Directory trunk/arch/monster/undead/Skeletal_mage/

Directory Created:
2001-01-31 00:59
Directory Deleted:
2006-09-19 02:24
Total Files:
0
Deleted Files:
17
Lines of Code:
0

[root]/trunk/arch/monster/undead/Skeletal_mage

Lines of Code

trunk/arch/monster/undead/Skeletal_mage/ Lines of Code

Developers

Author Changes Lines of Code Lines per Change
Totals 42 (100.0%) 74 (100.0%) 1.7
peterm 10 (23.8%) 27 (36.5%) 2.7
mwedel 23 (54.8%) 24 (32.4%) 1.0
avogl 5 (11.9%) 19 (25.7%) 3.8
darth_bob 4 (9.5%) 4 (5.4%) 1.0

Most Recent Commits

mwedel 2006-09-19 02:24 Rev.: 4942

make branche directories, delete old trunk.

0 lines of code changed in 17 files:

  • trunk/arch/monster/undead/Skeletal_mage: skeletalmage.111 (del), skeletalmage.111.png (del), skeletalmage.111.xpm (del), skeletalmage.112 (del), skeletalmage.112.png (del), skeletalmage.112.xpm (del), skeletalmage.113 (del), skeletalmage.113.png (del), skeletalmage.113.xpm (del), skeletalmage.arc (del), skeletalmage.base.111.png (del), skeletalmage.base.112.png (del), skeletalmage.base.113.png (del), skeletalmage.clsc.111.png (del), skeletalmage.clsc.112.png (del), skeletalmage.clsc.113.png (del), skeletalmage.trs (del)
mwedel 2004-02-01 19:34 Rev.: 2577

Fix a few arc errors related to panther.111 disappearing, but
gaea still using them.
Break out many of the treasure lists, and add the necessary skills so that
the monsters can properly use things like spellbooks, wands, rods, etc.
In many cases, update the creatures to have their own specific treasurelist.
Add proper skill values to rods, horns, and staves - should fix problem with
exp not being credited to correct skill.
MSW 2004-02-01

12 lines of code changed in 1 file:

  • trunk/arch/monster/undead/Skeletal_mage: skeletalmage.trs (new 12)
avogl 2002-09-07 08:36 Rev.: 1702

Added blinding resistances to many monsters.
I have tried my best to distribute these blinding
resistances not at random, but in reasonable
and consistent ways:

Dragons and demons are now mostly immune to blinding.
IMO they have such omnipotent senses that merely
blinding their eyes doesn't help. Lesser forms of
these creatures don't have full immunity though.

The undead are well resistant to blinding as they
don't have biological eyes, which makes it harder to blind them.
Only few of them are totally immune however.

Angels are also well resistant to blinding. Being
minions of Valriel they have experience with blinding
"techniques" and thus know how to protect against it.

Also immune to blinding are creatures which just don't
have any eyes. E.g. giant worms, slimes and crawling chaos.

All humaniod monsters, including the orcish and trollish
races, remain without blinding resistance.
Most low-level monsters generally have either low or no
blinding resistance (as long as they have eyes).

Extremely vulnerable to blinding are one-eyed creatures:
Cyclopses, dreads and beholders.

[Sidenote: I have reduced cyclops experience from 400000
to 250000 which I think is still more than enough.]

--AndreasV

1 lines of code changed in 1 file:

  • trunk/arch/monster/undead/Skeletal_mage: skeletalmage.arc (+1)
mwedel 2002-07-14 23:38 Rev.: 1657

Update arcs to use body_info for equipping items.
Update armor to use gen_sp_armour instead of last_heal.
can_use_shield added to necessary arcs.
Add dev/scripts directory, which contains some handy scripts I wrote
for updating on the items.
Add item_power to the armours - needs to be done for rest of equippable
items.
MSW 2002-07-14

11 lines of code changed in 1 file:

  • trunk/arch/monster/undead/Skeletal_mage: skeletalmage.arc (+11)
mwedel 2001-12-31 02:02 Rev.: 1487

Rename of files to include base in name - for multiple image set support
in the server. MSW 2001-12-30

0 lines of code changed in 3 files:

  • trunk/arch/monster/undead/Skeletal_mage: skeletalmage.base.111.png (new), skeletalmage.base.112.png (new), skeletalmage.base.113.png (new)
darth_bob 2001-12-28 00:46 Rev.: 1482

Mammoth commit here, just added alternate set (now called classic or clsc) to the archs. This is in preperation for support of arbitrary sets.

3 lines of code changed in 3 files:

  • trunk/arch/monster/undead/Skeletal_mage: skeletalmage.clsc.111.png (new 1), skeletalmage.clsc.112.png (new 1), skeletalmage.clsc.113.png (new 1)
avogl 2001-08-29 08:19 Rev.: 1267

Rised cold resistance to prevent
skelly mages from killing themselves with their
own spells.
--AV

2 lines of code changed in 1 file:

  • trunk/arch/monster/undead/Skeletal_mage: skeletalmage.arc (+2 -2)
avogl 2001-08-26 20:04 Rev.: 1260

Some new png graphics for standard set.
--AV

16 lines of code changed in 3 files:

  • trunk/arch/monster/undead/Skeletal_mage: skeletalmage.111.png (+3 -10), skeletalmage.112.png (+8 -8), skeletalmage.113.png (+5 -8)
darth_bob 2001-03-27 00:58 Rev.: 899

Added extra animation frame, dnh

1 lines of code changed in 1 file:

  • trunk/arch/monster/undead/Skeletal_mage: skeletalmage.arc (+1)
mwedel 2001-03-11 23:42 Rev.: 850

Fix typo in color (not colour) specification. MSW

1 lines of code changed in 1 file:

  • trunk/arch/monster/undead/Skeletal_mage: skeletalmage.arc (+1 -1)
peterm 2001-01-31 00:59 Rev.: 752

Skeletal mage adding.

27 lines of code changed in 10 files:

  • trunk/arch/monster/undead/Skeletal_mage: skeletalmage.111 (new), skeletalmage.111.png (new 10), skeletalmage.111.xpm (new), skeletalmage.112 (new), skeletalmage.112.png (new 8), skeletalmage.112.xpm (new), skeletalmage.113 (new), skeletalmage.113.png (new 8), skeletalmage.113.xpm (new), skeletalmage.arc (new 1)
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