Protocol: | pserver | User: | anonymous |
Machine: | crossfire.cvs.sourceforge.net | CVSROOT: | /cvsroot/crossfire |
Filename: artifacts | |||
Revision 1.56 | qal21 | 2006/08/12 14:21:00 | +42 -0 |
Add some artifact descriptions, courtesy of Raphael Quinet | |||
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Revision 1.55 | akirschbaum | 2006/06/01 13:04:46 | +1 -1 |
lib/artifacts: Fix typo to not anymore generate "boots of of steel". | |||
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Revision 1.54 | akirschbaum | 2006/06/01 12:59:29 | +1 -1 |
Fix typo to make bows of Sorig work. | |||
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Revision 1.53 | mikeeusa | 2005/10/04 01:12:28 | +34 -0 |
CVS: crossfire: added amethyst to the treasureslist and artifact file where needed, while not the most valuable of gems, it's not often found around these parts | |||
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Revision 1.52 | akirschbaum | 2005/07/15 16:52:42 | +2 -2 |
lib/artifacts: Fix type of lockpicks of quality/high quality. | |||
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Revision 1.51 | temitchell | 2004/09/19 22:19:05 | +15 -0 |
- add Cloak of Unholy Protection and recipie for same as per patch 1030545 | |||
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Revision 1.50 | temitchell | 2004/08/27 20:12:12 | +1 -1 |
- fix typo item->items | |||
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Revision 1.49 | temitchell | 2004/08/27 20:09:34 | +2 -2 |
- change paths to python files | |||
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Revision 1.48 | temitchell | 2004/02/28 20:38:19 | +45 -4 |
- add some items to artifacts for Ixa, also work in the rapier a bit | |||
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Revision 1.47 | mwedel | 2003/09/13 00:01:36 | +102 -100 |
Updated code for skill + spell code. skills and spells are now objects. tuning these now means changing the archetypes. New spells can now be added just by making a new archetype. Lots of code cleanup also done. MSW 2003-09-12 | |||
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Revision 1.46 | garbled | 2003/02/13 23:50:36 | +18 -18 |
Lots of updates here: common/item.c: make item_power stop showing up in ring short descriptions. fix some of the items that were double-displaying materialnames, like mithril mithril chainmail. common/loader.l: add tooltype common/utils.c: Unless the object is armour or weapons, pick the first materialname we find. Now, newly generated diamonds will stack. Fix name_to_material to return NULL if it finds nothing, fixes navar_city/museum crash. Change set_materialname to take a materialtype_t argument, allowing functions to manually set the materialname, rather than let the randomizer pick for them. include/define.h: Add TOOL and BUILDFAC for item building. include/object.h: add tooltype for item building. include/materials.h: add M_SPECIAL. Set this in an object, to prevent things like mithril mithril chainmail. This is primarily only needed in artifacts, because they change the base material of the arch. Also useful in things like the demonspawn shield, and on maps. lib/artifacts: sprinkle M_SPECIAL around. server/player.c: remove auto_heal. This never should have been committed, and was never referenced by any code. server/c_object.c: add item building, but add it disabled. Too many bugfixes were tied in with this code to cleanly add them. When enabled, this code will add player item building, similar to create to take place. Requires a host of graphics and arches to be useable. | |||
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Revision 1.45 | garbled | 2003/02/06 02:20:34 | +28 -13 |
regen these files. materials: add a slew of new materialtypes. Too many people to list helped me come up with these. atrifacts: twiddle some of the materialtypes in here.. to avoid certain wierd combinations of objects and materialnames. | |||
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Revision 1.44 | garbled | 2003/01/29 18:20:24 | +8 -1 |
Allow artifact file to set materialname. Sprinke materialnames on some of the obvious artifacts. | |||
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Revision 1.43 | mwedel | 2002/10/17 02:15:40 | +0 -2 |
server/c_chat.c: Fix some buffer overflow issues - use snprintf or use new_draw_info_format instead. lib/artifacts: Update some cloaks not to require a minimum magic level, since that will never be met. MSW 2002-10-16 | |||
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Revision 1.42 | mwedel | 2002/07/14 23:57:12 | +134 -2 |
