| Commit message (Collapse) | Author | Age |
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Since the removal of traps its only effect was diluting the list of
flags "available" for randarts and sentient items.
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Credit goes mostly to "miramor" <danlev@norwoodlight.com> who did most
of the actual work. I just did a few minor tweaks and fixes + rebased
onto master.
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Instead of having monster memory, the player automatically knows
everything about all monsters from the start.
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This means we have a *lot* of added lines, but on the upside
it's much simpler to use simple text-based tools and we get
rid of a lot of purely boilerplate code
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Alchemy has always been ridiculously broken and there's been a huge
amount of horrible code to support it. Sorry to any fans of
Alchemy, but it's got to go.
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We no longer need the distinction between HARDCORE= and SPELL= any
longer, so just get rid of the prefix.
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This fits in better with the rest of the code and lets us clean up the
spell handling a bit.
Activation failure rate for the moved items may have changed slightly,
but it doesn't seem like this would be much of an issue.
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