Changeset 415
- Timestamp:
- 07/31/07 11:36:09 (1 year ago)
- Files:
-
- trunk/lib/edit/object.txt (modified) (8 diffs)
- trunk/src/defines.h (modified) (1 diff)
- trunk/src/effects.c (modified) (4 diffs)
- trunk/src/effects.h (modified) (4 diffs)
- trunk/src/load.c (modified) (2 diffs)
- trunk/src/xtra1.c (modified) (3 diffs)
- trunk/src/xtra2.c (modified) (1 diff)
Legend:
- Unmodified
- Added
- Removed
- Modified
- Copied
- Moved
trunk/lib/edit/object.txt
r413 r415 50 50 # are currently hard-coded.) 51 51 52 # 'W' is for extra information. Depth is the depth the object is normally 53 # found at (and defines what "level" the object is, when determining how easy 54 # it is to use a wand, staff or rod, rarity determines how common the object 55 # is (currently unused, thanks to the A: allocation lines), weight is in 56 # tenth-pounds and cost is the item's base value. 52 # 'W' is for extra information. Depth defines what "level" the object is, 53 # when determining how easy it is to use a wand, staff or rod; rarity 54 # is unused; weight is in tenth-pounds and cost is the item's base value. 57 55 58 56 # 'P' is for power information. The items base armor class, its base … … 93 91 ##### Mushrooms ##### 94 92 93 # Removed in 3.1: Naivety, Disease, Sickness, Paralysis. These were 94 # introduced in 2.7.8 as replacements for duplicated effects between 95 # some mushrooms and "hairy molds". 96 97 # Changed in 3.1: Cure Paranoia + Cure Confusion now "Clear Mind" 98 # Added in 3.1: Mending, which cures cut/stun/poison/blindness (idea from S) 99 # Second Sight, which gives temp ESP and cures blindness 100 101 ## Basic "bad" kinds 102 95 103 N:1:Blindness 96 104 G:,:d 97 105 I:80:1:500 98 106 W:5:0:1:0 99 A: 100:5 to 100107 A:75:10 to 15 100 108 F:EASY_KNOW 101 109 E:BLIND … … 105 113 I:80:2:500 106 114 W:5:0:1:0 107 A: 100:5 to 100115 A:75:10 to 15 108 116 F:EASY_KNOW 109 117 E:SCARE … … 113 121 I:80:3:500 114 122 W:5:0:1:0 115 A: 100:5 to 100123 A:75:10 to 15 116 124 F:EASY_KNOW 117 125 E:CONFUSE … … 121 129 I:80:4:500 122 130 W:10:0:1:0 123 A: 100:10 to 100131 A:75:10 to 15 124 132 F:EASY_KNOW 125 133 E:HALLUC 126 134 127 N:5:Cure Poison 135 N:5:Poison 136 G:,:d 137 I:80:0:500 138 W:5:0:1:0 139 A:75:10 to 20 140 F:EASY_KNOW 141 E:POISON 142 143 ## 6 144 145 N:7:Weakness 146 G:,:d 147 I:80:6:500 148 W:10:0:1:0 149 A:75:15 to 30 150 F:EASY_KNOW 151 E:LOSE_STR 152 153 N:8:Stupidity 154 G:,:d 155 I:80:8:500 156 W:15:0:1:0 157 A:75:15 to 30 158 F:EASY_KNOW 159 E:LOSE_INT 160 161 N:9:Unhealth 162 G:,:d 163 I:80:10:500 164 W:15:0:1:0 165 A:40:20 to 50 166 P:0:10d10:0:0:0 167 F:EASY_KNOW 168 E:LOSE_CON2 169 D:It may also be thrown to inflict 10d10 points of damage. 