Until someone draw a giant worm that looks like older one, this green giant worm picture will be used instead.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@7577 282e977c-c81d-0410-88c4-b93c2d0d6712
incorrect usage of "nrof 2" for rings in the treasure list. The
correct way to generate two rings is to have two separate entries in
the treasure list. This is a fix for bug #1530006.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@4798 282e977c-c81d-0410-88c4-b93c2d0d6712
- add greater hell hound, dire wolf sire and change magehounds spell
- make rug's whip glow
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2901 282e977c-c81d-0410-88c4-b93c2d0d6712
gaea still using them.
Break out many of the treasure lists, and add the necessary skills so that
the monsters can properly use things like spellbooks, wands, rods, etc.
In many cases, update the creatures to have their own specific treasurelist.
Add proper skill values to rods, horns, and staves - should fix problem with
exp not being credited to correct skill.
MSW 2004-02-01
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2577 282e977c-c81d-0410-88c4-b93c2d0d6712
weight -1 entires)
- use large images for bears
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2531 282e977c-c81d-0410-88c4-b93c2d0d6712
Fixed the Giant rat attacktype typo
Cleaned up the big keep image
Made a new tower
Added in 5 different skeletal debris arches (for when a corpse just isn't enough)
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1783 282e977c-c81d-0410-88c4-b93c2d0d6712
Correct name of the various monster skins.
Remove is_floor from thorns.arc
MSW 2002-09-12
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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
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1702 282e977c-c81d-0410-88c4-b93c2d0d6712
Was also working from old archive that didn't have the winter terrain -
now added that.
MSW 2002-08-20
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1683 282e977c-c81d-0410-88c4-b93c2d0d6712
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
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1657 282e977c-c81d-0410-88c4-b93c2d0d6712
New giant cobra, windstorm and acidspit animations,
and some more.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1537 282e977c-c81d-0410-88c4-b93c2d0d6712
Lot's of misc stuff. New dragonslayer, golems,
holy_orb etc...
--Andreas V.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1282 282e977c-c81d-0410-88c4-b93c2d0d6712
Including an all-new electric dragon, improved dread,
giant and ogre.
--AV
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standard set. They don't fit in perspective but
surely are better than the screwy scaled-up-from-xpm
counterparts.
--AV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@861 282e977c-c81d-0410-88c4-b93c2d0d6712
to the xpm images centered but not scaled.
The results are not too bad.
PeterM
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@793 282e977c-c81d-0410-88c4-b93c2d0d6712
Basically it could be considered a kind of "acid dragon".
It's attacktypes are physical, poison, acid and slow, it
uses the vitriol-spell as primary attack too.
This beast is quite tough to fight without high acid protection.
Especially in groups "Giant Worms" are a deadly force.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@571 282e977c-c81d-0410-88c4-b93c2d0d6712