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* Replace bland human tile with a nicer one.Johanna Ploog2010-01-142-0/+0
| | | | Move the old tile into the UNUSED/monsters folder.
* Small code cleanup.Johanna Ploog2010-01-141-3/+3
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* Tweak elf bailey (Jesse, Vsevolod).David Ploog2010-01-141-1/+2
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* Remove the last references to god_hates_butchery().David Lawrence Ramsey2010-01-142-4/+0
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* Remove some dedicated butchery conduct code.Eino Keskitalo2010-01-143-27/+1
| | | | | | 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>
* Replace the contaminated chunk icon with a less intrusive one.Johanna Ploog2010-01-142-0/+0
| | | | Oh, and I forgot to remove the old rslow tile in my last commit.
* Use the old rslow tile for "stasis and add a preliminary one for "faith.Johanna Ploog2010-01-143-1/+2
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* Use purge's Pikel tile.Johanna Ploog2010-01-142-1/+0
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* Also handle alligator snapping turtle's corpse tile.Johanna Ploog2010-01-142-3/+5
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* When the slave monster is placed, sometimes make it use the new tile.Johanna Ploog2010-01-141-3/+16
| | | | This should lead to a more flavourful look of Pikel's slave band.
* Tweak slave tile and add a smaller alternative one.Johanna Ploog2010-01-143-0/+1
| | | | | The large one looks a bit too burly, the small one really puny. A combination of the two would be ideal.
* Remove the message from Call Canine Familiar.Eino Keskitalo2010-01-141-2/+0
| | | | | | Now that CCF doesn't produce hostiles, it is unnecessary. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Add no_monster_gen tag to the generic overflow altar vault. It could produce ↵Eino Keskitalo2010-01-141-1/+1
| | | | | | 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>
* Code cleanups.Haran Pilpel2010-01-141-57/+51
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* Add a comment.Eino Keskitalo2010-01-141-0/+1
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Fix turtle corpse tile.Eino Keskitalo2010-01-141-1/+1
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Remove accidentally committed test weights on layout selection.Jude Brown2010-01-141-4/+4
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* Shoals monster changes: more harpies, weaken impalers, alligator snapping ↵Darshan Shaligram2010-01-142-8/+8
| | | | | | | | | | | | 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.
* Add Robert Burnham to credits (dpeg).Darshan Shaligram2010-01-142-16/+22
| | | | Also tweak the columnise-credits script to directly update CREDITS.txt instead of sending its output to stdout.
* Add shadows to mermaid/siren/Ilsuiw tiles.Johanna Ploog2010-01-146-0/+0
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* Recolour Dissolution. The old colours (green/red) really clashed awfully.Johanna Ploog2010-01-141-0/+0
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* Add a new turtle design and use it for the (alligator) snapping turtle.Johanna Ploog2010-01-145-3/+5
| | | | Move the old turtle tile into UNUSED/monsters.
* Fix a throwback to the 8-bit era in "Items here: +++ /// ))".Adam Borowski2010-01-131-2/+3
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* Trim unnecessary #includes.Adam Borowski2010-01-1349-75/+0
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* Don't mess with memory of slime creatures when in tiles.Adam Borowski2010-01-131-0/+2
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* Make merged slime creatures light green, acid blobs light cyan.Adam Borowski2010-01-136-5/+34
| | | | | | 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.
* Move island-building code from dgn-shoals.cc->dgn-height.cc.Darshan Shaligram2010-01-136-161/+323
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* Clean up some of the wizlab tiles.Johanna Ploog2010-01-134-0/+0
| | | | | | | | | | For the deformed elf/human/orc tiles and the human_monk_ghost, I redrew the outline in standard black. I also removed some dangling transparent pixels and changed a few other transparent pixels to either be completely blank or fully drawn, as seemed appropriate. General tip: When compiling tiles into the game, check e.g. player.png to see how they'll look like in-game, outline and all.
