Commit Graph
36 Commits
Author SHA1 Message Date
arromdee 9aa253c8ab salamanders
If salamanders are made immune to slime, then all the other places in the
code which check for fire creatures should be modified too.
2002-02-06 05:11:25 +00:00
arromdee 1a72729895 artifact.c comment 2002-02-04 04:01:47 +00:00
arromdee 0aa32a65c2 From the beta-testers; the ability to detect bad food should detect slime as
well as cockatrice meat.
2002-02-04 03:35:17 +00:00
arromdee b739904c98 reflection
Found in the beta-test.
2002-02-04 03:24:17 +00:00
arromdee c06397a703 blessed +2 fireproof speed boots
The inability to wish for a blessed +2 fireproof speed boots really was a bug.
Prefixes are checked for inside a loop which should allow them to be in any
order; for some reason +nnn and empty were outside that loop.

Also adding the secret door detection fix to betabugs 3.3.0.  (Is it safe to
hand-modify betabugs 3.3.2?)
2002-02-02 07:18:52 +00:00
arromdee aec390d154 B2014 (comment change) 2002-01-28 02:47:50 +00:00
arromdee 1b08077c93 egg breaking
This fixes beta bug 2012.
2002-01-28 02:24:02 +00:00
arromdee 02a39530ab fixes tid 2002-01-26 02:32:32 +00:00
arromdee 5182c9110e secret door detection
There was an old bug where a wand of secret door detection was identified
even though it didn't find anything.

It was unconfirmed, but I had no trouble confirming it.  It happened because
the wand worked on squares that were couldsee() but which (because they weren't
lit) you couldn't actually see.  The wand would detect the secret corridor and
then not display it because it was out of sight.

I fixed it to display the corridor, in sight or not (I could have had it not
detect anything, but the wand is fairly weak already.)
2002-01-26 02:26:28 +00:00
arromdee 3c240e9b4a piranha
An extra space in the piranha entry was causing it not to work.
2002-01-24 04:43:49 +00:00
arromdee af6a8574e0 minor things
Two unrelated tids.  I wouldn't bother putting them into Beta 1. :-)
2002-01-23 01:41:53 +00:00
arromdee c8c7c22a92 swallowing zombies/mummies 2002-01-21 22:54:17 +00:00
arromdee b7b85375c5 polymorphed quest leader
Duuuh.  Of course adding objects already changed the editlevel.

Anyway, here's the fix I was working on.  It only matters in a very obscure
situation.  (Also, the quest leader still speaks no matter what he's
polymorphed into.)
2002-01-21 22:25:04 +00:00
arromdee 166affb0f9 polymorphed quest leader
Duuuh.  Of course adding objects already changed the editlevel.

Anyway, here's the fix I was working on.  It only matters in a very obscure
situation.  (Also, the quest leader still speaks no matter what he's
polymorphed into.)
2002-01-21 22:15:22 +00:00
arromdee 4f10682592 priest names 2002-01-21 03:30:51 +00:00
arromdee bfbf1d6c30 monster spells
This fixes the problem with my monster spell changes which let monsters
summon monsters around you when they don't even know you're around.

The summoned monsters should appear where the monster thinks you are, if
you're invisible or displaced.

I have not prevented them from summoning monsters when you are in a temple,
nor have I prevented them from aggravating monsters several times when you're
out of sight.

Messages should be a little smarter, taking into account number of monsters
and invisibility/displacement.

--Ken A
2002-01-20 06:17:20 +00:00
arromdee 9211e211b0 wizard # list
The monpoly_control command on the wizard # command list was formatted badly.
2002-01-19 03:17:31 +00:00
arromdee d7b0fe17b1 I already redrew this... 2002-01-19 01:57:21 +00:00
arromdee 89d9f36f06 fix typo (change experience change)
--Ken A
2002-01-19 01:30:26 +00:00
arromdee d3a78f0634 pets and tripe
This fixes a very, very, old bug.  I don't think there's been a version
since pets were introduced that doesn't have it.
--Ken A
2002-01-18 03:15:10 +00:00
arromdee 28975c6682 lenses
This adds <Someone>'s lens patch.

This is probably it for me adding in any more user-contributed patches for
3.3.2 (except maybe coin flipping; does anyone object to it?)

--Ken A.
2002-01-18 01:23:58 +00:00
arromdee d2050e48e5 levelchange
This changes the #levelgain command to #levelchange, and allows changing
levels both up and down.

