| Commit message (Collapse) | Author | Age | Files | Lines |
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They don't have much use outside the first level of D (possibly
also the second): popping spores, killing slow things, waking up
sleeping monsters, etc. are all served just as well by stones,
and anybody who really wants to do damage with throwing would be
better served with tomahawks before they find javelins. For one
case where they could be useful (dispersal), tomahawks have been
given a chance at the dispersal brand.
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Fighting near the gold piles of recently-defeated enemies boosts your
skills.
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Well, maybe some of them look better than others...
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As this makes git checkouts bigger (there's fully history...), and there's
only relatively few users of tarballs, this commit touches only tiles where
the size was reduced by a factor of 2 or more.
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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.]
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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.
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It's the same radius, only all blue instead of mutagenic.
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This is everything from the original submission, except the drain
tiles. Those are in unused; I couldn't decide whether one of them
looks better than the original.
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There's been a while since the last such run. It's questionable if such
runs should be done at all, as git will carry both old and new versions (not
knowing it's not a real change) so only source tarballs see an improvement.
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I really don't like the whole packed_cell thing and how many changes
are necessary to add this kind of tile; much of packed_cell is just
replicating flags from map_cells. I'll have to check if this can be
simplified.
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And yeah, I do test the builds every time :p
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It was really obstructive, with parts of it being completely opaque. I was
tempted to just make it a solid purple, but kept the grid look because it
sticks out a bit better against halo effects (relevant for Mennas).
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Looks a lot better to me. I'd give it rounded edges, but that'd take
actual, you know, work.
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packed_cell.is_haloed (which previously was only set for haloed
monsters) becomes packed_cell.halo, with either HALO_NONE, HALO_RANGE
or HALO_MONSTER as value.
There is a combined tile for silence + halo range, since this may
often happen with Mennas, and thus should look discernable. The tiles
may need work, though.
Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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This is just a recoloured grey smoke tile, which is now yellow to match
the similar colour in ASCII. It doesn't look anything like flames,
though -- but I don't think actually using flames would be a good idea.
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This is a net loss for git checkouts (which keep both the old and new
versions, even though the real contents haven't changed), and reduces only
working dirs and tarballs which don't really matter -- but come on, having
files like beards that are 96% junk is ridiculous. Thus I recompressed only
the most egregious cases, reducing 3.9MB to 3.6. A full recompression would
take it down to 2.5MB.
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This fix Mantis 2573.
I didn't do ink, forest fire, holy flames and gloom because even though they are
supposed to be opaque clouds, it seemed unnecessary.
To make the tiles, I used the unseen monster tile, filed it with 50% gray,
blurred it and used it as a layer mask to add transparency to the clouds.
I saved the shape as UNUSED/other/cloud_disturbance_shape.png
This is my first tiles, so someone more skilled should be able to do better.
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Add tiles to use as numerical overlays to indicate the priority given
to squares adjacent to the player by Fedhas' growth ability.
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