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* Recolour Dissolution again to increase the difference to the jelly tile.Johanna Ploog2010-01-151-0/+0
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* Add new props value "tile_num" and use it for randomized monster tiles.Johanna Ploog2010-01-152-10/+31
| | | | | | | | | | | | | | | | 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.)
* Fix tiles compilation.Johanna Ploog2010-01-151-3/+3
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* Add purge's toadstool tiles.Johanna Ploog2010-01-153-1/+2
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* Remove M_INSUBSTANTIAL from fake rakshasas again. It made them identifable ↵Eino Keskitalo2010-01-151-1/+1
| | | | | | by just looking at them. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Add tiles for the new merfolk monsters.Johanna Ploog2010-01-1514-11/+35
| | | | | | 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.
* Dvorak keybindings for use with vi keys.Eino Keskitalo2010-01-152-3/+115
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Make Wayne a dwarf once again.Adam Borowski2010-01-153-5/+17
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* Add an include guard. (felirx)Eino Keskitalo2010-01-151-0/+5
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Fix inverted logic with berserk + harmful clouds.Jude Brown2010-01-151-1/+1
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* Replace Pikel's black "markings" with darkgreen ones.Johanna Ploog2010-01-151-0/+0
| | | | | 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.
* Fix tiles compilation.Johanna Ploog2010-01-151-1/+1
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* Make alligator snapping turtles rarer.Darshan Shaligram2010-01-152-2/+7
| | | | Fix warning about unchecked enum constant in switch in religion.cc.
* Tweak Aizul's spells and placement slightly.Jude Brown2010-01-152-4/+4
| | | | | | | 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.
* Fix bugs involving branded ammunition and their messages.Jude Brown2010-01-151-24/+22
| | | | | | | | | 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.
* Merge Firing and Aim lines, per dcss:messagespam.Haran Pilpel2010-01-156-142/+166
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* Mark several befitting monsters as insubstantial, remove the flag from two.Eino Keskitalo2010-01-151-9/+9
| | | | | | | | 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>
* New change log section: Ranged combat.Johanna Ploog2010-01-141-19/+21
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* Update change log.Johanna Ploog2010-01-141-5/+12
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* Add some spikes to the alligator snapping turtle's tile.Johanna Ploog2010-01-141-0/+0
| | | | | | | 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. :)
* Recolour player hog tile to increase difference from monster hog.Johanna Ploog2010-01-141-0/+0
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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...)