| Commit message (Collapse) | Author | Age | Files | Lines |
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Missing std includes. (Thanks, due).
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This re-uses several ideas from the Emerald Eye FR, and implements the
spell "Mislead": this grants the "Misled" status effect to the player,
and causes on-level monsters to appear (glyph, name and tile) to be
other monsters. Only their appearance is changed.
Healing potions and rain remove this status effect.
Mara also has a beefed-up version of the Rakshasa clone spell: it
instead creates an "exact" clone (slightly altered spells list, and
non-unique status for his clones). Only two will ever be created at
once.
Finally, he has the spell "Summon Player Ghost". This spell creates a
ghost of the player (though marked as a summon, meaning that it
(shouldn't) register a milestone, though it will be treated as a
self-ghost kill) that is hostile. Only one of these should be existant
at any one point in time.
I'm pretty sure that I haven't broken anything, but would definitely
appreciate someone sanity-checking this commit.
Known minor issue: Kirke's summon ugly things being cast while having
the Misled status causes them to show up with no glyph.
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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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(With thanks to Enne for pointing out the value of pixel art tutorials! :D)
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The thicker outline makes it easily visible on *all* terrain types, and the
transparent gradient makes it fit differently coloured backgrounds. While I
was at it, I also corrected the shadows falling in the wrong direction.
Considering the shaft was my first tile back then, it's easy to see I've
become better at drawing them. I'm very happy with this one. :)
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Thanks!
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This includes deformed human (sickly green, with a single wing), a deformed
elf (horrible fleshy grey colour with a hole in the middle), and a
deformed orc (missing an arm and part of its face).
Also, add a tile for "flesh golem". This is basically a reworked stone
golem, using some colours from the wall_flesh series of tiles. Might be
a bit dark, but it looks okay at the minute.
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Might be a bit too hard to see on some textures, though I tested it in all
branches.
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This is basically my old Grum design with a beard. :)
Also reorder the nonhuman unique tiles in tilepick.cc by glyph and use the
base monster tiles as placeholders for those that don't have a tile yet,
which should be an improvement over displaying question marks.
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Also add an older tile of Aizul I made before the guardian serpent decision
into the UNUSED tiles folder. We can use it for some (other) naga unique.
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The tile is left untouched for now.
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Whoops!
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Useable with the syntax "plant tile:withered_plant". Not strictly
limited to Crypt, of course.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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A blood-sucking amphibious 'w'-glyph. It also submerges, much like swamp
worms, but will follow you onto dry land.
It has a tile, but after a quick play through of Swamp and using wizard
mode to create some, it's quite difficult to see. Hopefully someone can
improve the tile for me!
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This brings it in line with all the other "drake" monsters: "swamp
drake", "death drake", etc. I don't believe this change is contentious,
and I hopefully haven't broken tiles build.
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I just duplicated the player robe_clouds.png to urand_clouds.png.
No idea if this is correct.
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It creates clouds of rain and thin mist around the player (very
occasionally). Provides insulation and evocable levitation. Also has a
tile!
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I can't test this in-game, but main.png displays all the different
colored corpses properly, so I think it works.
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Currently, it's just a palette-swapped giant eyeball tile.
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This reverts commit 17fd0dfface1f6fa727571c275b0b474aebadecf.
These monsters have weights of 0, so they never get corpses (oops).
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struck.
The exact resists are not yet filled in, we'd need to interrogate zelgadis who
provided the idea.
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