--Ken A.
2002-01-18 01:09:28 +00:00
arromdee 912b4a8d94 reduce insect summoning
Testing the Astral Plane showed that the summon insects spell was a little
ridiculous with the new monster spellcasting routines.  You can easily
have enough priests within range of you that insects are summoned almost every
round.  I've made this saner by halving the frequency of the spell.  The player
will still probably encounter summoned insects a lot more than before.
2002-01-17 03:14:12 +00:00
arromdee af50cb590d high priest message
Fix bug: Create high priest, let it kill you.  Get "kiled by the high priest".
2002-01-17 03:04:04 +00:00
arromdee f93521e95d wizard #poly and #levelgain
This adds the wizard #poly and #levelgain commands.
2002-01-17 02:47:23 +00:00
arromdee 4361289ec3 BUC patch
This adds the BUC-patch, except that it includes four separate choices for
blessed/cursed/uncursed/unknown.  The patch only applies to full menu styles.

--Ken A

(Incidentally, I have a suggestion: when deciding what's the first line for
purposes of mailing out messages, use the first nonblank line...)
2002-01-16 03:19:45 +00:00
arromdee 6bfebccbed This adds <Someone> patch for enlightenment to show increase damage and
accuracy (only on death).  It's one of the 'insufficient discussion' patches,
but I doubt anyone will object to it.
2002-01-15 03:26:09 +00:00
arromdee 4b6b5d7b8c This adds in <Someone>'s autodig patch. 2002-01-15 02:50:36 +00:00
arromdee 0b268a2628 Tids only. 2002-01-14 04:50:17 +00:00
arromdee b35a8a290a Fix comment typo, fix lightning problem. 2002-01-13 22:29:12 +00:00
arromdee b09c3e2e69 Fixing a buglist bug. Also changing an unrelated buglist item a bit (it was
mine to begin with, I thought I had a way to fix it but it turns out I didn't,
so I was researching it again).

Checked into CVS.
2002-01-13 20:37:18 +00:00
arromdee cba72d9cf0 I haven't seen anyone get confused by a data.base description in a long long
time.  I think it's because the modern data.base contains so many quotes that
have nothing to do with Nethack that nobody tries to use data.base to figure
out how to handle monsters any more.
2002-01-12 05:45:26 +00:00
arromdee d5d7f15007 Fix some steed/wounded legs things. Also add a wizard-only enlightenment
message specifying that the steed has wounded legs.
2002-01-12 05:37:33 +00:00
arromdee 157840766d Finally overhauled some spell stuff. --Ken A.
Summary of spell changes:
-- wimpiness of 'default' spell fixed by doing half damage for magic resistance
instead of 1 damage, and using half monster level instead of 1/3.  It may
still need tweaking, but is much better than before.
-- 'default' spell for cleric monsters is now the wounds spell, by analogy with
wizard monsters.
-- added clerical lightning strike, flame strike, gush of water
-- all spells should now say the monster is casting a spell, and all spells
should have messages.  (Side effect: monsters speeding up by other means
also give a message saying so).
-- casting undirected spells is not affected by whether the monster knows
where you are.  Monsters that are attacking your displaced image, that are
several squares away, or that are peaceful can use undirected spells.
-- messages should correctly say whether the spell is undirected (a monster
was always casting at thin air or pointing at you and cursing, without checking
to see if the spell wouldn't require pointing)
-- Monsters which are attacking your displaced image, etc. use up mspec_used.
If they are casting an undirected spell, the spell still works.
-- Monsters which are not attacking can cast spells that don't attack.
-- If a monster didn't have ranged spellcasting ability (which most don't),
it would print a curse message from buzzmu() every round it was at range,
creating a useless stream of constant curse messages

I still haven't made spellcasters "smarter" in the sense of noticing whether
you have reflection, fire resistance, etc.  That opens a big can of worms
because it would mean giving monsters a memory.

Known bug: the higher level a monster is, the more spells it has; since it
chooses a noncombat spell by randomly picking a spell and casting if it
happens to be noncombat, the higher level the monster is the greater the
chance of getting nothing.
2002-01-11 01:09:07 +00:00
arromdee 1d86d33fde Fix drain life "problem" (zapping it at the floor required you to reach the
floor) by not making it wipe engravings to begin with.

--Ken A.
2002-01-10 06:08:58 +00:00
arromdee 4cb64966f3 remove extra buglist entry
This should be removed from the buglist since it was just implemented.
Also, I get to test my CVS setup this way. :-)
2002-01-10 01:24:01 +00:00