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path: root/crawl-ref/source/rltiles/dc-feat.txt
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* Hopefully fix shoals coastlines & inkontoclasm2014-06-251-164/+0
| | | | | They should draw underneath features now; it remains to be seen how WebTiles will work out.
* Differentiate teleport trap tilesNicholas Feinberg2014-06-171-0/+1
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* Qazlal altar tiles (roctavian).Steve Melenchuk2014-05-071-1/+3
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* Qazlal: enums, initial descriptions.Steve Melenchuk2014-05-071-0/+1
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* Gozag altar tiles (roctavian).Steve Melenchuk2014-05-071-1/+3
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* Gozag: gold lust.Steve Melenchuk2014-05-071-0/+3
| | | | | Fighting near the gold piles of recently-defeated enemies boosts your skills.
* Gozag: enums, descriptions.Steve Melenchuk2014-05-071-0/+1
| | | | Handles some functionality for having a god without piety.
* Rework a forest branch vault for cryptgammafunk2014-03-151-0/+2
| | | | | | This makes gammafunk_crypt_yreds_forest, formerly a crossover vault for the forest branch, and places it in Crypt. Updated the enemy set, made the trees all whithered, and cleaned up some decorations.
* Snaplasher vine tilesontoclasm2014-02-271-0/+5
| | | | | This involved fixing up some of the tentacle code, which should make it easier to add more tentacle types (please don't add more tentacle types).
* Gadget shop tileontoclasm2014-02-271-0/+1
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* s/Dithmengos/Dithmenos/ (dpeg).Steve Melenchuk2014-02-101-3/+3
| | | | | At least three devs are probably waiting for this to be pushed if they're not about to push it themselves. So now it's done.
* Dithmengos altar tilesontoclasm2014-01-171-0/+2
| | | | With thanks to Bloax
* Open/closed tiles for the Vaults entranceontoclasm2014-01-151-1/+2
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* Give the shadow god a non-placeholder name: Dithmengos.Steve Melenchuk2014-01-101-1/+1
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* An altar tile for the shadow god.Steve Melenchuk2014-01-101-1/+1
| | | | | Pretty obviously based on the generic altar, but it'll suffice for the moment.
* Shadow god - initial enums, features, descriptions, basics.Steve Melenchuk2014-01-101-0/+1
| | | | | | | | This will be based largely on mikee's proposal on Tavern here: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=10117 Right now the name is "Dsomething". This obviously needs to be replaced with something else (heh) before prime time.
* Remove runelock tile changes for Depths.Adam Borowski2013-11-261-2/+1
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* Shorten DNGN_ENTER_FOO/DNGN_RETURN_FROM_FOO enums.Adam Borowski2013-11-251-10/+10
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* ontoclasm's tiles for Depths entry/exit.Steve Melenchuk2013-11-121-0/+3
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* Remove moths of suppressionChris Campbell2013-11-111-1/+0
| | | | | | | | | | | Suppression is a hugely complicated and inconsistent mechanic. Its original purpose was to be a way of overriding rPois in Spider but there are now plenty of monsters that do this effectively (and much more simply). [1KB: I moved this to trunk, as it made an already extremely hard to review branch massively more so. There's nothing but a single enum to preserve, so compat break doesn't make this removal any easier or harder.]
* Zot gate tileontoclasm2013-11-081-2/+1
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* Evokable Jump attack abilitygammafunk2013-10-011-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Player chooses a monster target within range where there's at least one valid landing site adjacent to the target. * There must be a monster to target to use the ability, but the monster can be friendly or neutral. * A random valid landing site is chosen, the player is moved to that square, and weapon melee occurs against the target at the landing site. * Jump attacks are melee with the wielded weapon and get a 20% damage bonus * Valid landing sites are always habitable squares with no monster and no thing that's dangerous to the player. * Flying monsters or giant monsters not standing in deep water or lava can 'block' the path of a landing site by being in the ray path from the player to the landing site. * If a visible monster blocks the path to a landing site, it won't be considered as a valid landing site. * If something invisible blocks a landing site, the site will be shown as valid and can be randomly chosen, in which case the player 'rebounds off something unseen' and never leaves the starting square, but wastes a turn (delay 10aut). * If the player is adjacent to the monster, sites adjacent to the player are not valid; you have to 'jump over' the monster in this case. * Player can't jump if exhausted or standing in water/lava/liquefied ground * Exhaustion duration is set after jump (regardless of success) to prevent a second jump, with a duration formula that's the same as the breath duration. * The usual melee checks wielded weapon/friendly etc. checks are performed for the jump melee. * If any of the valid landing sites would cause problems with self-electrocution or sanctuary violation, the player is warned first. * Range is determined by evocations training; starting attack range is 3 (movement 2), and it increases by one at evocations 5 and 10. * The cost of the jump is 2MP and a hunger cost using the same calculation as for flame breath. * The delay of a successful jump is the same as melee delay. * Fail rate for the ability calculation based on evoke taken from breath fail rate code
* Shoals water variations and disturbance tilesontoclasm2013-09-081-16/+32
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* Shoals water tilesontoclasm2013-09-081-11/+11
| | | | Note that these currently lack any sort of variation.
