| Commit message (Collapse) | Author | Age | Files | Lines |
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It's a bit on the smallish side, having been originally intended for altar
decoration, and also a bit too dark. I've no idea how an alligator turtle
is supposed to look, so the two share the same tile for now.
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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.
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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.
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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.
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This adds a large and a titanic slime creature tile. Slightly edited
from purge's original versions to be more vertically centered.
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%end is now called %end_ctg.
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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hand crossbows before no longer do so, and this has not been replaced by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!
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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.
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How comes I'm writing tutorials and don't even listen to my own advice?
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Looks really odd on the recoloured ones.
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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.
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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.
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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.
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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.
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Conflicts:
crawl-ref/source/rltiles/dc-mon.txt
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I'm not entirely convinced this is actually better but the flat one stood out
like a sore thumb, so that's a nogo.
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Hope these are okay, more can be added if needed. :)
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