Merge remote-tracking branch 'upstream/master'

master
kts of kettek 2024-04-11 12:24:23 -07:00
commit 428bf694a9
118 changed files with 848 additions and 251 deletions

260
ChangeLog
View File

@ -1,3 +1,27 @@
New spell: earthquake
Flavored as summoning earthwalls below ground to cause tremors and fissures.
This gives a less clunky way of dealing damage to summoning
once you reach high enough level.
Also added it to treasurelists to spawn in codexes randomly.
spell/Aura/earthquake.arc
spell/Aura/earthquake.base.11*.png
spell/Aura/earthquake.base.LICENSE
spell/Aura/earthquake.face
spell/Aura/spell_earthquake.arc
spell/Aura/spell_earthquake.base.111.png
spell/SpellBook/summoner_book.trs
Neila Hawkins 2024-03-14
Reduce prevalence of permament stat potions.
In treasureone random_potion, each chance
is reduced from 5 to 3. This should result in
permanent stat potions being rarer.
As a side effect, this should also punish
overly minmaxed builds by forcing them to grind longer
to shore up weaknesses.
treasures.trs
Neila Hawkins 2023-11-22
Image license file for checkered-black_gray floor tile
Released under cc-by-3.0 license
floor/checkered-black_gray.base.LICENSE
@ -27,7 +51,7 @@ This is a precursor to possibly doing the same to the strange ring.
talisman/amulet_lif.arc
artifacts
treasures.trs
Daniel Hawkins 2023-08-31
Neila Hawkins 2023-08-31
New arch: random_converter.
Meant to be used with the addition of pop-up banks in random maps, but may have other uses
@ -35,16 +59,16 @@ as well. Leans toward gold/silver tables, with a small chance of higher denomina
random/randomConverter.arc
random/randomConverter.base.111.png
random/randomConverter.trs
Daniel Hawkins 2023-08-11
Neila Hawkins 2023-08-11
New artifact armor: apron of the Butcher
artifacts
Daniel Hawkins 2023-08-09
Neila Hawkins 2023-08-09
Replace topaz image with an animated version.
Touched every topaz file in the process of adding an animation and changing the face.
jewel/gems/topaz.*
Daniel Hawkins 2023-08-06
Neila Hawkins 2023-08-06
Rework descriptions of most spells and prayers. This is a large change that
has no mechanical effect, but touches the majority of spell archetypes. The
@ -70,7 +94,7 @@ monster/acid/greenslime.arc
monster/acid/slime.arc
monster/misc/blob.arc
monster/misc/firechest.arc
Daniel Hawkins 2023-05-01
Neila Hawkins 2023-05-01
Add one_hit to magic missile.
For server version a763845fa3 or later, this will prevent magic missiles from
@ -93,11 +117,11 @@ flesh/demon/demonhorn.base.LICENSE
flesh/demon/demonhorn.arc
flesh/demon/demonhorn.face
monster/demon/demon_parts.trs
Daniel Hawkins 2023-04-06
Neila Hawkins 2023-04-06
New message to describe writing spell scrolls.
messages
Daniel Hawkins 2023-03-17
Neila Hawkins 2023-03-17
New cutlery items.
Meant to be part of the valuables that are less than gems but better than coins,
@ -118,7 +142,7 @@ misc/cutlery/utensils.arc
misc/cutlery/utensils.base.LICENSE
misc/cutlery/utensils.base.111.png
misc/cutlery/utensils.face
Daniel Hawkins 2023-03-10
Neila Hawkins 2023-03-10
New item: hand mirror
Fills a weapon slot, but can reflect spells.
@ -130,7 +154,7 @@ misc/social/handmirror.base.113.png
misc/social/handmirror.base.114.png
misc/social/handmirror.arc
misc/social/handmirror.face
Daniel Hawkins 2023-03-09
Neila Hawkins 2023-03-09
New art for dragon's wings.
Added a recolored version of the old art to the classic face set.
@ -138,7 +162,7 @@ flesh/dragon/big_dragon_dragon_wing.base.111.png
flesh/dragon/big_dragon_dragon_wing.base.LICENSE
flesh/dragon/big_dragon_dragon_wing.clsc.111.png
flesh/dragon/big_dragon_dragon_wing.face
Daniel Hawkins 2023-02-12
Neila Hawkins 2023-02-12
New art for steaks.
Additional arch for a cooked version of the steak.
@ -148,7 +172,7 @@ food/drag_steak.clsc.111.png
food/drag_steak_cooked.base.111.png
food/drag_steak.arc
formulae
Daniel Hawkins 2022-11-22
Neila Hawkins 2022-11-22
Add plural name to bolt of silk.
