Author | Revisions | Lines of Code | Added Lines of Code | Lines of Code per Change |
---|---|---|---|---|
mwedel | 15 (44.1%) | 8 (11.0%) | 22 (21.2%) | 0.53 |
peterm | 10 (29.4%) | 65 (89.0%) | 65 (62.5%) | 6.50 |
avogl | 5 (14.7%) | -1 (-1.4%) | 16 (15.4%) | -0.20 |
darth_bob | 4 (11.8%) | 1 (1.4%) | 1 (1.0%) | 0.25 |
Date | Author | File/Message |
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2/1/04 6:34 PM | mwedel |
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 (1 Files changed, 10 Lines changed) monster/undead/Skeletal_mage/skeletalmage.trs 1.1 added 10
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9/7/02 8:36 AM | avogl |
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 Files changed, 1 Lines changed) monster/undead/Skeletal_mage/skeletalmage.arc 1.6
(+1
-0)
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7/14/02 11:38 PM | mwedel |
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 (1 Files changed, 11 Lines changed) monster/undead/Skeletal_mage/skeletalmage.arc 1.5
(+11
-0)
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2/26/02 1:18 AM | mwedel |
Remove all the old xpm and xbm files. Hopefully I got them all.
MSW 2002-02-25 (6 Files changed, 0 Lines changed) monster/undead/Skeletal_mage/skeletalmage.112 1.2 removed
monster/undead/Skeletal_mage/skeletalmage.113 1.2 removed
monster/undead/Skeletal_mage/skeletalmage.111.xpm 1.2 removed
monster/undead/Skeletal_mage/skeletalmage.111 1.2 removed
monster/undead/Skeletal_mage/skeletalmage.112.xpm 1.2 removed
monster/undead/Skeletal_mage/skeletalmage.113.xpm 1.2 removed
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12/31/01 1:02 AM | mwedel |
Rename of files to include base in name - for multiple image set support
in the server. MSW 2001-12-30 (6 Files changed, 0 Lines changed) monster/undead/Skeletal_mage/skeletalmage.base.111.png 1.1 added
monster/undead/Skeletal_mage/skeletalmage.111.png 1.3 removed
monster/undead/Skeletal_mage/skeletalmage.base.113.png 1.1 added
monster/undead/Skeletal_mage/skeletalmage.base.112.png 1.1 added
monster/undead/Skeletal_mage/skeletalmage.113.png 1.3 removed
monster/undead/Skeletal_mage/skeletalmage.112.png 1.3 removed
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12/27/01 11:46 PM | darth_bob |
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 Files changed,
0 Lines changed)
monster/undead/Skeletal_mage/skeletalmage.clsc.113.png 1.1 added
monster/undead/Skeletal_mage/skeletalmage.clsc.112.png 1.1 added
monster/undead/Skeletal_mage/skeletalmage.clsc.111.png 1.1 added
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8/29/01 8:19 AM | avogl |
Rised cold resistance to prevent
skelly mages from killing themselves with their own spells. --AV (1 Files changed, 2 Lines changed) monster/undead/Skeletal_mage/skeletalmage.arc 1.4
(+2
-2)
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8/26/01 8:04 PM | avogl |
Some new png graphics for standard set.
--AV (3 Files changed, 13 Lines changed) monster/undead/Skeletal_mage/skeletalmage.112.png 1.2
(+6
-4)
monster/undead/Skeletal_mage/skeletalmage.113.png 1.2
(+4
-7)
monster/undead/Skeletal_mage/skeletalmage.111.png 1.2
(+3
-4)
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3/26/01 11:58 PM | darth_bob |
Added extra animation frame, dnh
(1 Files changed,
1 Lines changed)
monster/undead/Skeletal_mage/skeletalmage.arc 1.3
(+1
-0)
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3/11/01 10:42 PM | mwedel |
Fix typo in color (not colour) specification. MSW
(1 Files changed,
1 Lines changed)
monster/undead/Skeletal_mage/skeletalmage.arc 1.2
(+1
-1)
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1/30/01 11:59 PM | peterm |
Skeletal mage adding.
(10 Files changed,
65 Lines changed)
monster/undead/Skeletal_mage/skeletalmage.113.png 1.1 added
monster/undead/Skeletal_mage/skeletalmage.112.xpm 1.1 added
monster/undead/Skeletal_mage/skeletalmage.111.png 1.1 added
monster/undead/Skeletal_mage/skeletalmage.111 1.1 added
monster/undead/Skeletal_mage/skeletalmage.113.xpm 1.1 added
monster/undead/Skeletal_mage/skeletalmage.113 1.1 added
monster/undead/Skeletal_mage/skeletalmage.112.png 1.1 added
monster/undead/Skeletal_mage/skeletalmage.111.xpm 1.1 added
monster/undead/Skeletal_mage/skeletalmage.arc 1.1 added 50
monster/undead/Skeletal_mage/skeletalmage.112 1.1 added
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