--- crossfire/lib ---


Protocol:pserver User:anonymous
Machine:crossfire.cvs.sourceforge.net CVSROOT:/cvsroot/crossfire

Filename: treasures
Revision 1.87ryo_saeba 2005/12/10 04:37:32 +1 -5
Remove duplicated header
Show difference between Revision 1.86 and 1.87
Revision 1.86akirschbaum 2005/11/01 12:56:36 +3 -1
Fix bug #1082534 (monks with weapons): Now monks properly are denied from
using weapons. Only newly created monks are affected since it now relies on a
force named "no weapon force" in the player's inventory. The problem was that
become_follower() assumed it was the only means do allow/disallow weapon use.
Show difference between Revision 1.85 and 1.86
Revision 1.85ryo_saeba 2005/10/09 03:30:42 +3 -3
Remove trailing spaces that confuse parser
Show difference between Revision 1.84 and 1.85
Revision 1.84mikeeusa 2005/10/04 00:49:22 +9 -9
CVS: crossfire: added amethyst to the treasureslist, while not the most valuable of gems, it's not often found around these parts
Show difference between Revision 1.83 and 1.84
Revision 1.83mikeeusa 2005/10/04 00:25:03 +9 -1
CVS: crossfire: added amethyst to the treasureslist, while not the most valuable of gems, it's not often found around these parts
Show difference between Revision 1.82 and 1.83
Revision 1.82bbotbuilder 2005/10/03 22:54:01 +4 -1
Added "vial of poison" to the "shop_potion" treasure list.
Show difference between Revision 1.81 and 1.82
Revision 1.81mikeeusa 2005/10/03 00:45:34 +79 -3
CVS: crossfire: treasures: added some weapons and armour to the treasureslist
Show difference between Revision 1.80 and 1.81
Revision 1.80ryo_saeba 2005/04/21 14:52:11 +5 -1
Add mikeeusa's axe to weapon list
Show difference between Revision 1.79 and 1.80
Revision 1.79crowbert 2004/12/14 17:55:49 +9 -3
add slight chance for default skill scrolls for unclassed characters
Show difference between Revision 1.78 and 1.79
Revision 1.78temitchell 2004/10/11 14:28:24 +134 -46
- add bronze weapons and armour to starting treasures and some lists
Show difference between Revision 1.77 and 1.78
Revision 1.77temitchell 2004/08/31 20:26:55 +1 -24
- move direwolf and hellhoud treasures to arches.
Show difference between Revision 1.76 and 1.77
Revision 1.76temitchell 2004/04/09 22:21:17 +2 -403
- remove god lists from treasures file - will collect them from arches
instead
- add goose to birds race
Show difference between Revision 1.75 and 1.76
Revision 1.75temitchell 2004/02/28 16:55:03 +8 -5
add lythander's pipe
shadows use negative energy spells
Show difference between Revision 1.74 and 1.75
Revision 1.74mwedel 2004/02/22 19:21:28 +3 -3
lib/*: different spell for dragons vs players for firebreath - update
treasures so monsters use ability version.
server/gods.c: Add missing call to link_player_skills(), resulting in players
having multiple praying skills.
server/skill_util.c: Change learn_skill() so we don't create a skill pointer
for the player if they didn't learn the skill (even if they can't use
such a created skill, it is still a bit confusing). Fix finding of
hand to hand skills to make sure the player can in fact use the skill
in question.
MSW 2004-02-22
Show difference between Revision 1.73 and 1.74
Revision 1.73mwedel 2004/02/16 18:22:24 +5 -5
doc/Developers/spells: Update type on casting_time - include suggested value
for times so that results are hopefully more coherent.
lib/archetypes, treasures.bld: rebuilt.
lib/treasures: Change some of the 'spelldirect' types to just the actual spells,
so that two seperate archs don't have to be maintained.