-- Start body commit notes -- Major commit. This adds body locations which is used for equipping items. Equipment has information which body part it gets equipped to, and monsters have information on how which body locations they can have. As part of this work, I also did a lot of code cleanup. To use this, you must use up to date archetypes - the ones included in this commit are fine - just make sure you install them. If you don't, players will not be able to equip items. common/arch.c: Initialize body_used to be same as body_info for archetypes - this way when monsters are created, they can start equipping items right away. common/exp.c: update new_exp() - some flags it checked for before no longer exist or have new names. common/info.c: describe_item() now takes second parameter - update dump_abilities to use new calling convention. common/item.c: Add table that describes the body_info locations and their names. Add functions that calculate item power for objects that don't have it set. Update display functions to show item_power in items. Update describe_monster() - use_horn/wand/rod merged into just use_range. Modify describe_item() to take second paramater - who the item is being described for. Show item_power in describe_item. common/living.c: Pull out MAXLEVEL from being defined in this file - define in in define.h, since other files use it. Add NUM_STATS define - replace hard coded values of having just 7 stats with it. Update change_abil to not display that the player has a new attacktype when equipping a bow that has it - fix_player() ignores the attacktype of the bow, so it was incorrect information. fix_player(): Initialize player ranges structure to null - will get filled in by code in function, updated to deal with updating the body_used data from body_info in the objects. Replace instances of last_heal with gen_sp_armour. Rearrange some code to make function more readable. common/loader.c, common/loader.l: Remove the variable_const information - no longer needed and confusing for new people when adding in new object elements. Add set_body_info() - parses the string from the load file and sets the appropriate array element. Add check_loaded_object() - does sanity checking for an object after finished loading - replaces need for long processing directive in the actual rules by having seperate function. Remove unused flags from load directives (apply_once, no_pretext, can_apply), add some new ones (item_power, gen_sp_armour), update others to can_use_range. Replace flag_links with simple array that contains the name for each corresponding flag. Update get_ob_diff to not use the V_ values and just include the actual string name - all recent changes have done this, just updated for old stuff. Update get_ob_diff to save new values that have been added. common/object.c: clear_object: Modify to use memset to clear the structure to zero - this is less error prone than listing all the specific values, and probably faster. Also, makes it easier to add new elements - no need to update object.c in most cases. common/player.c: Remove get_player_ob routine - this is now merged in with get_player_ob in server/player.c. Remove generate_ext_title - not used. common/readable.c: Update to pass second argument to describe_item. common/treasure.c: Update to calculate item_power of generated items. Clean up a lot of code formatting. Update add_abilities to use gen_sp_armour values, not last heal (note, it appears the last_heal values weren't being used before). Update calls to describe item to take second parameter. doc/Developers/objects: Update will_apply notes, add note about item_power, body location. include/define.h: Comment out unused flags (flag_apply_once, flag_paralyzed, flag_no_pretext, flag_ready_rod, flag_read_horn). Add flag_use_shield. rename flag_use_wand to flag_use_range. rename flag_ready_wand to flag_ready_range. Add flag_ready_scroll. Update ARMOUR_SPELLS access macro. Add AP_PRINT flag to apply flags. Add CAN_APPLY_.. return types for can_apply_object function. include/includes.h: add strftime, mktime checks to this file. include/libproto.h: rebuilt. include/living.h: Add NUM_STATS define, update extern declarations to use it for sizing. include/loader.h: remove the V_.. info and xbm_.. externs that were not used. include/newserver.h: Remove ext_tile information. include/object.h: Add Body_Locations structure, NUM_BODY_LOCATIONS define. Add definitions for WILL_APPLY values. Clean up object structure - formatting is now consistent, ordering of values groups values together more logically. Update all types to use the int8/int16/int32 types. Several unused fields removed. include/player.h: Update rangetype enum. Add unapplymode enum. Clean up player structure - type updates, unused fields removed, formatting fixed up. include/spells.h: remove range_name extern. Update SpellTypeFrom field to combine wand/rod/horn into spellMisc - none of the spell casting code was differentiating these. include/sproto.h: rebuilt. lib/Makefile.in: Add new help files (applymode, bind, brace) lib/archetypes: rebuilt for body_info, gen_sp_armour, item_power, can_use_shield information. lib/artifacts: updated for item_poer and gen_sp_armour changes. lib/treasures: remove unused _force for player treasure. plugin/plugin_python.c: Change FLAG_USE_WAND to FLAG_USE_RANGE. server/apply.c: Move stftime, mktime to include/includes.h. Remove draw_find() - one line function can just as easly be in the code itself. Update calls to