* Clean up and recolour Sonja's tile.Johanna Ploog2010-01-131-0/+0
| | | | | | | | | | | I always figured her tile was a bit too similar to the plain Kobold one. Also, a tip to other tiles designers: just before declaring a tile as "finished", try setting the alpha threshold to 0. Chances are there are some highly transparent residues on the edges that will completely throw off the automated %rim outline and make the tile look much uglier than it deserves. (And here I've been wondering where Sonja's odd outline came from...)
* Add a tile for Pikel.Johanna Ploog2010-01-134-1/+3
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* Don't allow spellcasters to throw items at you.Johanna Ploog2010-01-133-2/+10
| | | | | | | | | I had two orc priests throw their spears at me instead of smiting me. Monsters with a ranged attack were prevented from picking up missiles but not from throwing their melee weapons. If we want e.g. mermaids to be able to throw stuff at the player, we will have to tweak the check to ignore some los abilities.
* Convert _city_level to Lua.Jude Brown2010-01-132-74/+133
| | | | | | | This commit translates the original C++ _city_level code into Lua. It opens up the way for nicer Vault layouts, using a series of subvaults. Hopefully it doesn't break anything too much! Should be reverted if it does.
* s/USE_TILES/USE_TILE/Haran Pilpel2010-01-131-1/+1
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* Merge branch 'master' of ↵Haran Pilpel2010-01-132-5/+2
|\ | | | | | | ssh://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref
| * Fix exclude_set iteration.Robert Vollmert2010-01-131-1/+1
| | | | | | | | | | This should fix unreachable excludes not being coloured in the level map.
| * Remove redundant check in _reset_travel_colours.Robert Vollmert2010-01-131-4/+1
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* | Fix line_reader crashing at random on non-tiles build. This is #ifdefed out forHaran Pilpel2010-01-132-7/+11
|/ | | | tiles. This is a hack.
* Various cleanups, use you.weapon() more often, fix a note in README.txt.Haran Pilpel2010-01-1312-74/+56
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* Set mimics' glyphs accordingly if the player redefined it for items.Adam Borowski2010-01-131-0/+7
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* Draw the Tiles splash screen before initialising the database.Johanna Ploog2010-01-132-6/+11
| | | | | It leaves a better impression if the player has a pretty screen to look at while waiting for the database getting ready. (KiloByte)
* Update Chei's ability being called Slouch rather than Ruinous Time.Johanna Ploog2010-01-121-1/+2
| | | | This fixes part of BR 2909126, someone please review the descriptions!
* Handle KILL_MISCAST in _killer_type_name().Johanna Ploog2010-01-121-0/+2
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* Actually commit 0000134 fix (upstairs not marked untaken at game start).Johanna Ploog2010-01-121-2/+5
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* Fix stash tracker not being fully up-to-date at game start.Johanna Ploog2010-01-121-0/+3
| | | | | Fixes BR 2929449: Ctrl-X not knowing about items in los, and Mantis BR 134: upstairs not marked as unvisited.
* Make append_spells() align spell levels correctly.Johanna Ploog2010-01-121-3/+5
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* Without Spellcasting skill, make L-click on book call read_book instead.Johanna Ploog2010-01-122-2/+4
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* Change Slime Pits starting range from 5-8 to 6-8.Johanna Ploog2010-01-121-1/+1
| | | | | | | Before the Lair was shortened, this used to be 8-10. This change pushes them back into the last three levels. In Mantis tracker item 297, rob suggested 7-8, which would also be okay, but I prefer a range where it can occasionally co-appear with another subbranch, namely Snake with 3-6.
* Tweak ring of regeneration's description.Johanna Ploog2010-01-121-1/+2
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* Autoannotate exclusions placed on staircases with "up/downstairs".Johanna Ploog2010-01-121-0/+10
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* Don't display chunk effect icons for skeletons.Johanna Ploog2010-01-121-0/+3
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