server/c_wiz.c: Add some basic sanity checking to command_remove() so that
we don't unnecessarily crash.
server/skills.c: write_scroll() - have it reset value of the scroll so that
the scrolls so inscribed by players have better chance of merging.
server/spell_attack.c: cast_cone() - if the caster is a trap, have it hit
the center space, so that characters who detonate cone traps will get hit
by the effects. Also, reduce range of cone spells if they are going
in all directions, compared to being targetted in a speciifc direction.
server/spell_util.c: cast_spell() - put lower limit on player speed_left value
when casting spells - since higher up the calling stack, the player speed
is also reduced, we need to set the lower limit here so that the player
isn't out of action longer than they should be.
MSW 2004-02-16
Show difference between Revision 1.72 and 1.73
Revision 1.72mwedel 2004/02/01 18:37:42 +72 -1042
rebuild various files from arch directory.
MSW 2004-02-01
Show difference between Revision 1.71 and 1.72
Revision 1.71mwedel 2003/11/12 01:29:03 +2 -2
fix starting spellbook for paladins.
MSW 2003-11-11
Show difference between Revision 1.70 and 1.71
Revision 1.70mwedel 2003/11/09 23:39:50 +9 -9
bulk of this is to fix exp loss when changing gods if you have more than
2 billion exp, removal of spells when you switch levels, and not giving you
all new spells when you switch religions.
--
common/living.c: Update exp functions to be fully 64 bit aware. Don't
take away from player total exp if SK_SUBTRACT_SKILL_EXP is passed in.
common/utils.c: Add 64 bit version of random_roll(), called random_roll64()
lib/treasures: Make indentation consistent for some treasures.
server/apply.c: Use the FLAG_STARTEQUIP to denote god given spells, instead
of using special prayer markers. This simplifies the spell learning
and removal code.
server/gods.c: Make exp loss for changing religions 64 bit compliant.
Fix become_follower() so that it doesn't give all the new gods special
spells if you switch religions. Fix code so that it properly removes
all special prayers from previous god, and also print out message on what
spells you lost. Don't set the prayer skill as applied in various
areas - this results in two skills being applied, which isn't proper.
MSW 2003-11-09
Show difference between Revision 1.69 and 1.70
Revision 1.69mwedel 2003/10/25 23:53:33 +39 -39
Rebuild. Main change is removal of the spell_direct arches, and update
the treasures file to instead use the spell objects directly.
MSW 2003-10-25
Show difference between Revision 1.68 and 1.69
Revision 1.68mwedel 2003/09/13 00:02:05 +560 -453
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
Show difference between Revision 1.67 and 1.68
Revision 1.67temitchell 2003/09/02 22:52:09 +6 -4
- adjust chances to find bodyparts on behemoth, giantrat and wolves
Show difference between Revision 1.66 and 1.67
Revision 1.66temitchell 2003/09/02 19:54:45 +47 -10
- changes to add brains and hides to treasures file
Show difference between Revision 1.65 and 1.66
Revision 1.65temitchell 2003/08/27 21:06:41 +0 -3
- oops no brains yet...
Show difference between Revision 1.64 and 1.65
Revision 1.64temitchell 2003/08/27 21:03:03 +18 -1
- add ape treasures
Show difference between Revision 1.63 and 1.64
Revision 1.63avogl 2003/05/27 09:21:44 +3 -3
The big wizard treasurelist contained native fire-
and cold abilities, which caused the bigwiz to suicide
because it lacks resistance to fire/cold.
I have set them to "spell" abilities now, which means
the spells get the magic component and the wizzies
