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* Move nonliving monsters' tiles into subfolder dc-mon/nonliving.Johanna Ploog2010-01-0825-10/+9
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* Give Kirke's tile a staff and remove her from the weapon offset function.Johanna Ploog2010-01-081-0/+0
| | | | | | Since Kirke is a spellcaster and not wielding a weapon, she looks kinda stupid holding her hand like that and the staff is a common sign of a unique being a spellcaster.
* Greatly improve tiles for mermaids, sirens and Ilsuiw.Johanna Ploog2010-01-086-0/+0
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* Clean up harpy tile.Johanna Ploog2010-01-081-0/+0
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* Fix 0000353: Make Agnes' tile wield a lajatang.Johanna Ploog2010-01-071-0/+0
| | | | | | The short sword probably dates back from before lajatangs were added. Rather than draw in a lajatang, I removed the weapon and added her into the weapon offset function.
* Tweak "hat of Pondering" tile to be less garish.Johanna Ploog2010-01-071-0/+0
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* Re-use the Ring of Evasion brand for weapons of evasion.Jude Brown2010-01-072-0/+1
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* Clean up shark tile.Johanna Ploog2010-01-061-0/+0
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* Tweak Nikola's tile to make him look like his hair is standing on end.Johanna Ploog2010-01-061-0/+0
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* Distinguish icons of neutral and good neutral monsters.Johanna Ploog2010-01-063-0/+1
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* Move ranged weapon tiles into new weapon/ranged folder.Johanna Ploog2010-01-0621-25/+23
| | | | | Also reorder weapon tiles in dc-item.txt by skills and distribute the gem tiles (gold, stone, rock) as appropriate into the misc and weapon/ranged folders.
* Reuse potion icons for new needle brands: slow, sickness, paralysis, rage, ...Johanna Ploog2010-01-066-2/+7
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* [291] New slime creature tiles (purge).Enne Walker2010-01-034-0/+2
| | | | | This adds a large and a titanic slime creature tile. Slightly edited from purge's original versions to be more vertically centered.
* Move recently removed tiles into UNUSED subfolders.Johanna Ploog2010-01-033-0/+0
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* Renaming ambiguous rltiles command.Enne Walker2010-01-022-17/+17
| | | | %end is now called %end_ctg.
* Fix tiles compile, mark Poison Ammunition unused. (Napkin)Jude Brown2010-01-022-1/+0
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* Merge branch 'iood'Adam Borowski2009-12-314-0/+2
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| * Merge branch 'master' into ioodAdam Borowski2009-12-3047-1/+73
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| * | A (sucky) pair of tiles for Orb of Destruction.Adam Borowski2009-12-274-0/+2
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* | | Remove hand crossbows.Jude Brown2009-12-313-2/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This involves a lot of changes, and also increments TAG_MAJOR_VERSION to 13. The unrand "Sniper" is now a crossbow (hopefully its current title is still suitable for this task), and thieves no longer start with hand crossbows (but still retain darts). Wanderers with crossbow skills will now get a crossbow and bolts. This may be overpowered, but I didn't want to change the code here too much. It can always be adjusted. This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in the player.h quiver vector instead. Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows. I hope that's everything!
* | | Make Crawl use corpse tiles for aquatic monsters.Johanna Ploog2009-12-311-0/+11
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* | | Add wave tiles to smoothen the transition between shallow water and floor.Johanna Ploog2009-12-309-0/+12
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Currently only applies to Shoals, partly because the relevant base tiles are only used in the Shoals, partly because it's experimental. The checks needed for adjacent water tiles increase the drawing time, but I'm not sure by how much, seeing how in my test runs I only measured the seconds used for &O and came up with no noticeable difference. Still might increase lags on computers already prone to slow tiles, in which case we'll need to revert this change. Making the dungeon look less "gridlike" greatly improves the graphics and makes me want to extend the concept to floor/floor transitions, but it could potentially harm the interface. Not sure where to draw the line, and in any case the lag appears to be the more imminent problem. I've also played around with also adding waves for the shallow/deep water transitions but this would require special behaviour also for the water masks used for monsters and items, which is not a problem for floor tiles.