long_desc to pass second parameter. move gravestone_text() to player.c file. Add direction parameter to apply_scroll() - in this way monsters can use it properly. Remove dead code. Update apply_special function. Add unapply_special(), get_item_from_body_location(), unapply_for_ob(), and can_apply_object() functions. server/attack.c: Remove SET_FLAG(op, FLAG_PARALYZED) line - no code was ever checking status of FLAG_PARALYZED. server/c_misc.c: add command_body() which dumps body information for player. Update who as idle element in player structure removed - was not being used by anything. Add command_applymode() to set players prefered unapply method. Remove calls to unlock_player() in various functions - unlock_player() has not done anything meaningful for a while. server/c_object.c: Modify long_desc to take a second parameter which is who is examing the object. this is needed so that we can pass it down to some of the lower level functions. Update calls to describe_item to pass this second parameter. remove FLAG_NO_PRETEXT code - no archetyps were using it. When examining objects, also tell player where to put them on. server/c_range.c: Update legal_range() - we now store the object that is responsible for a range in the player object, so code is much simpler. Update change_spell() to not destroy golem just by readying another spell - we now let players regain control of golems after switching to another range. Update change_spell to use item name of object for range description. server/c_wiz.c: remove reference to count_left from player object - field removed from structure. server/commands.c: add new commands (applymode, body) to command dispatch table. server/login.c: Remove unlock_player() and lock_player() and calls to it - current checking of names at login should be sufficient to prevent duplicates. Remove dead code from check_name. Update load/save code for unapply mode value. Add set_flag(op, FLAG_USE_SHIELD) if player is allowed to use armor - needed since flag_use_shield is really a class feature and so is not automatically updated for old player files. server/main.c: Remove references to count_left. memset marker object to NULL - seems to increase stability on metalforge server. server/monster.c: Many updates related to the body info - monsters follow some rules as players. Add monster_should_cast_spell function - monsters will use this for all spellcasting related actions (abilities, scrolls, wands, etc). Update for merged rod/horn/wand ranges. Update bow use by monsters - they don't actually need to equip it to fire - this way we don't need to constantly swap the monsters weapons between the bow and melee item. Use fire_bow from player.c for most of the work. Modify scroll usage - monster will use it when player is near, not when it first picks it up. Add FLAG_READY_SCROLL to denote the monster has a scroll to use. Also, monster now casts it in appropriate direciton. Merge the monster_use_wand/rod/horn into monster_use_range. Modify check_good_weapon and check_good_armour to just look at the stats of the two items without needing the monster to apply it first. server/player.c: Print motd in green so it is more noticable. Update get_player function to do work it did before as well as that of get_player_ob. Have get_player take a parameter which is the object of the player if he has one. Modify to use memset to clear the player structure - more sure fire than explicitly listing values to initialize. Remove calls to unlock_player. Modify fire_bow so that monsters can also use the function. Add fire_misc_object() to fire_wand/rod/horn - removes code from fire(). Add gravesetone_text() to this file. server/shop.c: Update to pass second parameter to describe_item(). server/skill_util.c: Update check_skill_to_fire since there are fewer rangetypes now. change range_scroll name to range_golem, as that is a bit more accurate for what it actually does. Modify show_skills() to show player his item power and total of items he has equipped. server/skills.c: Add second paramater to long_desc, remove references to count_left. server/spell_effect.c: Add second paramater to long_desc, remove references to count_left. Update range_scroll to range_golem server/spell_util.c: remove references to count_left. Update messages if player trying to cast where he can't with new range names. socket/info.c: Update range information and how we display what it is - we will use the object name of the range if available. Remove reference last_known_spell, last_shoot, last_spell, last_value player structure fields. socket/init.c: Remove ext_title information. socket/request.c: Add element for life_stealing in the resistance array. Remove references to idle, count_left in player structure. remove ext2 title information. MSW 2002-07-14 -- End body commit notes -- | |||
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Revision 1.41 | gros | 2002/05/01 06:15:32 | +4 -0 |
Fixed the Occidental Mages scripted items. Those were broken since the switch from Guile to Python | |||