Multiple stacks of silk will now appear as bolts of silk.
@ -159,7 +183,7 @@ Rebalance the amulet of Shielding.
Now it provides ac+1 and armour+20, but costs two item power to wear.
Prior stats were armour+20 and one item power, making it worse than many nonartifact amulets of armour.
artifacts
Daniel Hawkins 2022-07-04
Neila Hawkins 2022-07-04
Use a Gervais flaming sword image to replace the Firebrand in the classic face set.
Need to take the time to animate the flame, but it is a start.
@ -167,7 +191,7 @@ weapon/artifact/firebrand.clsc.111.png
weapon/artifact/firebrand.clsc.112.png
weapon/artifact/firebrand.clsc.113.png
weapon/artifact/firebrand.clsc.LICENSE
Daniel Hawkins 2022-06-15
Neila Hawkins 2022-06-15
Prevent gods from appearing in readables
Nicolas Weeger 2022-05-21
@ -190,7 +214,7 @@ grace 3 -> 4 (since the grace increase goes by doubling, this causes a >1 increa
dam 4 -> 3
dam_modifier 3 -> 4 (This causes the damage to increase less quickly)
spell/MovingBall/spell_divine_shock.arc
Daniel Hawkins 2021-11-14
Neila Hawkins 2021-11-14
Move current 'dragoncave.base' face to clsc set, create new faces and animation for base,
make new face for 'broken_dragoncave.base', move old one to clsc set
@ -209,13 +233,13 @@ armour/mail/random_mail.trs
armour/mail/dress1.arc
armour/mail/dress2.arc
armour/mail/dress3.arc
Daniel Hawkins 2021-10-31
Neila Hawkins 2021-10-31
Two new artifacts for bows/crossbows: Lethargy and Rapid Fire
Lethargy fires very slowly and is cursed.
Rapid Fire fires a little faster, and seems to be more noticeable on crossbows.
artifacts
Daniel Hawkins 2021-10-03
Neila Hawkins 2021-10-03
Replace existing fiend image in the classic face set with a Gervais tile.
Existing tile was derived from Greater Demon or Medium Demon, both
@ -225,37 +249,37 @@ for the same reason.
monster/demon/fiend.clsc.111.png
monster/demon/fiend.clsc.112.png
monster/demon/fiend.clsc.LICENSE
Daniel Hawkins 2021-09-19
Neila Hawkins 2021-09-19
Redraw the tridents to have some depth.
The darker color I gave them earlier made them hard to see on some floors.
Giving them a black outline and some lighting effects should resolve this.
weapon/misc/trident.base.*.png
Daniel Hawkins 2021-09-05
Neila Hawkins 2021-09-05
Added some Modified David Gervais tiles to be vials in the classic face set.
potion/vial_*.clsc.111.png
Daniel Hawkins 2021-09-03
Neila Hawkins 2021-09-03
Redesigned small bulletwall images using Saiapatsu's
earthwall graphics. Moved old images to the classic face set.
wall/bulletwall/bul_wall_*.base.111.png
wall/bulletwall/bul_wall_*.clsc.111.png
Daniel Hawkins 2021-08-28
Neila Hawkins 2021-08-28
New flat-perspective art for coif for the classic face set.
armour/helmet/coif.clsc.111.png
Daniel Hawkins 2021-08-15
Neila Hawkins 2021-08-15
Twiddle with the pixels and lighting on small buttons
Add untwiddled images to classic image set.
connect/button_sma.*.png
Daniel Hawkins 2021-08-15
Neila Hawkins 2021-08-15
Add lighting effects to orange image.
Move old face to the classic faceset.
food/produce/orange.*.111.png
Daniel Hawkins 2021-08-15
Neila Hawkins 2021-08-15
New weapon -- punching daggers
Similar to regular daggers, but use the punching skill instead of
@ -266,7 +290,7 @@ weapon/sword/punch_dagger.face
weapon/sword/punch_dagger.base.111.png
treasures.trs
artifacts
Daniel Hawkins 2021-08-13
Neila Hawkins 2021-08-13
New arch for tear-downable (or, rather, force open) garden gate.