170 171 172 ## Curing of various kinds 173 174 N:10:Cure Poison 128 175 G:,:d 129 176 I:80:12:500 130 177 W:10:0:1:60 131 A:100:10 to 100 178 A:100:10 to 40 179 M:70:1d4 132 180 F:EASY_KNOW 133 181 E:CURE_POISON 134 182 135 N: 6:Cure Blindness183 N:11:Cure Blindness 136 184 G:,:d 137 185 I:80:13:500 138 186 W:10:0:1:50 139 A:100:10 to 100 187 A:100:10 to 40 188 M:70:1d4 140 189 F:EASY_KNOW 141 190 E:CURE_BLINDNESS 142 191 143 N: 7:Cure Paranoia192 N:12:Clear Mind 144 193 G:,:d 145 194 I:80:14:500 146 W:10:0:1: 25195 W:10:0:1:90 147 196 A:100:10 to 100 148 F:EASY_KNOW 149 E:CURE_PARANOIA 150 151 N:8:Cure Confusion 197 M:70:1d4 198 F:EASY_KNOW 199 E:CURE_MIND 200 201 N:13:Mending 152 202 G:,:d 153 I:80:15:500 154 W:10:0:1:50 155 A:100:10 to 100 156 F:EASY_KNOW 157 E:CURE_CONFUSION 158 159 N:9:Weakness 203 I:80:25:500 204 W:10:0:1:100 205 A:80:20 to 100 206 M:70:1d4 207 F:EASY_KNOW 208 E:CURE_BODY 209 210 ## 14 211 212 N:15:Cure Serious Wounds 160 213 G:,:d 161 I:80:6:500 162 W:10:0:1:0 163 A:100:10 to 100 164 F:EASY_KNOW 165 E:LOSE_STR 166 167 N:10:Unhealth 214 I:80:16:500 215 W:15:0:1:75 216 A:90:15 to 35 217 F:EASY_KNOW 218 E:CURE_SERIOUS 219 220 ## Restoration 221 222 N:16:Restore Strength 168 223 G:,:d 169 I:80:10:500 170 W:15:0:1:50 171 A:100:15 to 100 172 P:0:10d10:0:0:0 173 F:EASY_KNOW 174 E:LOSE_CON2 175 D:It may also be thrown to inflict 10d10 points of damage. 176 177 N:11:Restore Constitution 224 I:80:17:500 225 W:20:0:1:350 226 A:100:20 to 50 227 F:EASY_KNOW 228 E:RESTORE_STR 229 230 N:17:Restore Constitution 178 231 G:,:d 179 232 I:80:18:500 180 233 W:20:0:1:350 181 A:100:20 to 100234 A:100:20 to 50 182 235 F:EASY_KNOW 183 236 E:RESTORE_CON 184 237 185 N:1 2:Restoring238 N:18:Restoring 186 239 G:,:d 187 240 I:80:19:500 … … 191 244 E:RESTORE_ALL 192 245 193 N:13:Stupidity 246 ## A stranger mushroom 247 248 N:19:Second Sight 194 249 G:,:d 195 I:80:8:500 196 W:15:0:1:0 197 A:100:15 to 100 198 F:EASY_KNOW 199 E:LOSE_INT 200 201 N:14:Naivety 202 G:,:d 203 I:80:9:500 204 W:15:0:1:0 205 A:100:15 to 100 206 F:EASY_KNOW 207 E:LOSE_WIS 208 209 N:15:Poison 210 G:,:d 211 I:80:0:500 212 W:5:0:1:0 213 A:100:5 to 20 214 F:EASY_KNOW 215 E:POISON 216 217 N:16:Sickness 218 G:,:d 219 I:80:7:500 220 W:10:0:1:0 221 A:100:10 to 100 222 F:EASY_KNOW 223 E:LOSE_CON 224 225 N:17:Paralysis 226 G:,:d 227 I:80:5:500 228 W:20:0:1:0 229 A:100:20 to 100 230 F:EASY_KNOW 231 E:PARALYZE 232 233 N:18:Restore Strength 234 G:,:d 235 I:80:17:500 236 W:20:0:1:350 237 A:100:20 to 100 238 F:EASY_KNOW 239 E:RESTORE_STR 240 241 N:19:Disease 242 G:,:d 243 I:80:11:500 244 W:20:0:1:50 245 A:100:20 to 100 246 P:0:10d10:0:0:0 247 F:EASY_KNOW 248 E:LOSE_STR2 249 D:It may also be thrown to inflict 10d10 points of damage. 250 251 N:20:Cure Serious Wounds 252 G:,:d 253 I:80:16:500 254 W:15:0:1:75 255 A:100:15 to 100 256 F:EASY_KNOW 257 E:CURE_SERIOUS 250 I:80:26:200 251 W:0:0:1:1250 252 A:20:15 to 100 253 F:EASY_KNOW 254 E:TMD_ESP 255 256 257 ## 20 258 258 259 259 … … 276 276 I:80:36:2500 277 277 W:1:0:2:2 278 A:1 00:1 to 100278 A:110:5 to 60 279 279 M:100:2d3 280 280 F:EASY_KNOW … … 285 285 I:80:37:7500 286 286 W:5:0:3:10 287 A: 100:25to 100287 A:90:30 to 100 288 288 F:EASY_KNOW 289 289 E:FOOD_WAYBREAD trunk/src/defines.h
