| Commit message (Collapse) | Author | Age | Files | Lines |
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This moves the code out of the relevant functions and into the
ms_waste_of_time function in mon-util.cc.
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in other ways too, we would call _maybe_init_tilenum_props, which tries to
get the basetile for the dancing weapon, which crashes because we haven't
given it the weapon yet (this was all happening in create_monster().)
This is a major hack; someone more familiar with tiles should fix this
better.
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CMD_NO_CMD is handled specially in many different ways, but
the new command's sole purpose is to allow key bindings involving invalid
commands, so as to override the vi keys for players who don't need them,
don't want to replace them with other keys, but are worried about typos
making their character walk into a fatal ambush.
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Except for the movement keys (uh, help?) and the item commands that have
their starting letters highlighted (again, help?) all commands are now
shown as actually assigned.
As I said before, the key that's get displayed might not be the one the
player actually uses. Likewise, there are still a few instances where
alternative keys get listed that might no longer be correct and have been
assigned elsewhere.
I'm sorry to see that the command help is no longer WYSIWYG[*] for
developers (so recompilation cannot be avoided), but it _is_ WYSIWYG
for players, which is much more important.
The best way to test this is to include the new dvorak settings and
have a look at the ?? help screen.
*) What You See Is What You Get
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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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