| Commit message (Collapse) | Author | Age | Files | Lines |
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For tiles build, the open door description now notes how to close the
door using the mouse.
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In most places Feawn is now referred to as "Fedhas," its long name
(used in the religion screen) is "Fedhas Madash"
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10773 c06c8d41-db1a-0410-9941-cceddc491573
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most importantly altars.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10662 c06c8d41-db1a-0410-9941-cceddc491573
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that stupid monsters will continue to ignore them as long as they've
never been opened.
Shifts wall and door types of existing save files.
Also apply patch by one the "nobodies" to make bloody tiles show up again.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10167 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10104 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9433 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9050 c06c8d41-db1a-0410-9941-cceddc491573
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column wide text console.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8785 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8783 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8056 c06c8d41-db1a-0410-9941-cceddc491573
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Describe the stone walls making up the vaults in Slime:6 as slime-free rune
carved rocks walls, with the runes mentioning "the royal jelly".
Make the metal and crystal walls of Vault:8 be described as "heavily etched",
with the long description saying that they're covered with etched murals
depecting exactly what is done to theives.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8026 c06c8d41-db1a-0410-9941-cceddc491573
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the desc_long property of the Lua marker. The lets the portal vault code be
enitrely self contained, rather than having to have a portion of the
description in dat/descript/features.txt. Also, in theory each different entry
vault could have its own version of the description, or it could even
programatically vary after the entry vault had been generated (since it can be
a function in addition to a string). Also, since the gate's short feature
description is no longer needed as a key into the features database, the short
description doesn't need to be the same for each entry vault.
The way I put the descriptions into the .des files is a bit clunky, but when I
tried to use the Lua multi-line string quote ([[string]]) each line displayed
by Crawl was indented one space.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8001 c06c8d41-db1a-0410-9941-cceddc491573
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This makes comparisons much easier and also avoids giving away information
about far away shops being opened/closed. (This was only an issue if
a shop only held blood potions that rotted away, but still.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7775 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7770 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7728 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7725 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7681 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7597 c06c8d41-db1a-0410-9941-cceddc491573
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a grayish overlay, as suggested by Enne. The yellow background is now
free to be used by something else (main weapon, maybe, if that can be
derived somehow).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7587 c06c8d41-db1a-0410-9941-cceddc491573
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Renamed portal.des to sewer.des. Added description.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7483 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6864 c06c8d41-db1a-0410-9941-cceddc491573
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* Adapt Matthew's code to use quotes if there's enough space left.
* Skip the general description of player ghosts that only repeats the
specific description but with less information.
* Don't refer to ghosts as "xyz's ghost the player ghost"
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6766 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6341 c06c8d41-db1a-0410-9941-cceddc491573
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Made the description of royal jelly (the item) the same as that for the
monster. Note that the descriptions for the bazaars (flickering or not)
are evasive: I was unable to access them in /?f.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6332 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5407 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4922 c06c8d41-db1a-0410-9941-cceddc491573
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(The one I didn't change is the 'รถ' in the golem quote; I guess we could
change it to 'oe' but as it's a proper name it somehow seemed wrong to
do so.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4441 c06c8d41-db1a-0410-9941-cceddc491573
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and a quote for labyrinths.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4231 c06c8d41-db1a-0410-9941-cceddc491573
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New descriptions:
Cacodemon
Dispater
Tiamat
Geryon
bumblebee
ghoul
human
player ghost
program bug
A gateway to Hell
A granite statute
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4060 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4039 c06c8d41-db1a-0410-9941-cceddc491573
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otion of coagulated blood to items.
Also copy the more interesting branch stair descriptions into branches.txt.
Most of them still have the generic "Describe branch here", and I lack the
imagination to change that.
Ideally, the branch entries should get distinct descriptions closer to
describing the atmosphere, e.g. "Putrid smell fills your nostrils." (Tomb),
"A moss-covered staircase. From below you can hear squeaking noises, and
odd deep croaks." (Lair), or "The sound of clanging weapons reaches your
ears." (Blades), with the branch descriptions pulled up after that when
describing the staircases in-game. (Or maybe vice versa.)
Hmm, did I say I was lacking imagination? :p
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3897 c06c8d41-db1a-0410-9941-cceddc491573
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just change it.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3637 c06c8d41-db1a-0410-9941-cceddc491573
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new key command old key
------- ------- -------
z cast spell Z
Z zap wand z
c chop up D, Dissect
C close door c
O open door o
o auto-explore Ctrl-O
Ctrl-O Dungeon overview O
v evoke E
E show experience C
t shout !
! annotate level Ctrl-I
Also changed the entire tutorial to match the new settings, and modified
several references in the game.
Other changes:
* Another tutorial cleanup, so you now can really change the channel colour
and have it work.
* A belated mon_glyph colour swap: giant newt (was lightgreen, now green) and
giant lizard (was green, now lightgreen).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3553 c06c8d41-db1a-0410-9941-cceddc491573
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added, with the shaft traps changed as per comments on SF; shafts
aren't randomly generated yet, so this doesn't change gameplay.
Changed DNGN_TRAP_III to DNGN_TRAP_NATURAL, of which trap type the
shaft traps are the only current member.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2328 c06c8d41-db1a-0410-9941-cceddc491573
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Change freshness calculation for chunk sorting: all chunks
now sorted oldest to freshest, listing rotten last for
non-Saprovores.
Small comment fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2221 c06c8d41-db1a-0410-9941-cceddc491573
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rock wall, stone wall and permanent rock wall. These are for use in
vaults, and are never randomly generated. Magically translucent
versions of the normal wall types are used, rather than glass, so we
don't have to figure out how glass would react to things like digging
and Shatter, but can re-use the code for the normal wall types.
I've tried to fix all the places where the old code assumes that any
square which is visible to the player has no walls between it and the
player, but I've probably missed lots; this will require a lot of play
testing before its ready for non-developers.
viewwindow() now has two calls to losight(), the second one
determining what squares would be visible if all translucent walls
were made transparent, so that there's a quick way to see if there's
any translucent walls between the player and a square. This second
call to losight() doesn't cause any noticeable slowdown for me, but it
might on an older system.
Other than viewwindow() making a second call to losight(), there
shouldn't be any changes to game-play or game-logic if there aren't any
translucent walls around.
The wizard blinking command (&b) has been changed so that it ignores
all normal restrictions except for needing to see the target square and
not landing on monsters; if the player lands on a wall square it's
changed to floor. Wizard blinking also doesn't increase magical
contamination.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2145 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2046 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2003 c06c8d41-db1a-0410-9941-cceddc491573
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