Commit Graph

11 Commits

Author SHA1 Message Date
arromdee
c9f7360301 stopping occupation when missed
This fixes beta bug 3020.  It was hard to notice because the presence of a
monster in the room stops your occupation anyway, so it wasn't triggered unless
you were blind.
2002-02-27 02:29:33 +00:00
arromdee
6033bee646 pudding cloning (from beta-test) 2002-02-23 06:12:55 +00:00
nethack.rankin
81684b1672 high-end monster tuning
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.
2002-02-19 03:38:31 +00:00
cohrs
e541a42e0d seduction and "it"
use noit_* functions for monster names after the deed is done, to make
code consistent with the "you have discovered mon's identity" comment
2002-02-12 04:29:17 +00:00
cohrs
91c5521009 verb agreement
add and use new APIs, Tobjnam, otense and vtense, is_plural
to determine tense/form of verbs and a few pronouns as well
2002-02-09 00:24:49 +00:00
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
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
nethack.allison
f2fe0a3d5c The word "zorkmid" was hard-coded in format strings all
over the place.

Often they would use
	"%ld zorkmid%s", amt, plur(amt)
but not consistently, so some of the hard-coded usage
could result in "1 zorkmids"

This adds the function
	currency(long)
to return the name of the currency, either plural
or singular depending on the argument passed to it.
That eliminates the need for the extra %s in the
format string and the use of the plur() macro.
2002-01-21 03:35:04 +00:00
cohrs
7cb3f8d2f6 gaze attacks while on a scroll of scare monster
Reported to the list 1/5/2001 by <Someone>.
I put stop_occupation calls in all the gaze cases where they were needed.
You might still die, but you'll only get attacked once before you stop waiting.
2002-01-16 07:56:46 +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
jwalz
205289d18b *** empty log message *** 2002-01-05 21:05:49 +00:00