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Revision 1.40 | jbontje | 2002/04/13 18:01:40 | +114 -5 |
New formulae and artifacts. Some of the arrows made a bit more powerfull. cryo 2002-04-14 | |||
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Revision 1.39 | michtoen | 2001/11/04 18:00:10 | +3 -97 |
- emoved GUILE scripts from items. - fixed missed # comment sign - fixed 2 typos in resist_xxx strings MT | |||
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Revision 1.38 | darth_bob | 2001/11/02 01:05:59 | +187 -0 |
Some new artifacts, including the shield of holy light. Please check that this is okay, note the chance for that shield.. very rare indeed dnh 2/11/01 | |||
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Revision 1.37 | darth_bob | 2001/11/01 19:16:25 | +35 -4 |
Added the image to the artifacts file dnh 2/11/01 | |||
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Revision 1.36 | gros | 2001/06/23 08:02:51 | +4 -4 |
Corrected the script associated with the Ring of Occidental Mages - Gros 2001-06-23 | |||
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Revision 1.35 | gros | 2001/06/14 06:12:28 | +116 -0 |
Added two small items demonstrating script capabilities - Gros 14-06-2001 | |||
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Revision 1.34 | mwedel | 2001/05/24 23:29:01 | +2 -6 |
lib/artifacts: Reduce potency of Poison artifact foods. server/apply.c: When eating poison artifact foods, hit player with poison attacktype instead of just subtracting hp. This way people with poison resistance get proper benefit. MSW 2001-05-24 | |||
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Revision 1.33 | mardahl | 2001/05/24 12:11:14 | +37 -0 |
Changed the material type to adamant for a lot of the higher-end things. --PeterM 5/24/2001 | |||
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Revision 1.32 | mardahl | 2001/05/14 23:56:54 | +0 -2 |
Gloves of Havoc not what was intended. TOo much cut and paste. Removed attacktype electrical and resist_electricity. --PeterM 5/14/2001 | |||
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Revision 1.31 | mardahl | 2001/05/10 14:22:10 | +2 -2 |
Changed path_denied to repelled for talismans of fire and frost. | |||
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Revision 1.30 | darth_bob | 2001/05/05 02:55:16 | +1 -1 |
Revoked drain potion change at Mark's request, dnh | |||
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Revision 1.29 | darth_bob | 2001/05/05 02:41:14 | +1 -1 |
Change drain potions to 100%, 50% is just completely useless right now.. dnh | |||
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Revision 1.28 | mardahl | 2001/05/01 06:52:49 | +2 -3 |
Remove the controversial changes. For now. :) PeterM | |||
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Revision 1.27 | mardahl | 2001/04/30 03:27:08 | +208 -3 |
New priest-oriented rings. | |||
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Revision 1.26 | mardahl | 2001/04/27 02:14:30 | +1 -1 |
Fixed a spelling error. "resist_confuse" should be "resist_confusion" Pm | |||
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Revision 1.25 | darth_bob | 2001/04/22 06:44:29 | +1 -0 |
-1 str on gaea cloak, dnh | |||
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Revision 1.24 | darth_bob | 2001/04/21 19:53:25 | +38 -22 |
More small changes, added beholder leader, fixed leaders hp, fiddled with cloaks abit more, dnh | |||
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Revision 1.23 | darth_bob | 2001/04/21 19:14:49 | +16 -0 |
Cloak of gaea, dnh | |||
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Revision 1.22 | darth_bob | 2001/04/21 18:18:53 | +109 -6 |
New cloaks and randomized the face of cloak of woe and doom, dnh | |||
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Revision 1.21 | darth_bob | 2001/04/21 02:20:52 | +12 -12 |
Artifacts, fixed stupid stupid mistake (no more .pngs ;),dnh | |||
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Revision 1.20 | darth_bob | 2001/04/21 01:55:19 | +37 -1 |
Support for pretty colours plus new cloak (cloak of the magi), dnh | |||
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Revision 1.19 | mardahl | 2001/04/20 07:50:05 | +3 -1 |
Some more face fixes. | |||
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Revision 1.18 | mardahl | 2001/04/20 06:50:01 | +24 -0 |
More face updates for potions. Not working, but hey... | |||
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Revision 1.17 | mardahl | 2001/04/20 06:01:39 | +28 -6 |
Tryinig to have nice faces for artifact potions. | |||
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Revision 1.16 | darth_bob | 2001/04/16 08:38:46 | +105 -3 |
Added new face image support for the artifact monsters, dnh | |||
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Revision 1.15 | mardahl | 2001/04/15 01:32:08 | +67 -29 |
Misc. tunings, etc., one more artifact. | |||
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Revision 1.14 | mardahl | 2001/02/26 16:56:22 | +1 -1 |