* Don't treat stone arches as having door tile variants (#7402)Neil Moore2013-08-041-3/+3
| | | | | This caused arches to display the snail statue tile, or very rarely an orcish idol or a different statue tile.
* Remove gas traps.Adam Borowski2013-07-261-1/+0
| | | | | | | | They spawned only randomly (never inside designed vaults), and required lua part is already gone. They were actually the best among mechanical traps, making them least deserving of getting axed -- but then, they don't fit in ZotDef.
* Special door tiles for crypt (white_noise, #6073).Florian Diebold2013-07-231-0/+16
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* Sealed stair tilesontoclasm2013-07-151-0/+2
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* A tile for the Pan disco ball (from #5385, by ontoclasm).Steve Melenchuk2013-07-031-0/+4
| | | | | | Personally, I think this could be animated, but that we have an old tile for it that isn't in the game yet is sufficient reason to replace the statue tile with it for now, I think.
* Merge branch 'master' into lava_orcsAdam Borowski2013-05-291-15/+54
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| * Branch stairs (mostly white_noise 6077)ontoclasm2013-05-191-0/+14
| | | | | | | | Also includes sewer portals and Shoals stairs.
| * New starspawn tentacle tiles (ontoclasm) and associated codeDracoOmega2013-03-311-0/+5
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| * Pandemonium portal tilesontoclasm2013-03-221-0/+3
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| * Additional statuesontoclasm2013-03-111-13/+16
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| * Tiles for sealed doorsontoclasm2013-03-041-0/+7
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| * Umbra tilesontoclasm2013-02-101-1/+4
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| * Abyssal stair and exit tilesontoclasm2013-01-201-0/+1
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| * Disjunction aura tiles.ontoclasm2013-01-121-1/+4
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* | Display heat auras in tilesontoclasm2013-01-081-0/+3
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* A placeholder tile for Disjunction's effect.Adam Borowski2012-11-181-0/+1
| | | | | | | | Not animated nor varied yet. If anyone likes the concept, here's how to draw it: Gimp, empty transparent layer, Render:Lava(gradient "Aneurism", size 6), layer mask: Render:Lava(gradient: white-to-black), reduced opacity.
* Sewer water (white_noise, 6074)ontoclasm2012-11-131-0/+9
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* Chei & Ash altars (roctavian, 5764)ontoclasm2012-11-111-8/+1
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* ontoclasm's tiles for runed doors.Adam Borowski2012-09-021-2/+7
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* Merge branch 'master' into glasnostAdam Borowski2012-08-311-75/+158
|\ | | | | | | Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
| * Tiles for vertical gates (ontoclasm, #6105).Raphael Langella2012-08-241-0/+6
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| * QUAD DAMAGE emits an Orb-style glow while in effect.Steve Melenchuk2012-08-151-0/+1
| | | | | | | | It's the same radius, only all blue instead of mutagenic.
| * wad's set of tree tiles.Adam Borowski2012-08-141-0/+34
| | | | | | | | | | | | A few of them are sets of two on one tile, not sure if that's a good idea. This looks good and helps fight the grid effect, but on the other hand, some might have a problem with the tooltip saying "tree" in singular.
| * dd's lava tiles (#5875).Steve Melenchuk2012-08-111-4/+16
| | | | | | | | | | This includes an implementation of the requested "ping-pong" between the three sets of lava tiles.
| * roctavian's hell portal tiles (#5633).Florian Diebold2012-08-111-6/+20
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| * roctavian's detected altar and shop/portal tiles (#6041).Steve Melenchuk2012-08-101-0/+3
| | | | | | | | | | | | | | This adds in two new feature types, DNGN_UNKNOWN_ALTAR and DNGN_UNKNOWN_PORTAL, to which these tiles are assigned; the magic mapping code returns these two features for unknown altars and portals respectively.