don't hurt themselves anymore.
--AV
Show difference between Revision 1.62 and 1.63
Revision 1.62avogl 2003/05/25 06:53:46 +15 -1
Corrected a bunch of syntax errors in the treasures file.
The crossfire server is quite forgiving about these
errors but better to fix them anyways.
--AV
Show difference between Revision 1.61 and 1.62
Revision 1.61temitchell 2003/05/25 00:14:13 +13 -1
-shadow abilities
Show difference between Revision 1.60 and 1.61
Revision 1.60temitchell 2003/05/24 19:00:23 +6 -1
-hellhound abilities
Show difference between Revision 1.59 and 1.60
Revision 1.59mwedel 2003/02/24 01:38:59 +19 -1
common/anim.c: Fix for 8 way facing animations.
lib/treasures: Add sheep treasures
lib/* (rest) - rebuilt
server/spell_effect.c: Fix up counterspell - mainly fix a bug in that if
counterspell hit a multipart magic that used magic as an attacktype,
it would also crash. However, code also woudln't work properly on
tiled maps, and I'm dubious if it would work properly if there was more
than one effect on a space.
MSW 2003-02-23
Show difference between Revision 1.58 and 1.59
Revision 1.58garbled 2003/01/20 19:05:13 +102 -102
Reduce the amount of coinage and gems created by random treasure by a
factor of 10, except for goblins. Increase the starting money by a
factor of 20. Decreased the coinage from cyclops by a factor of 100.
Show difference between Revision 1.57 and 1.58
Revision 1.57temitchell 2003/01/12 23:26:54 +30 -2
-added banshee treasures/abilities
Show difference between Revision 1.56 and 1.57
Revision 1.56garbled 2003/01/07 03:46:11 +9 -3
Add lanterns to the treasurelist so they pop in shops. Could probably
be added to a few monster lists.. but not for now..
Show difference between Revision 1.55 and 1.56
Revision 1.55garbled 2003/01/06 23:51:26 +8 -1
Add the light_shop square type
Show difference between Revision 1.54 and 1.55
Revision 1.54mwedel 2003/01/02 01:05:39 +1 -4
Rebuild automatically generated files, as they had become out of
data.
treasures: Remove some extra 'mores' before the end of the lists for
the pet monster tresurelists that were causing warnings at server
startup.
Makefile.in - rebuilt, my config is somehow different that it doesn't like
the .in file built previously.
MSW 2003-01-01
Show difference between Revision 1.53 and 1.54
Revision 1.53garbled 2002/12/14 01:04:31 +56 -1
Per the comment above summon_pet, I have modified summon_pet() to use the
treasurelist, rather than the built-in compiled list.
Show difference between Revision 1.52 and 1.53
Revision 1.52mwedel 2002/09/13 01:32:12 +76 -1
rebuild archetypes.
random_maps/square_spiral.c - fix off by one error in square_spiral.
add doc/plugins - update related makefiles.
lib/adm/map_info - reduce verbosity to only show real errors.
MSW 2002-09-12
Show difference between Revision 1.51 and 1.52
Revision 1.51mwedel 2002/08/21 01:43:00 +59 -1
Add archetypes from Todd Mitchell. These add wolfs and bears,
with bodyparts for them. Also changes races for readable scroll
objects so that scrollcase objects can be used. Add ruined tower.
New images for some objects. Races and treasures updated to support
these new archs.
Commited by MSW 2002-08-20
Show difference between Revision 1.50 and 1.51
Revision 1.50mwedel 2002/07/14 23:57:12 +1 -21
-- 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 --
Show difference between Revision 1.49 and 1.50
Revision 1.49avogl 2002/03/03 15:56:58 +3 -1
patch: the special titles of dragon players
now get saved into the player file and
are always present after re-login.