A custom thing was used in Pupland maps like this,
@ -274,12 +298,12 @@ but it appears the animations it relied on got changed
at some point and made it break backward.
connect/Garden_gate/ggate_breakable.face
wall/swall/ggate_breakable.arc
Daniel Hawkins 2021-08-12
Neila Hawkins 2021-08-12
New image for goblin's foot.
flesh/goblin/goblin_foot.base.111.png
flesh/goblin/goblin_foot.clsc.111.png
Daniel Hawkins 2021-08-12
Neila Hawkins 2021-08-12
Make icecubes and torches be of new type -- lightable
This tells the server to find a fire/heat sourceto light it
@ -287,13 +311,13 @@ when you apply the item.
misc/icecube.arc
misc/smallicecube.arc
light/torch.arc
Daniel Hawkins 2021-08-11
Neila Hawkins 2021-08-11
New ring -- ring of Wizard's Bane
Gives the wearer vulnerability to magic damage, as well as
denies the wearer all spell paths.
artifacts
Daniel Hawkins 2021-07-26
Neila Hawkins 2021-07-26
New spell -- zone of healing (level 18 prayer)
Utilizes new aura range-aware code to be larger than 1 space radius.
@ -301,23 +325,23 @@ Can spawn as a prayerbook.
spell/Aura/spell_zone_of_healing.arc
spell/Aura/zone_of_healing.arc
spell/SpellBook/prayer_book.trs
Daniel Hawkins 2021-07-24
Neila Hawkins 2021-07-24
Define range directly in aura spells in preparation for having higher-radius
auras possible in the spell code.
spell/Aura/spell_sanctuary.arc
spell/Aura/spell_flaming_aura.arc
Daniel Hawkins 2021-07-24
Neila Hawkins 2021-07-24
Fix potential for quivers of Holding Arrows to generate and expect throwing items.
artifacts
Daniel Hawkins 2021-07-23
Neila Hawkins 2021-07-23
New face for cracked cauldrons.
Adjusted cracked cauldrons to use this new face when identified.
crafting/Container/cauldron.arc
crafting/Container/cauldron.face
Daniel Hawkins 2021-07-19
Neila Hawkins 2021-07-19
Add a variant of fire_permanent that flickers a bit better
Created initially to be used on the random maps northeast of Navar
@ -326,12 +350,12 @@ Uses the burnout face, but is animated differently than fire_permanent.
Additionally, they glow a little, as a fire would.
spell/fire_permanent.arc
spell/fire_permanent.face
Daniel Hawkins 2021-07-17
Neila Hawkins 2021-07-17
Add throwing hammer of Reflection -- a throwing hammer that reflects off walls like lightning bolts do
Expects server revision v1.75.0-172 or newer, else will behave like a normal throwing hammer.
artifacts
Daniel Hawkins 2021-07-14
Neila Hawkins 2021-07-14
Apply patch #401 by Saiapatsu: new base graphics for bwall, earthwall and stoneblock graphics
See https://sourceforge.net/p/crossfire/patches/401/ for details.
@ -339,7 +363,7 @@ Nicolas Weeger 2021-07-10
Adapt existing chest image to create a new firechest image.
Moved old image to the classic face set.
Daniel Hawkins 2021-06-20
Neila Hawkins 2021-06-20
Rename 'fine gloves' to 'gloves' because of alchemy use
Rename 'gloves' to 'steel gloves' to avoid duplicate name
@ -382,17 +406,17 @@ appearance for that face set.
flesh/goblin/goblin_hand.base.111.png
flesh/goblin/goblin_hand.clsc.111.png
flesh/goblin/goblin_hand.face
Daniel Hawkins 2021-05-06
Neila Hawkins 2021-05-06
Fix animation issue from a missing face in the classic faceset for big galleon.
transport/biggalleon.clsc.x71.png
Daniel Hawkins 2021-04-26
Neila Hawkins 2021-04-26
New art to override the default corpse art for zombies and goblin.
Added copies of classic corpse image so that image set gets a consistent corpse.
flesh/goblin/goblin_corpse.*
flesh/misc/zombie_corpse.*
Daniel Hawkins 2021-04-24
Neila Hawkins 2021-04-24
Rename and move the treasurelist for human bodyparts.
Patch https://sourceforge.net/p/crossfire/patches/393/
@ -423,7 +447,7 @@ This should be easier to use as a base for making different corpse images for go
Moved old image to classic image set.
flesh/human/corpse.base.111.png
flesh/human/corpse.clsc.111.png
Daniel Hawkins 2021-04-22
Neila Hawkins 2021-04-22
Erase previously defined recipes.
