Commit Graph

13 Commits

Author SHA1 Message Date
nhmall
009c969a00 slash'em had a different palette defined 2020-05-24 16:24:58 -04:00
PatR
7817e69c41 two new monsters from slash'em
Adds two monsters originally from slash'em.  I used the slash'em
tiles this time, also its code as a starting point but made various
revisions.  Both the tiles could benefit from some touch-ups.

displacer beast:  blue 'f'.  Attempting a melee hit (ie, trying to
  move to its spot) has a 50:50 chance for it to swap places with you.
  Fairly tough monster to begin with, then half your ordinary attacks
  effectively miss and if you try to face a mob by retreating to a
  corridor or backing into a corner you can end up being drawn back
  into the open.  I added bargethrough capability, and also it won't
  be fooled about hero's location by Displacement.  [It only swaps
  places during combat when contact is initiated by the hero, not
  when attacked by another monster or when attacking.]

genetic engineer:  green 'Q'.  Its attack causes the target to be
  polymorphed unless that target resists.  Hero will almost always
  have magic resistance by the time this monster is encountered, but
  it can make conflict become risky by hitting and polymorphing other
  monsters.  Slash'em flagged it hell-only but I took that flag off;
  I also took away its ability to teleport.  Slash'em polymorphs the
  hero if a genetic engineer corpse is eaten; that's included and I
  introduced that for monsters too.

I added both of these to the list of candidates for monster spell
'summon nasties' and for post-Wizard harassment.

I also gave all the 'f's infravision.  Probably only matters if the
hero polymorphs into a feline.

Displacer beast is originally from AD&D which depicts it as a six-
legged cougar with a pair of tentacles; it has Displacement rather
be able to affect an attacker's location.  I think genetic engineer
is original to slash'em where it expands Q class but seems mainly to
be the base monster for Dr.Frankenstein (a unique monster with a
one-level side-branch lair in slash'em's incarnation of Gehennom).
2020-05-03 14:13:08 -07:00
nhmall
ca84486133 clean master after moving of newer content to feature branch 2018-12-10 22:16:08 -05:00
nhmall
cf73c4bf26 windows build fix
preprocess bigroom.des
	$(U)makedefs --input bigroom.des --output - --grep | $(U)levcomp

insert a missing tile (placeholder only - it needs future fixing!)
2018-04-28 16:04:45 -04:00
nhmall
379f8abb54 stop light penetration on sokoban, gehennom tiles
Changes to be committed:
	modified:   win/share/monsters.txt
	modified:   win/share/objects.txt
	modified:   win/share/other.txt
2015-06-11 07:27:08 -04:00
nhmall
0827c0df9d Update the tile RGB values and mappings
Changes to be committed:
	modified:   win/share/monsters.txt
	modified:   win/share/objects.txt
	modified:   win/share/other.txt
	modified:   win/share/tile2bmp.c
	modified:   win/share/tiletext.c
2015-04-19 17:17:03 -04:00
nhmall
56c4475c20 extend the tty statue patch to tiles
Changes to be committed:
	modified:   doc/fixes35.0
	modified:   win/share/gifread.c
	modified:   win/share/monsters.txt
	modified:   win/share/objects.txt
	modified:   win/share/other.txt
	modified:   win/share/tile2bmp.c
	modified:   win/share/tilemap.c

The tty code already had the statue patch included, where
statues are represented by stone versions similar in
appearance to their monster likeness.

This extends it to tiles.

A new pass through the monsters.txt file is done
in tile2bmp to include new modified tiles to the output
file that are gray-scaled versions for mapping to the
NetHack statue glyphs.
2015-04-19 13:31:59 -04:00
nethack.allison
77d02be72b tile renumbering 2005-02-20 20:04:01 +00:00
nethack.allison
4078094246 tile synch and a warning fix 2005-02-20 19:49:56 +00:00
cohrs
07a3dabab1 more U429 - tile bits
> While looking at the tiles.bmp file, I've found some more mistakes like
> this : the Wizard of Yendor's shadow is touching Croesus' tile, and one
> of Orcus' wing is touching Yeenoghu's tile.
2003-05-17 21:46:45 +00:00
cohrs
8cb8d6cf54 U429 - high priest tile
Fix a couple bad pixels in the high priest tile that are actually shadows
from the previous tile that spilled over.
2003-04-22 23:51:30 +00:00
nethack.allison
50b24456cd > There is a tile in monster.txt that is still
> marked as "placeholder."  It is the tile for Neferet the Green,
> a green-colored wizard for the updated Wizard's quest.
It's not great, but the best I can do without her looking like some
sort of Zombie (most of the tiles try to follow rules - dark-green=zombie,
green=gnome, blue=dwarf, etc. in order that the player can recognize the
patterns, rather than concentrating too much on the details).
2002-01-14 11:43:13 +00:00
jwalz
2055e1b624 *** empty log message *** 2002-01-05 21:06:02 +00:00