Also added initial woodsman skill to the dragon-race.
That's good for identifying food, and it doesn't
influence balance IMO.
Show difference between Revision 1.48 and 1.49
Revision 1.48avogl 2002/03/01 15:33:11 +47 -1
As announced on cf-devel, this is the patch which
adds a new dragon-race to Crossfire.
Players of this dragon race can gain resistances
by eating the flesh of their defeated foes.

They can also specify in a certain resistance-type
and gain various abilities when increasing levels.
This "focus" can be switched by eating very special
As announced on cf-devel, this is the patch which
adds a new dragon-race to Crossfire.
Players of this dragon race can gain resistances
by eating the flesh of their defeated foes.

They can also specify in a certain resistance-type
and gain various abilities when increasing levels.
This "focus" can be switched by eating very special
flesh, which will be available for sale.
Dragon players gain special titles which cannot
be overwritten by manually set titles.

Also see the dragon race description during the
race selection process.
Note that the quetzal has been slightly modified
(picture and race) to prevent getting mixed up with
the new dragon race.

Please keep in mind that this is the first version
of this dragon-race-code. Do not expect it to be
perfectly balanced in all aspects.
Player's opinions will provide some good feedback
for further development I hope.

--AndreasV
Show difference between Revision 1.47 and 1.48
Revision 1.47darth_bob 2001/12/16 01:15:09 +3 -3
poison fog is now low grace required (50 grace points)
Show difference between Revision 1.46 and 1.47
Revision 1.46michtoen 2001/11/19 17:30:28 +5 -2
Full support now for gender, rank and alignment.
Full support for guilds & quests in code, most script
functions included.

- some fixes
- old clients will not be effected
- to avoid treasure file error msg, collect arches
Show difference between Revision 1.45 and 1.46
Revision 1.45michtoen 2001/11/17 15:25:21 +18 -1
commit the ext2 gender & guild system - first part. Sorry, my cvs sytem is still broken, i will write a better doc to the list. Notice some other small fixes too.
Show difference between Revision 1.44 and 1.45
Revision 1.44darth_bob 2001/11/14 20:04:06 +2 -2
Added Sorig mail to treasure
Show difference between Revision 1.43 and 1.44
Revision 1.43mwedel 2001/11/13 02:14:26 +2 -2
Various minor bugfixes -
common/loader.c: rebuilt
include/map.h: Change width,height,enter_x,enter_y to be 16 bit instead
of 8 bits.
lib/treasures: change skull treasure to tooth instead of skull_tooth since
the later is not currently in the distributed archetypes file
server/monster.c: Optimize some code, remove some other that is not used.
server/plugins.c: Fix un initialized value in initPlugins that would
cause crash at startup if plugin directory does not exist.
MSW 2001-11-13
Show difference between Revision 1.42 and 1.43
Revision 1.42darth_bob 2001/11/06 10:46:53 +2 -2
Added skull_tooth to skull items..
dnh 7/11/01
Show difference between Revision 1.41 and 1.42
Revision 1.41darth_bob 2001/11/05 19:37:38 +4 -1
Added cause rabies to gnarg, I think.
dnh 6/11/01
Show difference between Revision 1.40 and 1.41
Revision 1.40darth_bob 2001/10/31 02:27:55 +4 -1
Added to ruggilli's treasure chest, high grace requirement, verra low chance
dnh 31/10/01
Show difference between Revision 1.39 and 1.40
Revision 1.39avogl 2001/09/20 11:44:37 +3 -6
Included the new patch that removes godgiven
items when changing cults.
The treasurelist of the former god is read and
any matching items in the players inventory get
deleted.
This is very important to keep playbalance up
(Especially considering Gaea's powerful gifts).
--Andreas V.
Show difference between Revision 1.38 and 1.39
Revision 1.38avogl 2001/08/29 08:25:06 +4 -3
arch collect and...

lib/treasures:

Skeletal mages now have frostbolt (instead of
icespells which they couldn't cast due to lack of sp).
I think frostbolt makes for a nice diversity
from other spellcasters. It also fits for the
low level they are.
--AV
Show difference between Revision 1.37 and 1.38
Revision 1.37mwedel 2001/05/26 02:29:22 +4 -1
common/readable.c: When making recipe books, give the recipe that they
are for in the title. Makes it more worthwhile to buy them.
lib/treasures.c: Increase the chance of readables in chests some (in fact,
add a chance.)
MSW 2001-05-25
Show difference between Revision 1.36 and 1.37
Revision 1.36mwedel 2001/05/02 18:39:09 +3 -2
lib/treasures: Fix error for bracers_of_gnarg - treasurelist was improperly
formed, causing crashes at server startup.

common/treasure.c: Fix load_treasure so that it won't crash dump trying
to de-referance a null pointer, and instead give proper error message.

MSW 2001-05-02
Show difference between Revision 1.35 and 1.36
Revision 1.35darth_bob 2001/04/30 08:41:10 +3 -1
New bracers for gnarg, dnh
Show difference between Revision 1.34 and 1.35
Revision 1.34mardahl 2001/04/25 21:15:34 +9 -1
Treasures for fiend.
Show difference between Revision 1.33 and 1.34
Revision 1.33darth_bob 2001/04/21 08:41:02 +42 -1
Fixed the skull so it doesn't drop beholder eyes, instead it drops teeth (tooths ;)
Show difference between Revision 1.32 and 1.33
Revision 1.32avogl 2001/03/12 17:10:15 +23 -5
server/attack.c:

The calculation of magic resistance is seperated
from other attacktypes, thus missed the "floating
point simulation" on low damage values.
Fixed this now so it is accurate for magic as well.
This is very helpful for wizard characters:
so many monsters appeared "immune" to magic because
of the sloppy calculation before.
It will not help monster vs. player since most
monsters use abilities (= spell without magic).

lib/treasures:

Set an appropriate treasure list for chaos wyverns.