This solves duplicated recipes index warnings when 'make install' is done on the server
@ -438,22 +462,22 @@ Nicolas Weeger 2021-03-21
Add bludgeoning weapons of "the Brute", which do more damage at the expense
of a sizable amount of AC. Do more damage, take more damage.
artifacts
Daniel Hawkins 2021-03-18
Neila Hawkins 2021-03-18
Amend book message to use the prepare weapon scroll's face,
per Nicholas Weeger's suggestion.
messages
Daniel Hawkins 2021-03-12
Neila Hawkins 2021-03-12
Add new book message that describes using a Prepare Weapon scroll
as an anecdote of an onlooker.
messages
Daniel Hawkins 2021-03-11
Neila Hawkins 2021-03-11
Utilize new level-scaling attributes for the mimic type.
This should rebalance mimics to be an appropriate challenge for the random map level they are on.
monster/mimic/mimic.arc
Daniel Hawkins 2021-03-11
Neila Hawkins 2021-03-11
New art for deposit box in the cavalier perspective.
Shifted old art to classic face set.
@ -465,7 +489,7 @@ Saiapatsu (art) and SilverNexus (classic faceset move, optimizing pngs) 2021-03-
Make puddles more transparent.
ground/Weather/rain*.base.111.png
Daniel Hawkins 2021-03-03
Neila Hawkins 2021-03-03
Decrease probability of blue dragon scale for electric dragons.
monster/dragon/Electric/elec_dr.trs
@ -473,18 +497,18 @@ Nicolas Weeger 2021-03-03
Fix some incorrect arches in the formula list
formulae
Daniel Hawkins 2021-03-01
Neila Hawkins 2021-03-01
Adjust the spawn rate for literacy and use magic item scrolls.
literacy chance 15 -> 8, use magic item chance 1 -> 8.
Since barbarians no longer get UMI out-of-the-box, there
needs to be a reasonable chance to get it.
treasures.trs
Daniel Hawkins 2021-02-25
Neila Hawkins 2021-02-25
Adjust the value on spell rings to not be insanely expensive.
spell/Wand/spell_ring.arc
Daniel Hawkins 2021-02-25
Neila Hawkins 2021-02-25
Add faces for arrows and bolts of Assassinating Dragons.
artifacts
@ -518,7 +542,7 @@ Give greater dwarven guards enough wc to actually hit things
wc 20 -> 2 (this is improvement, since negative wc is better)
dam 12-> 22
monster/humanoid/Dwarf/greater_dwarven_guard.arc
Daniel Hawkins 2021-02-23
Neila Hawkins 2021-02-23
Give a value to dice.
misc/dice.arc
@ -533,19 +557,19 @@ Reduce light angel's wc to -8 from -10.
Reduce messengers to 70k XP from 80k XP.
monster/angel/liteangel.arc
monster/angel/mesangel.arc
Daniel Hawkins 2021-02-21
Neila Hawkins 2021-02-21
New art for kobold generator that puts it in perspective.
monster/goblin/kobold_gen.base.111.png
Daniel Hawkins 2021-02-20
Neila Hawkins 2021-02-20
Give kobold generator flavorful name: "kobold hole"
monster/goblin/kobold_gen.arc
Daniel Hawkins 2021-02-20
Neila Hawkins 2021-02-20
Reduce goblin generator XP from 100 to 50.
monster/goblin/goblin_gen.arc
Daniel Hawkins 2021-02-20
Neila Hawkins 2021-02-20
Fix allowed item for horn of Mysteries.
artifacts
@ -557,16 +581,16 @@ Nicolas Weeger 2021-02-17
Add recipes for making long swords, broadswords, and a two-handed sword.
formulae
Daniel Hawkins 2021-02-16
Neila Hawkins 2021-02-16
Introduce some crossover in treasure between random_inorganic and random_ore
treasures.trs
Daniel Hawkins 2021-02-16
Neila Hawkins 2021-02-16
Add recipes for crafting minor, medium, major, and supreme potions of life.
Previous supreme recipe is now major.
formulae
Daniel Hawkins 2021-02-16
Neila Hawkins 2021-02-16
Apply patch #388 Remove default sage NPC message
by DraugTheWhopper.
@ -607,29 +631,29 @@ Add placeholder faces to the classic faceset for wraith feeding
skill. This prevents jarring style changes when using the wraith
with the classic face set.
player/race/wraith_player_feeding.clsc.*
Daniel Hawkins 2021-02-08
Neila Hawkins 2021-02-08
Restyle black fire bullet face to look like new fire bullet face.
