- Range augment ability for missiles - Seeking ability for missiles (can strike an adjacent space if targeted space lacks a target, including chance of hitting invisible monsters) - Weapon that calls node when attacking with it (works both in range and melee; the cases can be distinguished by the node with IF_CONTEXT) - Armour that calls node when attacked while wearing (works both in range and melee; the cases can be distinguished by the node with IF_CONTEXT) - Monster ability that calls node when monster attacked (works both in range and melee; the cases can be distinguished by the node with IF_CONTEXT) - The above three only apply to non-magical attacks - some things don't trigger it, like spells, monster rays and breath weapons, possible a few others - Armour that protects from all melee damage (including demon/undead, though less) - Armour that decreases chance to be hit (both in range and melee, against non-magical attacks only) - Armour that behaves like to the martyr's shield effect but also has a chance of adding some extra bonus damage - Armour that's more encumbering than advertised (best for cursed items with concealed ability) - Multiple items with the accuracy ability now stack - Fix nephilim not getting their racial bonus to missile weapons - In specials called as part of an attack, the reserved pointer -20 contains the target in a form ready to pass to a SELECT_TARGET node, while -21 and -22 contain the location of the target. This includes the new cases added in this commit plus the monster ability to call a special node on its turn. It does not include specials called in the spell targeting context (to do so would break legacy scenarios), nor specials called after a targeting node. - If a PC is carrying more than their max weight, they gain encumbrance equal to one-tenth of the excess. - Add some missing context cases to IF_CONTEXT node
190 lines
2.3 KiB
Plaintext
190 lines
2.3 KiB
Plaintext
Throws darts
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Shoots arrows
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Throws spears
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Throws stones
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Throws rocks
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Throws boulders
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Throws razordisks
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Throws knives
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Good archer
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Shoots spines
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Crossbowman
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Slinger (small stones)
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Petrification ray
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Spell point drain ray
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Heat ray
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Paralysis ray
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Breathes fire
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Breathes frost
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Breathes electricity
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Breathes darkness
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Breathes stinking clouds
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Breathes sleep clouds
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Acid spit
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Shoots webs
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Poisoned weapon
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Acid touch
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Disease touch
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Web touch
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Sleep touch
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Dumbfounding touch
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Paralysis touch
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Petrification touch
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Death touch (use with care)
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Experience draining touch
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Icy touch
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Icy and draining touch
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Stunning touch
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Steals food when hits
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Steals gold when hits
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Splits when hit
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Permanent martyr's shield
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Absorb spells
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Summon (%5 chance)
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Summon (%20 chance)
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Summon (%50 chance)
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Run global special during turn
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Run global special when hit
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Death triggers global special
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Radiate fire fields
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Radiate ice fields
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Radiate shock fields
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Radiate antimagic fields
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Radiate sleep fields
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Radiate stink clouds
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Radiate blade fields
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Radiate webs
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Custom missile ability (advanced)
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Custom damage ability (advanced)
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Custom status effect (advanced)
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Custom field ability (advanced)
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Custom petrification (advanced)
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Custom SP drain (advanced)
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Custom XP drain (advanced)
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Custom death ability (advanced)
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Custom steal food (advanced)
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Custom steal gold (advanced)
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Custom undead stat (advanced)
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Custom weapon stat (advanced)
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Custom radiate fields (advanced)
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Custom summoning (advanced)
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Custom long damage (advanced)
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Missile
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Damaging
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Status effect
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Field creation
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Petrification
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Drain spell points
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Drain experience
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Kill
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Steal food
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Steal gold
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Stun (status negated by life-saving)
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Damaging (full attack - 4 ap)
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Status effect (first attack only)
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Splits when hit
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Martyr's shield
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Absorb spells
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Web missile
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Heat ray (costs 1 action point)
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Call special node
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Death triggers special
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Radiate fields
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Summon aid
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Darts
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Bow/Arrows
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Spears
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Rocks
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Razordisks
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Spines
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Knives
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Crossbow/Bolts
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Ray
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Touch
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Gaze
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Breath
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Spit
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Hits
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Claws
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Bites
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Slimes
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Punches
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Stings
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Clubs
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Burns
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Harms
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Stabs
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Summon specific creature
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Summon creature of summon type
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Summon random creature of species
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Chance of Activating
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Chance of Activating
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HP gained from non-damaging effects
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Ability Range
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Chance of using
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Ability Range
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Chance of Using
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Ability Strength
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Special to Call
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Action Points
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Chance of using
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Special to Call
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Special to Call
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