--AV
Show difference between Revision 1.31 and 1.32
Revision 1.31peterm 2001/02/11 18:49:29 +7 -7
Eased the requirements for gaea priests to get
ironwood skin, insect plague, and wall of thorns
Show difference between Revision 1.30 and 1.31
Revision 1.30peterm 2001/02/09 20:50:46 +2 -4
Lowered unrealistic expectations on grace limits for handing out
special prayers. I mean, come ON, NO ONE should need 600 grace points
to learn a level 5 prayer!!!!!!
Show difference between Revision 1.29 and 1.30
Revision 1.29peterm 2001/02/01 20:16:36 +2 -2
fixed a typo
Show difference between Revision 1.28 and 1.29
Revision 1.28peterm 2001/02/01 20:12:47 +12 -1
archangel randomitems added.
Show difference between Revision 1.27 and 1.28
Revision 1.27peterm 2001/01/31 00:03:43 +11 -4
small mod to gloves of sun
Show difference between Revision 1.26 and 1.27
Revision 1.26avogl 2001/01/25 19:53:46 +4 -3
treasures:

Added glovesofsun as relict of gaea.

rest:

revuilt arches
Show difference between Revision 1.25 and 1.26
Revision 1.25avogl 2001/01/24 17:28:43 +4 -5
Fixed a whitespace problem in the treasurelists.
Hey, it really caused an errormessage in crossedit.
Show difference between Revision 1.24 and 1.25
Revision 1.24peterm 2001/01/16 22:14:55 +20 -1
skree added.
Show difference between Revision 1.23 and 1.24
Revision 1.23peterm 2001/01/11 23:38:08 +4 -1
forked lightning for sorig
Show difference between Revision 1.22 and 1.23
Revision 1.22peterm 2001/01/11 02:36:54 +3 -1
Added the light of valriel to the gods randomitems.
Show difference between Revision 1.21 and 1.22
Revision 1.21peterm 2001/01/11 00:37:59 +5 -1
Some changes allowing Ruggilli's immolation ability to be
inserted on conversion and withdrawn on reconversion.
Show difference between Revision 1.20 and 1.21
Revision 1.20peterm 2001/01/10 22:53:17 +3 -1
Implemented Wrathful Eye and gave it to Valriel.
Show difference between Revision 1.19 and 1.20
Revision 1.19peterm 2001/01/09 01:58:24 +20 -17
Synced the current state of the gods spells handing out better
with dnh's plan.
Show difference between Revision 1.18 and 1.19
Revision 1.18avogl 2001/01/08 14:33:29 +8 -1
archetypes:
Some minor balancing stuff to demilich, baslic
and drake.

treasures:
Added a treasurelist for drake, containing
bodyparts.
Show difference between Revision 1.17 and 1.18
Revision 1.17avogl 2001/01/07 12:46:31 +31 -33
Modified the gods treasurelists:

- Weapon enchantment does not require any grace-limits
anymore. The max. amount of wc bonus is dependant on
the player's wisdom-lvl anyways.
Hence, getting attacktype and slaying on weapons is now
accessible for non-priest players as well.

- Put a remove_curse ability to sorig, gorokh and ruggilli.
Devourers remains the only god without any ability to
remove curses/damnation. Lack of any remove_curse doesn't
make too much sense, since players can use a second character.
Show difference between Revision 1.16 and 1.17
Revision 1.16avogl 2001/01/01 17:06:57 +134 -51
This is the centerpiece of the new scheme of gods.
Please read the gods' treasurelists to understand
it entirely. Alternatively you can read my comments
on cf-devel.