Moved old faces to the classic image set.
misc/blackfirebullet.base.1*1.png
misc/blackfirebullet.clsc.1*1.png
Daniel Hawkins 2021-02-07
Neila Hawkins 2021-02-07
New image for firebullet. Moved old image to classic image set.
spell/Bullet/Fire/firebullet.base.1*1.png
spell/Bullet/Fire/firebullet.clsc.1*1.png
Daniel Hawkins 2021-02-06
Neila Hawkins 2021-02-06
Add name for stonefloor2 so that it shows in in-game as "stone floor"
floor/stfloor.arc
Daniel Hawkins 2021-02-05
Neila Hawkins 2021-02-05
Add zinc filings and a couple recipes to craft poison food.
crafting/Materials/zinc_filings.arc
crafting/Materials/zinc_filings.base.111.png
crafting/Materials/zinc_filings.face
formulae
Daniel Hawkins 2021-02-04
Neila Hawkins 2021-02-04
Add images to the classic faceset for the broken generators.
This avoids jarring style changes when the classic and base
@ -644,7 +668,7 @@ monster/undead/broken_sarcophagus.clsc.111.png
misc/broken_gravestone.clsc.111.png
monster/beholder/broken_behold_gen.clsc.111.png
monster/insect/bee/broken_bee_gen.clsc.111.png
Daniel Hawkins 2021-02-02
Neila Hawkins 2021-02-02
Fix spell effect name.
spell/Change_Ability/protection_cold_effect.arc
@ -760,7 +784,7 @@ Nicolas Weeger 2021-01-28
Adjust quarterstaff after realizing I made a 9 kg weapon keep up with 20 kg weapons.
weapon/club/quarters.arc
Daniel Hawkins 2021-01-26
Neila Hawkins 2021-01-26
Rebalance two-handed weapons.
Many of the weapons were worse than a broadsword.
@ -774,14 +798,14 @@ weapon/club/quarters.arc
weapon/club/big_club.arc
weapon/chained/sflail1.arc
weapon/chained/lmornstar.arc
Daniel Hawkins 2021-01-23
Neila Hawkins 2021-01-23
Add rings that contain spells.
Functionally like low-power rods, but groups with rings client-side.
spell/Wand/spell_ring.arc
spell/Wand/spell_ring.trs
treasures.trs
Daniel Hawkins 2021-01-21
Neila Hawkins 2021-01-21
Add archetypes for building instructions, found in enough shops to warrant it.
readable/guide/buildings_instructions.arc
@ -798,12 +822,12 @@ armour/helmet/coif.base.111.png
armour/helmet/coif.arc
armour/helmet/coif.face
treasures.trs
Daniel Hawkins 2021-01-17
Neila Hawkins 2021-01-17
Add barn-like food store.
Intended to be used for Wolfsburg Provisions.
shop/store_food_barn.*
Daniel Hawkins 2021-01-16
Neila Hawkins 2021-01-16
Add "tissue paper" archetype, to replace ones in Raffle.
misc/item/tissue*
@ -824,7 +848,7 @@ Nicolas Weeger 2021-01-14
Enable sheepskin crafting for leather.
Handles both fresh sheepskin and sheepskin rugs.
formulae
Daniel Hawkins 2021-01-12
Neila Hawkins 2021-01-12
Add food shop archetype.
shop/store_food.arc
@ -893,7 +917,7 @@ Clean up tinted ores (green, yellow, red) to no longer use an alpha channel.
jewel/ores/ore_g.base.111.png
jewel/ores/ore_r.base.111.png
jewel/ores/ore_y.base.111.png
Daniel Hawkins 2020-12-08
Neila Hawkins 2020-12-08
Remove damage_physical from flame touch.
skills/flame_touch.arc
@ -901,7 +925,7 @@ Nicolas Weeger 2020-12-08
Add name for deep sea, so it does not show up in-game with an underscore.
ground/deep_sea.arc
Daniel Hawkins 2020-12-04
Neila Hawkins 2020-12-04
Change face for counterwall, add animation.
spells/MagicWall/counterwall.arc
@ -919,11 +943,11 @@ Nicolas Weeger 2020-12-02
Add horn of Mysteries as a horn artifact. It casts wonder.
artifacts
Daniel Hawkins 2020-12-02
Neila Hawkins 2020-12-02
Fiddle with the big tomato image so that it doesn't have the insufficient-transparency outline.
food/produce/tomato_big.base.111.png
Daniel Hawkins 2020-12-02
Neila Hawkins 2020-12-02
Add smoothing to firebolt so diagonals actually merge seamlessly.