r404 r415 444 444 TMD_INVULN, TMD_HERO, TMD_SHERO, TMD_SHIELD, TMD_BLESSED, TMD_SINVIS, 445 445 TMD_SINFRA, TMD_OPP_ACID, TMD_OPP_ELEC, TMD_OPP_FIRE, TMD_OPP_COLD, 446 TMD_OPP_POIS, TMD_AMNESIA, 446 TMD_OPP_POIS, TMD_AMNESIA, TMD_TELEPATHY, 447 447 448 448 TMD_MAX trunk/src/effects.c
r414 r415 201 201 } 202 202 203 case EF_CURE_POISON2:204 {205 if (set_timed(TMD_POISONED, p_ptr->timed[TMD_POISONED] / 2)) *ident = TRUE;206 return TRUE;207 }208 209 203 case EF_CURE_BLINDNESS: 210 204 { … … 224 218 return TRUE; 225 219 } 220 221 case EF_CURE_MIND: 222 { 223 if (clear_timed(TMD_CONFUSED)) *ident = TRUE; 224 if (clear_timed(TMD_AFRAID)) *ident = TRUE; 225 return TRUE; 226 } 227 228 case EF_CURE_BODY: 229 { 230 if (clear_timed(TMD_STUN)) *ident = TRUE; 231 if (clear_timed(TMD_CUT)) *ident = TRUE; 232 if (clear_timed(TMD_POISONED)) *ident = TRUE; 233 if (clear_timed(TMD_BLIND)) *ident = TRUE; 234 return TRUE; 235 } 236 226 237 227 238 case EF_CURE_LIGHT: … … 390 401 take_hit(damroll(5, 5), "stat drain"); 391 402 (void)do_dec_stat(stat); 392 *ident = TRUE;393 394 return TRUE;395 }396 397 case EF_LOSE_STR2:398 {399 take_hit(damroll(10, 10), "poisonous food");400 (void)do_dec_stat(A_STR);401 403 *ident = TRUE; 402 404 … … 484 486 return TRUE; 485 487 } 488 489 case EF_TMD_ESP: 490 { 491 if (clear_timed(TMD_BLIND)) *ident = TRUE; 492 if (inc_timed(TMD_TELEPATHY, 12 + damroll(6, 6))) 493 *ident = TRUE; 494 return TRUE; 495 } 496 486 497 487 498 case EF_ENLIGHTENMENT: trunk/src/effects.h
r373 r415 33 33 #include "effects.h" 34 34 35 EF FECT(MAX, FALSE, NULL)35 EF_MAX 36 36 } effect_type; 37 37 … … 54 54 55 55 EFFECT(CURE_POISON, FALSE, "neutralizes poison") 56 EFFECT(CURE_POISON2, FALSE, "halves the severity of any poisoning")57 56 EFFECT(CURE_BLINDNESS, FALSE, "cures blindness") 58 57 EFFECT(CURE_PARANOIA, FALSE, "removes your fear") 59 58 EFFECT(CURE_CONFUSION, FALSE, "cures confusion") 59 EFFECT(CURE_MIND, FALSE, "cures confusion and removes fear") 60 EFFECT(CURE_BODY, FALSE, "heals cut damage, and cures stunning, poison and blindness") 60 61 61 62 EFFECT(CURE_LIGHT, FALSE, "restores 2d8 hit points, heals some cut damage and cures blindness") … … 89 90 EFFECT(LOSE_CON, FALSE, "reduces your constitution with damage 5d5") 90 91 EFFECT(LOSE_CHR, FALSE, "reduces your intelligence with damage 5d5") 91 EFFECT(LOSE_STR2, FALSE, "reduces your strength with damage 10d10")92 92 EFFECT(LOSE_CON2, FALSE, "reduces your constitution with damage 10d10") 93 93 EFFECT(RESTORE_STR, FALSE, "restores your strength") … … 103 103 EFFECT(TMD_INFRA, FALSE, "extends your infravision by 50 feet for 4d25+100 turns") 104 104 EFFECT(TMD_SINVIS, FALSE, "allows you to see invisible things for 2d6+12 turns") 105 EFFECT(TMD_ESP, FALSE, "gives you telepathy for 6d6+12 turns and cures blindness") 105 106 106 107 EFFECT(ENLIGHTENMENT, FALSE, "completely lights up and magically maps the level") trunk/src/load.c
