[root]/trunk/arch/monster/giant
Belzebub
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Big_Wiz
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DreadKnight
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JessyB
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Titan
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byakie
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cyclops
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djinn
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serpent
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slug
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Author | Changes | Lines of Code | Lines per Change |
---|---|---|---|
Totals | 132 (100.0%) | 84 (100.0%) | 0.6 |
temitchell | 12 (9.1%) | 26 (31.0%) | 2.1 |
cvs | 12 (9.1%) | 17 (20.2%) | 1.4 |
avogl | 5 (3.8%) | 17 (20.2%) | 3.4 |
darth_bob | 9 (6.8%) | 9 (10.7%) | 1.0 |
peterm | 4 (3.0%) | 6 (7.1%) | 1.5 |
uid200 | 21 (15.9%) | 5 (6.0%) | 0.2 |
mwedel | 69 (52.3%) | 4 (4.8%) | 0.0 |
make branche directories, delete old trunk.
0 lines of code changed in 58 files:
-giant as a single image, new mabu image (a redhead?)
26 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
1 lines of code changed in 1 file:
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
4 lines of code changed in 2 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 9 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.
9 lines of code changed in 9 files:
A bunch of new/improved art for the standard set.
Including an all-new electric dragon, improved dread,
giant and ogre.
--AV
16 lines of code changed in 4 files:
Some tweaks done to various PR values.
2 lines of code changed in 2 files:
Converted the old "armor" "protected" "vulnerable" and "immune" to
the partial-resistance equivalents.
4 lines of code changed in 2 files:
Assigned proper races to these archetypes. --PeterM
3 lines of code changed in 3 files:
Addition of PNG images. MSW 5/30/2000
14 lines of code changed in 9 files:
Initial revision
5 lines of code changed in 21 files: