| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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More to follow! :)
It appears the command screen has been optimized for space. Whereever
possible, the key has been capitalized in the description, and often
alternative keys are mentioned. All of that may not apply for
reassigned keys. What do we do about this?
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The plan is to replace the hardcoded command key names on the help screen
and in the tutorial with these dynamic ones respecting redefined keys.
Unfortunately, several commands have multiple assignments and macro.cc's
command_to_key() only returns the last one, which might not be what the
player is actually using. For example, I don't have a Numpad, so all
mentions of it are of no use to me, and I'd rather have the vi keys
listed, which in turn many other players have no interest in.
You can check the current key assignments if you comment out the
DEBUG_DUMP_COMMANDS definition in chardump.cc and then create a character
dump. This will be removed once I'm finished here.
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Monsters that have several variant tiles will now get a random value
written into tile_num at creation, so when their tile gets drawn one
of the set is picked, but always the same one.
In practise, this is currently only used for slaves and toadstools.
Other monsters that have variant tiles, such as ugly things, kraken
tentacles, or slimes creatures, are handled specially.
Generally, such differences should be small and flavourful. The greater
the threat of a given monster the more important it is that the player
will recognize it immediately. (Of course, this restriction does not
hold if the tile actually transport information as is the case for
ugly things' colours etc.)
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by just looking at them.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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The plain merfolk is only used for the corpse tile but I decided to add
it anyway, especially as I'm considering using that for the base merfolk
and the current fighter one for the impaler.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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No idea what they're supposed to be, ribbons or tattoos or whatever, but
plain black should really only be used for outlines and shadow.
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Fix warning about unchecked enum constant in switch in religion.cc.
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Now found 14-20, and has Blink Other as an escape spell instead of a
standard enchantment. I've also replaced one of the Poison Arrows with
Venom Bolt instead. Hopefully these changes should help to allay fears
that he's too powerful at his assigned depth.
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This fix multiple bugs, including one reported on SourceForge that
Poison Weapon wasn't working properly for any launchers; that has now
been fixed.
This commit should also solve the issue with "poisoned poison arrow" and
"arrow of flame of flame". Hopefully we won't see any more of them.
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Added: phantom, flayed ghost, fake rakshasa, wraith, freezing wraith, spectral warrior, spectral thing.
Removed: giant spore, chaos spawn. The latter sounds more like an ooze than an immaterial being, and oozes aren't M_INSUBSTANTIAL.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Despite my misgivings it actually looks reasonably well.
In other news, I finally figured out who the turtle tile reminds me of:
I've got a photo where my cat has that exact same look and posture. :)
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Move the old tile into the UNUSED/monsters folder.
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It's not used anymore, and since the corpse offering mechanism has changed, is unlikely to be used again.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Oh, and I forgot to remove the old rslow tile in my last commit.
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This should lead to a more flavourful look of Pikel's slave band.
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The large one looks a bit too burly, the small one really puny.
A combination of the two would be ideal.
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Now that CCF doesn't produce hostiles, it is unnecessary.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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electric eels on D:2, and could produce lava snakes, I figure, which is a little nasty. (greensnark)
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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turtles, sea snakes.
Merfolk impalers: 28->26 dam, 23->18 EV.
Alligator snapping turtles: 8->10 action cost.
Sea snakes: 14->12 speed.
Harpies are now more common.
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Also tweak the columnise-credits script to directly update CREDITS.txt instead of sending its output to stdout.
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Move the old turtle tile into UNUSED/monsters.
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You can override that, both the colour and the glyph. The code
is exceedingly hairy (the check is tripled!), thanks to glyphs
sometimes stored as character:colour, sometimes as type:colour.
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