Nicolas Weeger 2020-12-01
@ -931,17 +955,17 @@ Nicolas Weeger 2020-12-01
Make the light bulb invisible lighting arches have no_pick
so that spells can't push them around.
light/light_bulb.arc
Daniel Hawkins 2020-11-21
Neila Hawkins 2020-11-21
Add guide to Ranged Combat so that the Ranger class can start with a guide.
readable/guide/guide_ranged.arc
player/class/Warrior/ranger.trs
Daniel Hawkins 2020-11-13
Neila Hawkins 2020-11-13
New image for composite bow. Move the old image to the classic tileset.
weapon/bow/compositebow.base.111.png
weapon/bow/compositebow.clsc.111.png
Daniel Hawkins 2020-11-12
Neila Hawkins 2020-11-12
Add new player class -- ranger
This is intended to allow better early-game focus on missile weapons.
@ -950,11 +974,11 @@ the elf ranger image.
player/class/Warrior/ranger.*
player/class/Warrior/ranger_class.face
player/race/elf_player_class_ranger.*
Daniel Hawkins 2020-11-10
Neila Hawkins 2020-11-10
Add subtype 2 to guide to Close Combat
readable/guide/guide_melee.arc
Daniel Hawkins 2020-10-28
Neila Hawkins 2020-10-28
Add descriptions to all skill objects.
This annotates each skill with flavour text and information about what the
@ -977,11 +1001,11 @@ crafting/Tools/slicingknife.arc
crafting/Tools/slicingknife.base.111.png
crafting/Tools/slicingknife.face
crafting/Container/*
Daniel Hawkins 2020-10-12
Neila Hawkins 2020-10-12
Fix weirdness involving repeated races on dwarves.
races
Daniel Hawkins 2020-10-12
Neila Hawkins 2020-10-12
Make aggravation a castable spell, and give it level-scaling
The code to prevent charm monsters abuse
@ -992,18 +1016,18 @@ Add the aggravation spell to the random spell list for sorcery.
spell/MoodChange/spell_aggravation.arc
spell/SpellBook/sorcerer_book.trs
artifacts
Daniel Hawkins 2020-10-10
Neila Hawkins 2020-10-10
Add the file as a random drop.
treasures.trs
Daniel Hawkins 2020-10-09
Neila Hawkins 2020-10-09
Add formulae for crafting weapons of Silvered Edge
from the newly-added silver filings.
Also added scythe to the list of valid weapons to silver.
formulae
artifacts
Daniel Hawkins 2020-10-09
Neila Hawkins 2020-10-09
Add silver filings as the first item creatable from
the nee file crafting tool.
@ -1011,7 +1035,7 @@ formulae
crafting/Materials/silver_filings.arc
crafting/Materials/silver_filings.base.111.png
crafting/Materials/silver_filings.face
Daniel Hawkins 2020-10-09
Neila Hawkins 2020-10-09
Add crafting tool "file".
Can be used to powderize metal bars (well, that's the plan anyway).
@ -1019,20 +1043,20 @@ crafting/Tools/file.arc
crafting/Tools/file.base.111.png
crafting/Tools/file.face
crafting/README
Daniel Hawkins 2020-10-09
Neila Hawkins 2020-10-09
Add artifact entry for silvered weapons.
Ensure it is restricted to stabbing and slicing weapons, since bludgeoning with
silver doesn't seem like it would make much difference.
artifacts
Daniel Hawkins 2020-10-09
Neila Hawkins 2020-10-09
Make the trident imagery less bright, using the W3C green rather than XPM green.
This put the green hue at half the previous brightness.
Move the bright green trident to the classic image set.
weapon/misc/trident.base.*.png
weapon/misc/trident.clsc.*.png
Daniel Hawkins 2020-09-14
Neila Hawkins 2020-09-14
Update all class descriptions with crunch headers.
This adds headers to all class descriptions, similar to the race headers,
@ -1096,7 +1120,7 @@ Faerie dragons are both faeries and dragons.
Balrogs are demons and Balrogs, so ring of Mithrandir fully works.
monster/dragon/fae_drag.arc
monster/demon/Balrog.arc
Daniel Hawkins 2020-09-09
Neila Hawkins 2020-09-09
Repurpose existing unused mountain dwarf face as custom racial class face
for dwarf barbarians. Requires r21357 to appear, otherwise does nothing,
@ -1109,7 +1133,7 @@ player/race/dwarf_player_class_barbarian.base.152.png
player/race/dwarf_player_class_barbarian.base.171.png
player/race/dwarf_player_class_barbarian.base.172.png
player/race/dwarf_player_class_barbarian.face
Daniel Hawkins 2020-09-08
Neila Hawkins 2020-09-08
New items -- armor of lead
This is intented to be craftable with smithery for moderate acid resistance.
