| Commit message (Collapse) | Author | Age | Files | Lines |
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no_vi_command_keys.txt doesn't handle targeting or movement on
the level map. Should it?
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Added %variation, %repeat, %desat, %lum, %hue, %pal, %resetcol commands
to rltiles. Also, multiple enum synonyms can now be specified.
Documentation on all rltiles commands is forthcoming. Sorry.
Added coloured variations for a number of floor and wall tiles, removing
duplicate source art where it made sense. The variations probably need
some adjusting to look less like fruit salad.
COLOUR in a vault specification will now automatically try to pick
coloured variations of basic floor and rock wall tiles by default. It
will also pick coloured variations of any tiles specified by
FTILE/RTILE/TILE.
I'll leave it as an exercise for due to generalize this to features and
monsters. tile_dngn_coloured (and corresponding functions for other tile
sheets) can be used to look up coloured variations for a given tile
index.
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In this instance, you need at least two tiles (closed, open), and up to
nine (detected, closed, gateway left open, middle open, right open,
closed, left closed, middle closed, right closed), and these should
always include the "no_random" option.
This also doesn't properly deal with detected doors.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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No longer automatically prepends 'mons_', as this is not a standard.
Instead, generates an error for invalid tiles. Update documentation and
uses.
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It is now possible to specify a tile for monsters when specifying
monsters in vault definitions. The syntax is "tile:<tile name>". All
tiles that don't start with "mons_" will have this prefixed, therefore
"tile:giant_bat" will become "tile:mons_giant_bat", but "tile:mons_rat"
will remain unchanged.
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This commit creates a new specifier for vaults: "TILE". Used much in the
same way as COLOUR, it can apply any specific tile to a feature. Example
syntax is specified in the syntax file, but copied here for clarity:
TILE: x = wall_flesh
Identical to FTILE and RTILE in syntax, but closer to COLOUR in
functionality. Instead of replacing the floor or relevant rock
tiles, this can be used to replace the tile used for any specific
feature.
This can be used in combination with FTILE and RTILE to change
the appearance of features. It can only be used with previously
specified tiles, however.
Like COLOUR and FTILE, this should be used sparingly and to good
effect.
Please, feel free to update vaults to use this! We want to ensure that
tiles players get the same experience as ASCII players do. This is only
the first stage in a push for greater flexibiltiy through tiles, but
hopefully it'll have a good impact.
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It is basically a simple wrapper onto spl-book.cc's
make_book_theme_randart. More documentation can be found in syntax.txt.
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MonPropsMarker can be used to set "speech_func" and "shout_func" on a
monster, functions which return a string to be used as the monster's
speech/shout message.
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Still doesn't include everything (for which I'll check the change log later)
but does include some changes that are too minor to be included in the
release notes. As usual, the "Highlights" are extremely subjective.
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I haven't included anything new (or thrown out existing mentions),
just changed the ordering and, occasionally, phrasing.
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See documentation. This is somewhat hackish (or at least, hackier), but
I think there's a precendent for it at least.
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Going over the limits causes startup warnings now
because the code uses INT_OPTION.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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This is FR 2814313.
This required adding a new option msg_min_height
defaulting to 6 to keep the same default layout.
I don't believe anything requires a message window
of more than 5 lines (acquirement is fine with that).
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It's not used anymore, and has issues, such as revealing
information on the level map.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Could still be improved with at least the following:
* The process of a proposal/patch making its way into into the game
* Versioning: use of agendas for major versions; only fixes for minor versions
And of course, needs to be updated for the new Mantis/Wiki once it's official. Feedback welcome!
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Set messages_at_top=true to use.
This is not quite aesthetically pleasing since character name
and title which form a kind of heading for the screen are now
in the middle. It might be better to display them in an extra
line across the top.
Also, the layout should really be moved out to lua and made
completely user configurable.
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All the other dgn and map functions in Crawl are 0-indexed, so this makes
everything more consistent.
I've changed all the uses in the master branch, but if you're using these
functions in another branch (dpeg and due), then you'll need to adjust
all your coordinates to match.
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Vaults can now include other vaults as a part of their definition. These
subvaults are currently included by tag only and replace glyphs in their
parent vault. See documentation for more details.
Vault:8 has been modified to use subvaults.
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Set use_fake_player_cursor = true to use this. This allows
defaulting the cursor to off, which means less cursor blinking
say when travelling.
This patch also moves the cursor control closer to where it's
used, so that the cursor is only turned on for actual input
prompts. I've definitely missed some prompts here: almost
anything that prompts for a single character and reads it
using getch() will not have a cursor with use_fake_player_cursor
set at the moment.
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