is adjacent to the monster, sites adjacent to the player are not
valid; you have to 'jump over' the monster in this case.
* Player can't jump if exhausted or standing in water/lava/liquefied ground
* Exhaustion duration is set after jump (regardless of success) to prevent a
second jump, with a duration formula that's the same as the breath duration.
* The usual melee checks wielded weapon/friendly etc. checks are performed for
the jump melee.
* If any of the valid landing sites would cause problems with self-electrocution
or sanctuary violation, the player is warned first.
* Range is determined by evocations training; starting attack range is 3
(movement 2), and it increases by one at evocations 5 and 10.
* The cost of the jump is 2MP and a hunger cost using the same calculation as
for flame breath.
* The delay of a successful jump is the same as melee delay.
* Fail rate for the ability calculation based on evoke taken from breath fail
rate code
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Dungeon Crawl Stone Soup
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