@ -1125,19 +1149,19 @@ armour/helmet/lead_fullhelmet.arc
armour/helmet/lead_fullhelmet.base.111.png
armour/helmet/lead_fullhelmet.face
formulae
Daniel Hawkins 2020-09-07
Neila Hawkins 2020-09-07
Prevent xp shenanigans with dip command by making empty containers be identified.
Did all of them, rather than just empty water bottles, for consistency and future-proofing.
potion/emptybottles.arc
Daniel Hawkins 2020-09-07
Neila Hawkins 2020-09-07
New spell -- Searing Weapon
Appears in spellbooks only at this point.
spell/Spellbook/pyro_book.trs
spell/Change_Ability/spell_searing_weapon.arc
spell/Change_Ability/spell_searing_weapon.base.111.png
Daniel Hawkins 2020-09-03
Neila Hawkins 2020-09-03
New face for demon gate -- it actually looks like a gate now.
And it is animated.
@ -1160,7 +1184,7 @@ monster/demon/devil_gen.clsc.115.png
monster/demon/devil_gen.clsc.116.png
monster/demon/devil_gen.clsc.117.png
monster/demon/devil_gen.clsc.118.png
Daniel Hawkins 2020-09-02
Neila Hawkins 2020-09-02
Clean up pixelation on the flagstone wall sections
Redesign of flagstone_0.base.111.png
@ -1195,11 +1219,11 @@ Add a new rune -- rune of sparking. It's spark shower in a rune.
spell/Rune/rune_sparking.arc
spell/Rune/rune_sparking.face
spell/Rune/rune_spark.base.111.png
Daniel Hawkins 2020-08-14
Neila Hawkins 2020-08-14
Add a new artifact: (weapon) of Souls. Requires server and maps (python scripts) updates to function.
artifacts
Daniel Hawkins 2020-08-07
Neila Hawkins 2020-08-07
Remove duplicate attributes.
skills/Skill_Tools/mining_pick.arc
@ -1261,7 +1285,7 @@ Rick Tanner 2020-01-13
Add kite shield to random treasure
treasures.trs
Daniel Hawkins 2019-11-30
Neila Hawkins 2019-11-30
Add new shield type -- kite shield.
These were generally intended for use on horseback, but saw significant use among foot
@ -1271,12 +1295,12 @@ armour/shield/kite_shield.base.111.png
armour/shield/kite_shield.arc
armour/shield/kite_shield.face
treasures.trs
Daniel Hawkins 2019-11-30
Neila Hawkins 2019-11-30
Add updated cloak graphics for white and black cloaks to be styled more like the regular cloak.
armour/cloak/cloak_white.base.111.png
armour/cloak/cloak_black.base.111.png
Daniel Hawkins 2019-08-11
Neila Hawkins 2019-08-11
Modify fishing pole graphic to clean up pixelation.
skills/Skill_Tools/fishing_pole.base.111.png
@ -1304,7 +1328,7 @@ Rick Tanner 2019-04-21
Make level for dragon ability gain stored a the data-level by using "magic" in th treasurelist.
Requires subsequent server update to actually use those values.
player/dragon_ability/dragon_abilities.trs
Daniel Hawkins 2018-10-24
Neila Hawkins 2018-10-24
Added a new monster -- mimic
monster/mimic/chest_1_mimic.base.111.png
@ -1312,7 +1336,7 @@ monster/mimic/chest_1_mimic.base.112.png
monster/mimic/mimic.arc
monster/mimic/mimic.face
monster/mimic/mimic.trs
Daniel Hawkins 2018-09-24
Neila Hawkins 2018-09-24
Updated races for several monsters so they can be hit by quirky effects like "slay ant"
Also gave death attacktype to stake so it can actually kill vampires.
@ -1332,7 +1356,7 @@ monster/insect/ant/spit_ant.arc
monster/insect/ant/war_ant.arc
monster/insect/ant/work_ant.arc
weapons/misc/stake.arc
Daniel Hawkins 2018-05-23
Neila Hawkins 2018-05-23
New graphical face for the archon (monster/chaos/archon) monster, as the original graphic is of questionable
origin.