Correct a small spelling mistake. | |||
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Revision 1.13 | peterm | 2001/02/01 19:04:32 | +2 -2 |
Turned down occurrence of other rings of fighting too | |||
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Revision 1.12 | peterm | 2001/02/01 19:03:47 | +1 -1 |
Turned down the occurrence of Ring of War | |||
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Revision 1.11 | peterm | 2001/01/31 20:16:19 | +8 -4 |
Some minor tweaks on the new rings for fighters. | |||
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Revision 1.10 | peterm | 2001/01/31 20:06:35 | +92 -0 |
New artifact rings: Thieves: (chance 20) speed +2 Dex +2 stealth infravision Fighting: (chance 32) Str +1 Con +1 wc +2 dam +2 regen +1 Combat: (chance 16) Str +1 Con +1 Dex +1 wc +1 magic -1 resist_physical +10 dam +2 regen +1 Strife: (chance 8) Str +2 Con +2 Dex +2 Wis -1 Int -1 wc +2 dam +3 magic -1 regen +2 ac +1 resist_physical +20 War: (chance 2) Str +3 Con +3 Dex +3 Wis -1 Int -1 Pow -2 magic -5 speed +4 regen +2 wc +3 resist_physical +30 resist_magic -50 | |||
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Revision 1.9 | avogl | 2000/12/15 09:38:05 | +32 -76 |
Numerous adjustments to the random-artifacts concerning PR. | |||
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Revision 1.8 | avogl | 2000/12/13 21:52:19 | +14 -14 |
PR-patch by AndreasV: Main features of this patch: o Negative resistances are calculated in a "logical" way. For example: +30 and -30 makes a total of zero. o Vulnerabilities work as "caps" for protection. E.g.: While wearing one item with fire -20, you cannot get more than fire +80 overall from equipment. If one is forced to live with high vulnerability (like wraith: fire -30), you can still use a potion to go beyond the cap. o Potions work completely different than before. The so-called "immunity-potions" grant an absolute value of 90% protection (independant from the players's equipment and properties), there are also very rare ones with 95% and cheap ones with 50%. If the player has already got more protection than the potion provides, drinking it won't have any effect. o Cursed potions are working now (have been broken before). They give a temporare vulnerability, but can be overriden by uncursed potions of the same res.-type. o Protection spells work different than potions. Their effect does add to the player's equipment. The amount of protection granted depends on the caster's skill level and path attunes (if a related spellpath exists). The maximum a player can get is currently 60% (at wisdom lvl 107 & path_attuned). o When the player's state of resistance changes, a new kind of message shows up: The percentage of the new resistance is displayed: e.g. "You resistance to fire rises to 67%". o When a player got hit by dam<1 it used to be zero. To make the calculations more accurate, for 0<dam<1 I "simulate" a floating point value-effect now. Example: If the correct damage value would be 0.4, there is 40% chance for dam=1, else dam=0. For 0.7, ther'd be 70% chance for dam=1... etc. Without that feature, there would most of the times be no difference between resistance 95 and 100. | |||
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Revision 1.7 | peterm | 2000/12/04 22:14:33 | +131 -66 |
*** empty log message *** | |||
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Revision 1.6 | cvs | 2000/12/03 18:40:05 | +6 -2 |
Checking for partial resistance code. Various minor errors also fixed (compiler warnings, unused variables, Makefile.in changes, etc). PR code also includes support to send protections to the client. | |||
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Revision 1.5 | peterm | 2000/10/29 16:52:09 | +19 -0 |
Updated archetypes/images. | |||
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Revision 1.4 | cvs | 1999/11/01 02:05:09 | +0 -1 |
crossfire.cfb is automatically created - an old version was checked in that failed to work with other updates. spell_params and artifacts had minor typos that have been corrected. MSW 11/1/1999 | |||
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Revision 1.3 | damn | 1999/09/17 14:52:43 | +548 -303 |
- changed some artifacts and added others to match some weapons, armour, and bows with each god - changed some chance settings so that most items will be found more often than once per decade - minor spelling fixes -- DAMN | |||
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Revision 1.2 | cvs | 1999/08/06 16:08:17 | +1 -1 |
patches from DAMN, renaming potion of strength to potion of might, adding nrof to various archetypes so they'll stack, adding weight 3 to power crystal archetype so it'll be the same as the one in the GemTunnel. | |||
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Revision 1.1 | uid200 | 1999/04/02 13:10:04 | None |
Initial revision | |||
First version | |||
Revision 1.1.1.1 | uid200 | 1999/04/02 13:10:04 | +0 -0 |
First CVS revsion: crossfire-0.95.3 | |||
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