[root]/trunk/arch/monster/elemental
Para
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Shadow
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Author | Changes | Lines of Code | Lines per Change |
---|---|---|---|
Totals | 178 (100.0%) | 298 (100.0%) | 1.6 |
mwedel | 97 (54.5%) | 167 (56.0%) | 1.7 |
avogl | 18 (10.1%) | 63 (21.1%) | 3.5 |
cvs | 20 (11.2%) | 29 (9.7%) | 1.4 |
peterm | 8 (4.5%) | 26 (8.7%) | 3.2 |
darth_bob | 8 (4.5%) | 8 (2.7%) | 1.0 |
uid200 | 25 (14.0%) | 5 (1.7%) | 0.2 |
temitchell | 2 (1.1%) | 0 (0.0%) | 0.0 |
make branche directories, delete old trunk.
0 lines of code changed in 73 files:
I've set the race of elemental witches to match
those of the other elementals. This is going to
make anti-elemental slayings work against them, as
they are supposed to.
4 lines of code changed in 4 files:
-the witch tiles were offsize (funny they displayed fine in the DX client- I wonder what that means) and did not display in the cfclient.
-added stove and tanning bench for alchemy
-a 'classic' female elf
0 lines of code changed in 2 files:
add new archetypes by Todd Mitchell.
Correct name of the various monster skins.
Remove is_floor from thorns.arc
MSW 2002-09-12
167 lines of code changed in 12 files:
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
4 lines of code changed in 4 files:
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 12 files:
Mammoth commit here, just added alternate set (now called classic or clsc) to the archs. This is in preperation for support of arbitrary sets.
8 lines of code changed in 8 files:
Some new graphics for standard png set.
--AndreasV
33 lines of code changed in 6 files:
changes attacktype for eart_elemental to:
physical
attacktype for water_elemental to:
physical + cold
Also modified their resistances a bit.
I think it makes a lot more sense now.
--AV
7 lines of code changed in 2 files:
New pngs, only a few from new artists yet.
No serious changes for the general look.
15 lines of code changed in 2 files:
I reverted a lotof the objectionable "scaled" png set
to the xpm images centered but not scaled.
The results are not too bad.
PeterM
10 lines of code changed in 4 files:
Converted the old "armor" "protected" "vulnerable" and "immune" to
the partial-resistance equivalents.
16 lines of code changed in 4 files:
Assigned proper races to these archetypes. --PeterM
4 lines of code changed in 4 files:
Addition of PNG images. MSW 5/30/2000
25 lines of code changed in 12 files:
Initial revision
0 lines of code changed in 4 files:
Initial revision
5 lines of code changed in 25 files: