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* Player doll tiles for the new ranged weaponsontoclasm2014-08-131-2/+8
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* Add an option to show player as a monster tileontoclasm2014-07-171-2/+7
| | | | | Setting tile_show_player_species replaces the normal doll with the player's race's monster tile.
* Add placeholder tiles for hand/triple crossbowsNicholas Feinberg2014-07-141-0/+3
| | | | | | | | They Came From rltiles/UNUSED! (With some minor modifications in one obvious case.) Also make the new ranged weapons use generic paperdoll sprites for now. (Much better than them not showing up at all!)
* Rebalance crossbowsNicholas Feinberg2014-07-131-2/+2
| | | | | | | | | | | | | | | | | | | | | | Again as a result of the ranged weapons rebalance, crossbows needed to change. The analogy here is long blades' to bows' m&f; better return on skill investment & a higher power cap, but rarer. Hand crossbows are added as a starting type, "something like an armour-piercing dagger"; crossbows are upgraded to arbalests (a little worse than a glaive), and a new rare triple crossbow type is added on the top end (a little worse than a bardiche, though with a lower skill cost.) Please note that the triple crossbow historically existed & is extremely verisimilitudinous. Hellfire is now an arbalest, and Sniper is now a triple crossbow (well, a "heavy crossbow", since it has mindelay of 27 instead of 22, and since I didn't want to have to change the sprite). All crossbows have a mindelay of at least 1.0; this is an attempt to differentiate them. Possibly something more ambitious will be attempted in 1.6, but this is a first step.
* Rebalance slingsNicholas Feinberg2014-07-091-2/+2
| | | | | | | | | | | | | | | Slings numbers (along with the other launchers') needed to be rebalanced after the recent ranged combat rework. The approach here is essentially analogous to the staves skill; good return for xp investment, but a limited power cap, especially if you don't find the rare upgrade weapon type. Slings renamed to 'hunting slings' and upgraded from 2->5 base damage (and 12 base delay); new, rare "greatsling" added, with 8 base damage and 14 base delay. Punk upgraded to the latter type. Thanks to Lasty for providing a baseline math suggestion!
* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+0
| | | | | | | | | A good deal of functions move to the two new files, mon-poly and mon-message. Of the others, some go to where they are used, some to mon-util, and a few are made member methods of monster. This probably breaks Xcode compilation, and I'm not able to test the changes I made to MSVC that will (hopefully) keep it working.
* Melt away lava orcs.Steve Melenchuk2014-05-141-0/+4
| | | | | | | | | | | | | | | | When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE". No effort has come forward with code to fix either aspect of them despite the length of time they've been around in trunk, and the code is littered with a very large number of special cases in their presence. Current lava orcs should be able to finish their games fine, but new starts are disallowed. There are a couple of bits I've left present but which will have no function for the moment, mostly related to interactions with lava (as there are a couple of species proposals floating around that benefit from having those interactions).
* Remove decks of dungeons and a number of now-unused cardsChris Campbell2014-05-091-0/+2
| | | | | | | Decks of dungeons were no longer gifted and only generated very rarely. Most of the cards in it (as well as some cards just removed from wonders) were either uninteresting or problematic for various reasons. The removed cards are Experience, Sage, Water, Glass, Trowel, Minefield.
* Rename "bow" to "shortbow"Chris Oelmueller2014-05-051-1/+1
| | | | For a clear distinction of "bows" the skill, and from "longbow" the weapon.
* Leather armour tiles (Bloax)ontoclasm2014-04-241-2/+3
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* tilepick-p.cc: fix SP_NAGA switch fallthroughRichard Soderberg2014-04-221-0/+1
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* Remove the unused jelly formChris Campbell2014-04-101-0/+2
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* Remove djinn.wheals2014-02-241-0/+6
| | | | | | | Djinn games can't be started (hopefully including using the rcfile), and djinn code should be removed on save-compat bump. Also, schedule a few SE things to be removed.
* Shadow & mushroom form tilesontoclasm2014-01-271-2/+2
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* Vine stalkers added.Sage2014-01-261-0/+2
| | | | | | | | | | | | | Weirdness and Mutations: - Fangs II (Becomes III at xl8) - Antimagic bite (Much stronger than standard bite, bites every turn, applies antimagic brand, and restores your mana) - Potions and wands cannot restore your HP - Regen III - Unbreathing - Spirit shield - HP -3 - MP +1
* Merge branch 'shadow-god'Steve Melenchuk2014-01-141-0/+1
|\ | | | | | | | | | | | | With bugfixes and more general balancing out of the way, and with the generally positive reception this has had to this point, it's time for fine-tuning the balance by way of the widespread feedback bringing this to trunk will yield.
| * A (hopefully very temporary) approach to Shadow Form player tiles.Steve Melenchuk2014-01-141-1/+1
| | | | | | | | | | Namely, displaying as the "shadow" enemy, no matter how unrelated the two are.
| * Shadow god: Shadow Form.Steve Melenchuk2014-01-101-0/+1
| | | | | | | | | | | | | | | | For 9 MP, 10 piety, and skill drain, you transform into a swirling mass of dark shadows with immunity to poison, draining, torment, and hostile enchantments as well as 50% damage reduction and a transformation of your bled smoke into miasma (guaranteed on hit). However, you also only deal 50% melee damage and suffer a double-strength spell anti-enhancer.
* | Fix compilation, merge caps/hat doll tiles.Neil Moore2014-01-121-3/+0
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* | Remove caps; rename wizards hats "hats."wheals2014-01-121-3/+5
|/ | | | | | | | | | | | | | | | In the spirit of the glove/gauntlet and helmet types distinction removal, there doesn't seem to be much reason to have both caps and wizard hats. Hats are more common among unrands and wizards starting with hats is more "thematic" than some gladiators starting with caps. on the other hand, those gladiators starting with wizard hats would be pretty weird, so wizard hats are just hats now. Caps not removed: - Caps existing in old saves - Summon cap - Level cap This changes the percentages of hat brands from 2/3 MR and 1/3 int to 1/3 MR, 1/3 int, and 1/3 spirit shield.
* Bastard sword tiles (pubby)ontoclasm2013-12-291-1/+1
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* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-2/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Bastardize double swords.Adam Borowski2013-12-181-4/+4
| | | | | | | | | | | | | | | Bad Star Wars are bad. mm'kay? These multiple swords were an insult to anyone with the slightest clue about how RL weapons work. When it comes to swords, it's all about length-vs-weight. Having two blades attached to a single hilt doubles the weight, makes handling clumsy (as the orientation suddenly matters), increasing air resistance, and all that to... _reduce_ damage -- as two shallow cuts are less deadly than one deep one, especially if any armour is involved. Against armour, glancing hits don't really matter, and a double sword can only do those. Such arguments about realism might seem like busy work to people brought up on MMORPGs, but some of us do care.
* Triple swords are dead, long live claymores!Adam Borowski2013-12-181-4/+4
| | | | 20 dam, -4 acc, 20 delay.
* Dewing dehorn deplume helmets.Adam Borowski2013-12-181-45/+2
| | | | Note: currently, worn and in-inv tiles are out of sync.
* Troll hide tiles (Bloax)ontoclasm2013-12-091-2/+2
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* Rename "sabre" to "cutlass".Adam Borowski2013-12-081-2/+2
| | | | | | | Sabres are a massive category that, while including even short stuff (like cutlasses!), is nowhere near the low end of "long blades" on the average. So we had a "short blade" item whose name included the longest 1-handed long blade...
* Remove bottled efreetsChris Campbell2013-12-041-0/+2
| | | | | They're very rarely useful, and there are now plenty of other much more interesting misc items.