I based my work on dnh's god-pantheon. I tried to
provide a new god-system that works in the first place.
It is not meant to be the "final" version.
Discussion, modifications and enhancements are welcomed!
--AndreasV
Show difference between Revision 1.15 and 1.16
Revision 1.15cvs 2000/12/27 01:53:34 +303 -1
MSW 2000/12/26:
Checkin of Jan's new god intervention code. I haven't played around with
it much, but I haven't seen any really obvious problems.
common/living.c: remove learn_prayer_chance
common/treasure.c: Various changes to treasure generation - mostly to
deal with starting equipment and putting it in the inventory.
doc/crossfire.doc: Update docs on god intervention.
include/define.h: GT_... flags removed.
include/treasure.h: GT_... flags added. Addition flags added from
what was in define.h before.
lib/archetypes, lib/crossfire.png, lib/treasures: Updated with new
archetypes and treasures.
random_maps/standalone.c,server/rune.c,server/time.c: Calls to
create_treasure updated
server/apply.c: New functions for god intervention added, update calls
to create_treasure, other god related changes.
server/c_wiz.c: Calls to create_treasure updated, various functions to
allow DM's to learn/unlearn spells added.
server/commands.c: Various commands added to the wiz set of commands.
See commen for c_wiz.c
server/disease.c: Changes to reduce_symptoms
server/gods.c: Numerous updates for god intervention code.
server/player.c: Modifications for starting player equipment.
server/skill_util.c: Display the god the character worships when they
issue the skills command.
server/skills.c: Minor cosmetic change made to message when praying on altar.
server/spell_effect.c: Changes related to gods, cure spells, and
generation of treasures & items.
End of MSW 2000/12/26 checkin.
Show difference between Revision 1.14 and 1.15
Revision 1.14avogl 2000/12/17 09:24:48 +3 -1
animations:
archetypes:

New race-description msg

treasures:

class alchemist has spell "alchemy" per
default now. I consider this a must.
Show difference between Revision 1.13 and 1.14
Revision 1.13avogl 2000/12/16 17:28:00 +21 -1
Inserted the new mini-playguides into the
player classes' treasurelist.
Show difference between Revision 1.12 and 1.13
Revision 1.12avogl 2000/12/13 21:52:19 +10 -1
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.
Show difference between Revision 1.11 and 1.12
Revision 1.11avogl 2000/12/09 19:24:26 +19 -1
Added treasurelist "giant worm"
Show difference between Revision 1.10 and 1.11
Revision 1.10peterm 2000/10/31 04:01:22 +5 -1
Spiked shield added.
Show difference between Revision 1.9 and 1.10
Revision 1.9peterm 2000/10/29 01:20:13 +2 -2
Made mithril chainmail 5x more rare.
Show difference between Revision 1.8 and 1.9
Revision 1.8peterm 2000/10/25 01:44:43 +13 -1
Added the new bow types.
Show difference between Revision 1.7 and 1.8
Revision 1.7peterm 2000/10/19 03:06:14 +4 -1
Added a scroll of melee weapons.
Show difference between Revision 1.6 and 1.7
Revision 1.6peterm 2000/10/17 19:57:58 +2 -2
Stat potions shall no longer show up in shops.
Show difference between Revision 1.5 and 1.6
Revision 1.5peterm 2000/10/16 14:41:18 +341 -1
New stuff for classes installed.
Show difference between Revision 1.4 and 1.5
Revision 1.4peterm 2000/09/26 19:48:03 +5 -1
Rebuilt collected stuff.
Show difference between Revision 1.3 and 1.4
Revision 1.3cvs 2000/06/18 19:42:31 +58 -1
common/button.c: I needed to use a field to store 'connected' values
so I could copy sections of one map into another and have connectedness
preserved. --PeterM

lib/treasures: new treasure type "random_coin" for a style map. --PeterM
Show difference between Revision 1.2 and 1.3
Revision 1.2cvs 1999/07/13 01:02:55 +0 -0

Global commit for 0.95.4 - most files have no changes but just have
differing headers between my local RCS and the CVS versions and need to
get synced up.
Show difference between Revision 1.1 and 1.2
Revision 1.1uid200 1999/04/02 13:10:04 None
Initial revision
First version
Revision 1.1.1.1uid200 1999/04/02 13:10:04 +0 -0
First CVS revsion: crossfire-0.95.3
Show difference between Revision 1.1 and 1.1.1.1


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