Being hit by Fire Brand now stops the sliming process if you're
being turned into green slime. And throwing an artifact up will give
artifact hit effects when it falls back down, making it possible to
hit yourself with Fire Brand (among other things). Hitting yourself
with Vorpal Blade or the Tsurugi of Muramasa will never behead or
bisect you; hitting yourself with Stormbringer will drain levels.
(I hope the latter doesn't make it too easy for players to manipulate
their experience level.)
This doesn't add artifact_hit() handling to mthrowu. If monsters
ever start throwing artifacts that will need to be added.
Inspired by the new data.base entry for Archaeologists.
Adds some "X marks the spot" engravings on the Arc locate
level. A simple "X" engraving would be more accurate to
the pirate map legend, but players probably wouldn't get the
joke without an explanation.
accelerators).
[...]
- added F4/F5 functionality - same as in MSDOS port
F4 toggles between fitting the tiled display to the screen
and full size (compresses the tiles to fit / uncompresses).
F5 alternates between ascii and tiles.
- added support for wc_vary_msgcount
- menu-window code could access a null pointer when there was no data
- menu-window code can't handle empty contents, because there's no place
to position the cursor, so force text mode
- still looked ugly, so added a check to avoid displaying anything if
the file was empty
- avoid several buffer overflows
- move use of access() to files.c in new can_read_file() function
- remove extra newlines in raw_print() calls
- get ready for lint, eg sprintf -> Sprintf
- generally make the code look like core code, not Qt code
Defer to the validation code from pickup.c for checking
valid categories. This reduces the number of callback
functions required, and allows combinations of BUCX
to be used in traditional menu style.
in util/lev_main.c:write_maze(), line which reads
"Write(fd, &(pt->ngold), sizeof(pt->naltar));"
should read
"Write(fd, &(pt->ngold), sizeof(pt->ngold));"
Addresses the follwing missing updates:
- Quest Artifact identification by Quest Leader.
- Rust damage from a rust trap.
- Remove curse as a result of prayer (both fixing TROUBLE_CURSED_* and
the blessed-remove-curse boon.)
- Charging via PYEC
Strengthen Death by making his "drains your life force"
result take away some max HPs to augment the ordinary damage
it does. The chance for that effect is reduced from 80% to
75% though. Weaken Famine, Pestilence, and Demogorgon by
preventing them from hitting with both of their disease or
hunger attacks on the same turn. When their first attack
hits, the second now gets treated as a stun attack, but if
the first one misses then the second is unchanged and yields
another chance to deliver the disease or hunger effect.
Generally modify the AD_DGST damage type so that:
- players and pets get no AD_DGST nutrition from G_NOCORPSE monsters
- undead no longer convey any nutrition, to either monsters or you-as-monster
I decided on this based on the age typically assigned to undead corpses.
- digestion conveys 50% or normal nutrition, and takes 25% the time to eat.
- all AD_DGST attacks are now subject to gas spore explosions, including player
1) Removal of bmp placement in binary directory in NT
2) No use of "intrinsic function" optimization in dsp
3) Compilation of resource file for NT Console
Untested on Borland yet. Tested on console/graphical/ide Microsoft C 6.0
in the objects[] array to allow inclusion of touchstone
when wishing for gray stone.
The patch increments editlevel and invalidates bones
and save files.
Ctrl-left_arrow - scroll left
Ctrl-right_arrow - scroll right
Ctrl-up_arrow - scroll up
Ctrl-down_arrow - scroll down
Ctrl-home - scroll to upper left corner
Ctrl-end - scroll to lower right corner
Ctrl-PgUp - scroll one page up (vertical)
Ctrl-PgDown - scroll one page down (vertical)
- F3/F4 keys switch between tiles / fit-to-screen ASCII mode (Yitzhak's
suggestion)
In the skills list shown by #enhance, add an annotation
for skills that have had enough practive to be advanced but
can't be because there aren't enough slots available or the
role-specific limit has been reached.