This is only for their appearance in the editor.
--AV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1752 282e977c-c81d-0410-88c4-b93c2d0d6712
'activate_on_release' flags - this corresponds to code changes in the
server. Remove some of the 'unused' entries, as they are in
fact in use now.
MSW 2002-09-17
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1730 282e977c-c81d-0410-88c4-b93c2d0d6712
Correct name of the various monster skins.
Remove is_floor from thorns.arc
MSW 2002-09-12
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1721 282e977c-c81d-0410-88c4-b93c2d0d6712
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
in pupland monsters. As maintainer of the pupland set I
hope it is okay when I do this, have written on the
list about it too.
Some monsters just need those levels to be able to
hit and damage high level players.
Evil Masters are a somewhat special case:
I have moved most all attributes out of the map into
the arches (So the arches contain the "real version").
The reason for this is I fear the fallback to
arch-values when these monsters happen to apply equipment.
--AndreasV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1695 282e977c-c81d-0410-88c4-b93c2d0d6712
was much higher than the actually difficulty the monster should be.
MSW 2002-08-28
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1689 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
with bodyparts for them. Also changes races for readable scroll
objects so that scrollcase objects can be used. Add ruined tower.
New images for some objects.
Commited by MSW 2002-08-20
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1681 282e977c-c81d-0410-88c4-b93c2d0d6712
Fix update_monster script that generated the errors in the first place.
Add body information to the player/old/*.arc for very old player files.
Move crown from misc directory to armour/helmet, add appropriate body_info.
Add needed body info for elven boots.
MSW 2002-07-15
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1659 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
Remove some duplicates, change poisonfood to use the same face as booze
so you can't tell simply by looking at it that it is bad food.
Change some of the names for the skill scrolls to put them more in line
with the skills they actually give you.
MSW 2002-05-30
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1604 282e977c-c81d-0410-88c4-b93c2d0d6712
Add merged images for some objects I used in testing - the archetypes
need to be modified to use these, but a new version of the clients needs
to get pushed out before that can happen. Committing them will save
someone the work of merging them later on.
MSW 2002-05-18
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1590 282e977c-c81d-0410-88c4-b93c2d0d6712
rised INT, dropped DEX mainly
The extremely low INT wasn't good for the race
because dragons have great need to learn spells.
Moreover, dragons are generally not considered stupid.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1553 282e977c-c81d-0410-88c4-b93c2d0d6712
to mean? - A typo most likely, but a strange one.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1540 282e977c-c81d-0410-88c4-b93c2d0d6712
how long it will take till someone is able
to fix the broken collect script.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1539 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
This is maybe still a relict from times where
directions have been stored in different format.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1536 282e977c-c81d-0410-88c4-b93c2d0d6712
Fixed a few files that resulted in png warnings during load.
MSW 2001-12-04
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1448 282e977c-c81d-0410-88c4-b93c2d0d6712
These are just the artifact monsters put into arcs (with a few small changes here and there). It is so map makers can place them directly into maps.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1429 282e977c-c81d-0410-88c4-b93c2d0d6712
somehow. This is very unbalanced compared to other gods.
I set Gorokh to "hp-regen -1" again. This is only very little
compensation for flaming aura, vitriol and slaying angel.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1416 282e977c-c81d-0410-88c4-b93c2d0d6712
set and thus didn't dissapear when dropped.
I assume this wasn't intended and set it startequip 1 now.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1415 282e977c-c81d-0410-88c4-b93c2d0d6712
(Cool new messages Mark!, I don't even need to stick on dnh!)
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1405 282e977c-c81d-0410-88c4-b93c2d0d6712