* | Add shadows to the tree tiles.Johanna Ploog2009-12-302-0/+0
| | | | | | | | How comes I'm writing tutorials and don't even listen to my own advice?
* | Merge branch 'master' into wizlabJude Brown2009-12-3019-1/+32
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| * | Move the giant spore tile into the fungi_plants subfolder.Johanna Ploog2009-12-292-0/+2
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| * | Remove the statue tiles predating the weapon overlays.Johanna Ploog2009-12-297-0/+0
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| * | And use it for the non-vinecovered statue tiles.Johanna Ploog2009-12-291-1/+1
| | | | | | | | | | | | Looks really odd on the recoloured ones.
| * | Add a mage statue overlay including a wizard hat.Johanna Ploog2009-12-291-0/+0
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| * | Cleanup animated statues' weapon overlays.Johanna Ploog2009-12-297-0/+0
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| * | Add light and dark vine-covered statue bases.Jude Brown2009-12-2910-1/+30
| | | | | | | | | | | | | | | | | | | | | | | | | | | Also, convert the weapons wielded by the current statue into overlays, and add relevant combination lines to dc-mon.txt to generate. The names may require changing if they cause confusion, or if unneeded, the section could be commented out. Also update the relevant vaults.
* | | Merge branch 'master' into wizlabJude Brown2009-12-291-0/+6
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| * | Colour-variant "white smoke" tile.Jude Brown2009-12-291-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | Basically just a test to make sure that cloud recolouring using recoloured tiles (if they exist) works. As far as I can see, it works exactly as hoped-for! It's just a matter of reorganising the base cloud associations so that you can specify any type of smoke, recolour it, and get the proper tile.
* | | Merge branch 'master' into wizlabJude Brown2009-12-2911-0/+7
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| * | Add two placeholder tiles for trees.Johanna Ploog2009-12-293-0/+3
| | | | | | | | | | | | | | | Crayon-style they're not strictly bad but I feel they don't fit the feel of the rest of the dungeon. Still, much better than error tiles.
| * | Move plant and fungi tiles into their own subdirectory.Johanna Ploog2009-12-288-0/+2
| | | | | | | | | | | | | | | | | | This seems sensible especially considering we'll also be adding tiles for the toadstool, bush, burning bush, and possibly more plants. That said, the folder could use some renaming itself. Not very creative right now.
| * | Add purge's ballistomycete tiles, thanks!Johanna Ploog2009-12-283-0/+2
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* | Merge branch 'master' into wizlabJude Brown2009-12-283-0/+1
|\| | | | | | | | | Conflicts: crawl-ref/source/rltiles/dc-mon.txt
| * Replace the flat Maurice tile with a more 3dimensional one.Johanna Ploog2009-12-271-0/+0
| | | | | | | | | | I'm not entirely convinced this is actually better but the flat one stood out like a sore thumb, so that's a nogo.
| * Add a tile for human slaves (purge).Jude Brown2009-12-272-0/+1
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* | Merge branch 'master' into wizlabJude Brown2009-12-2712-1/+3
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| * Actually use the archer statue tile in the corresponding vault definition.Johanna Ploog2009-12-261-0/+1
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| * Move other statue tiles into the new dc-mon/statues folder.Johanna Ploog2009-12-264-1/+2
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| * Add tiles for animated statues wielding bow, axe, mace, ...Johanna Ploog2009-12-268-0/+0
| | | | | | | | Hope these are okay, more can be added if needed. :)
* | Add Purge's transparent flesh tiles.Jude Brown2009-12-258-1/+6
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* | Merge branch 'master' into wizlabJude Brown2009-12-251-1/+1
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| * Remove an empty typedef.Adam Borowski2009-12-251-1/+1
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| * Add another missing include.Jude Brown2009-12-251-0/+1
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* | Add another missing include.Jude Brown2009-12-251-0/+1
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* | Merge branch 'master' into wizlabJude Brown2009-12-2570-140/+1371
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| * Fixing rltiles compile.Enne Walker2009-12-242-0/+3
| | | | | | | | Missing std includes. (Thanks, due).