r413 r415 143 143 144 144 145 /* A wonderful savefile conversion function. Temporary only. */ 146 void convert_kind(byte *tval, byte *sval) 147 { 148 switch (*tval) 149 { 150 case TV_FOOD: 151 { 152 /* Cure Paranoia + Cure Confusion -> Clear Mind */ 153 if (*sval == 15) *sval = 16; 154 155 /* Sickness -> Weakness */ 156 if (*sval == 7) *sval = 6; 157 158 /* LoseWis -> Stupidity */ 159 if (*sval == 9) *sval = 8; 160 161 /* Paralysis -> Poison */ 162 if (*sval == 5) *sval = 0; 163 164 /* Disease -> Unhealth */ 165 if (*sval == 11) *sval = 10; 166 167 break; 168 } 169 } 170 } 171 172 145 173 /* 146 174 * The following functions are used to load the basic building blocks … … 316 344 if (buf[0]) o_ptr->note = quark_add(buf); 317 345 346 347 /* Convert tval/sval */ 348 convert_kind(&o_ptr->tval, &o_ptr->sval); 318 349 319 350 /* Lookup item kind */ trunk/src/xtra1.c
r402 r415 649 649 { TMD_POISONED, S("Poisoned"), TERM_ORANGE }, 650 650 { TMD_PROTEVIL, S("ProtEvil"), TERM_L_GREEN }, 651 { TMD_TELEPATHY, S("ESP"), TERM_L_BLUE }, 651 652 { TMD_INVULN, S("Invuln"), TERM_L_GREEN }, 652 653 { TMD_HERO, S("Hero"), TERM_L_GREEN }, … … 2119 2120 p_ptr->to_h += 12; 2120 2121 p_ptr->dis_to_h += 12; 2122 p_ptr->resist_fear = TRUE; 2121 2123 } 2122 2124 … … 2128 2130 p_ptr->to_a -= 10; 2129 2131 p_ptr->dis_to_a -= 10; 2132 p_ptr->resist_fear = TRUE; 2130 2133 } 2131 2134 2132 2135 /* Temporary "fast" */ 2133 2136 if (p_ptr->timed[TMD_FAST]) 2134 {2135 2137 p_ptr->pspeed += 10; 2136 }2137 2138 2138 2139 /* Temporary "slow" */ 2139 2140 if (p_ptr->timed[TMD_SLOW]) 2140 {2141 2141 p_ptr->pspeed -= 10; 2142 } 2142 2143 2143 2144 2144 /* Temporary see invisible */ 2145 2145 if (p_ptr->timed[TMD_SINVIS]) 2146 {2147 2146 p_ptr->see_inv = TRUE; 2148 }2149 2147 2150 2148 /* Temporary infravision boost */ 2151 2149 if (p_ptr->timed[TMD_SINFRA]) 2152 {2153 2150 p_ptr->see_infra += 5; 2154 } 2155 2156 2157 /*** Special flags ***/ 2158 2159 /* Hack -- Hero/Shero -> Res fear */ 2160 if (p_ptr->timed[TMD_HERO] || p_ptr->timed[TMD_SHERO]) 2161 { 2162 p_ptr->resist_fear = TRUE; 2163 } 2151 2152 /* Temporary telepathy */ 2153 if (p_ptr->timed[TMD_TELEPATHY]) 2154 p_ptr->telepathy = TRUE; 2155 2164 2156 2165 2157 trunk/src/xtra2.c
r404 r415 62 62 { "You feel resistant to poison!", "You feel less resistant to poison", 0, 0, 0, MSG_RES_POIS }, 63 63 { "You feel your memories fade.", "Your memories come flooding back.", 0, 0, 0, MSG_GENERIC }, 64 { "Your mind expands.", "Your horizons are once more limited.", 0, 0, PU_BONUS, MSG_GENERIC }, 64 65 }; 65 66