* More formatting fixes for return (...);Neil Moore2013-11-151-3/+3
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* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-2/+2
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* Give Formicids normal antennaeChris Campbell2013-11-061-11/+0
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* Assorted formatting fixes.Adam Borowski2013-11-011-5/+3
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* Merge branch 'master' into dwantspubby2013-10-011-3/+8
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/dat/des/variable/mini_monsters.des crawl-ref/source/enum.h crawl-ref/source/itemprop.cc crawl-ref/source/main.cc crawl-ref/source/mutation-data.h crawl-ref/source/mutation.cc crawl-ref/source/newgame.cc crawl-ref/source/ng-restr.cc crawl-ref/source/rltiles/dc-player.txt crawl-ref/source/spl-selfench.cc crawl-ref/source/throw.cc crawl-ref/source/tilepick-p.cc crawl-ref/source/wiz-you.cc
| * Rod tilesontoclasm2013-09-271-1/+1
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| * Fix djinn player doll tilesontoclasm2013-09-141-0/+1
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| * Djinn hair tilesontoclasm2013-09-141-2/+6
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* | Merge branch 'master' into dwantspubby2013-08-311-9/+2
|\| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/docs/crawl_manual.reST crawl-ref/source/abl-show.cc crawl-ref/source/dat/descript/ability.txt crawl-ref/source/delay.cc crawl-ref/source/enum.h crawl-ref/source/main.cc crawl-ref/source/mon-cast.cc crawl-ref/source/mon-gear.cc crawl-ref/source/mon-spll.h crawl-ref/source/mutation-data.h crawl-ref/source/mutation.cc crawl-ref/source/ng-restr.cc crawl-ref/source/ng-setup.cc crawl-ref/source/output.cc crawl-ref/source/player-act.cc crawl-ref/source/player.cc crawl-ref/source/species.cc crawl-ref/source/spl-data.h crawl-ref/source/wiz-you.cc
| * Ensure no more sightings of spiked flails and empty ebony caskets.Adam Borowski2013-07-171-9/+0
| | | | | | | | | | Spiked flail tiles can be reused for randart regular flails, thus moving them to UNUSED/ for now, for ortoslon's and co decision.
| * Base tiles for player gargoylesontoclasm2013-07-131-0/+2
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* | Fix whitespace.Neil Moore2013-08-281-1/+1
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* | Create Formicid species and monsters.pubby2013-08-251-0/+18
|/ | | | | | | | | | | | | | | | | | | | | | | Tavern post: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298 Wierdness & mutations: - poison weakness - retractable antennae (can wear headgear and ignore mutation) - chitin skin (+3 AC) - most weapons 1-handed, big weapons 2-handed - permanent stasis - ability to shaft self - ability to dig - Starts with 2 curing pots 3 monster versions of formicids were added: formicid, a weak fighter formicid drone, a stronger fighter formicid venom mage, a magician with olgreb's and mass cure poison [ Pushing to a branch for experimental playtesting on CSZO. Also optimised the new tiles. -nfm ]
* Let priests of Zin follow Beogh.Adam Borowski2013-06-011-0/+2
| | | | To the stalkerdom!
* Merge branch 'lava_orcs' into lava_djinnAdam Borowski2013-05-291-0/+31
|\ | | | | | | Waiting for Grotesks and the Forest to go live!
| * Merge branch 'master' into lava_orcsAdam Borowski2013-05-291-91/+222
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| * | Lava orc tiles.ontoclasm2013-01-081-1/+30
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| * | Initial implementation of lava orcs.Eronarn Palazzo2013-01-071-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This includes their: * starting screen description * starting mutations * restricted classes/gear * aptitudes * orcishness (genus) * monster version
* | | Merge branch 'master' into djinnAdam Borowski2013-05-291-3/+9
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| * | Update descriptions for the elemental evokers and rename enumsDracoOmega2013-05-261-2/+2
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| * | Display a different overlay when player or monster held by a webPete Hurst2013-05-231-1/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | For now it's a semi-transparent version of a normal web. It doesn't look perfect but a fully-opaque version almost completely masked the image underneath. Should perhaps get a new image for this, with thinner strands and no or thinner outline. player_caught_in_net no longer calls redraw_screen - otherwise there would be a glimpse of a web over the player before the item on the ground both existed and was set as "stationary" to mark it as the trapping net (for thrown nets). The screen seems to get redrawn shortly after anyway.
* | | Djinn: absolutely no pants!Adam Borowski2013-04-291-0/+6
| | | | | | | | | | | | | | | Hair probably needs work too: at least a different default, but as, I guess, the tile is too ugly to live, probably pointless to fret about this now.