@ -1344,7 +1368,7 @@ Rick Tanner 2018-04-30
Fix r13937, which changed coffee to poison_food type when it meant to change to drink.
food/coffee.arc
Daniel Hawkins 2018-01-27
Neila Hawkins 2018-01-27
Make beholder leaders look slightly dfferent from regular beholders and give them a second forward face.
monster/beholder/beholder_leader_arc.face
@ -1352,7 +1376,7 @@ monster/beholder/beholder_leader.face
monster/beholder/beholder_leader.base.111.png
monster/beholder/beholder_leader.base.112.png
monster/beholder/beholder_leader.clsc.112.png
Daniel Hawkins 2018-01-15
Neila Hawkins 2018-01-15
Merge in updated spell message information (only) from branches/Spell_shuffle
Rick Tanner 2017-09-30
@ -1360,7 +1384,7 @@ Rick Tanner 2017-09-30
Added name to ant_egg and ant_larvae arches so they show up in-game as "ant egg" and "ant larva", respectively.
monster/insect/ant/ant_larvae.arc
monster/insect/ant/ant_egg.arc
Daniel Hawkins 2017-09-04
Neila Hawkins 2017-09-04
Added lore text to the scroll of literacy skill scroll
skills/Skill_Scrolls/scroll_literacy.arc
@ -1374,12 +1398,12 @@ wall/firewall/firewall.arc
wall/lbulletwall/lbull_wall.arc
wall/lightnngwall/light_wall.arc
wall/snowstorm_x.arc
Daniel Hawkins 2017-08-05
Neila Hawkins 2017-08-05
Modify ring.110 images to look like other rings. Move old ring image to classic image set.
talisman/ring.base.110.png
talisman/ring.clsc.110.png
Daniel Hawkins 2017-07-29
Neila Hawkins 2017-07-29
Update Frost Shield to take up a body slot when applied
armour/shield/frostshield.arc
@ -1465,19 +1489,19 @@ New face for bird_generator.
Moved old image to the classic imageset.
monster/animal/bird_gen.base.111.png
monster/animal/bird_gen.clsc.111.png
Daniel Hawkins 2015-05-22
Neila Hawkins 2015-05-22
Adjust the leather strip image to look like a skilled artisan cut the strip
instead of a sugar-buzzed kindergartener. In other words, I straightened the edges
of the leather strip.
misc/leather_strips.base.111.png
Daniel Hawkins 2016-05-18
Neila Hawkins 2016-05-18
Give the tile floors an in-game name that lacks underscores.
floor/tile.arc
floor/tile_tan.arc
floor/tile_white.arc
Daniel Hawkins 2016-05-18
Neila Hawkins 2016-05-18
Give the dcross and fcross floors a name.
Unfortunately, I couldn't come up with anything better then "floor"
@ -1485,14 +1509,14 @@ floor/dcross-red.arc
floor/dcross-white.arc
floor/fcross-blue.arc
floor/fcross-white.arc
Daniel Hawkins 2016-05-17
Neila Hawkins 2016-05-17
Nerf the experience rewarded by reading a book.
Since the exp could be gained twice per book (identify/read),
each book was essentially worth upwards of 1000 exp.
Each book is now worth a little under 600 in the same situation.
skills/literacy.arc
Daniel Hawkins 2016-05-17
Neila Hawkins 2016-05-17
New weapon: dragonclaw dagger.
Its better than normal daggers, but still not as nice at low level
@ -1500,7 +1524,7 @@ as a good iron broadsword.
weapon/sword/dragonclaw_dagger.arc
weapon/sword/dragonclaw_dagger.base.111.png
weapon/sword/dragonclaw_dagger.face
Daniel Hawkins 2016-05-11
Neila Hawkins 2016-05-11
Removed duplicate other_arch setting to Cure Disease spell.
spell/Healing/spell_cure_disease.arc
@ -1514,17 +1538,17 @@ Rick Tanner 2015-03-30
Pixel cleanup on a_helmet.
Removed unused palette colors when done.
armour/helmet/a_helmet.base.111.png
Daniel Hawkins 2015-12-13
Neila Hawkins 2015-12-13
Removed what appeared to be a leftover mid-word line break hyphen
in the Guide to Close Combat.
readable/guide/guide_melee.arc
Daniel Hawkins 2015-12-01
Neila Hawkins 2015-12-01
Fixed half-orc player to start with full food bar rather
than empty one.
player/race/pl_half_orc.arc
Daniel Hawkins 2015-11-30
Neila Hawkins 2015-11-30
New ground type, acid (based on lava archetype but color
has changed and attacktype changed from fire to acid.)
@ -1543,31 +1567,31 @@ Rick Tanner 2015-05-31
Added "wall" as the names for the mine walls.
wall/mine/mine1.arc
wall/mine/mine.arc
Daniel Hawkins 2015-05-25
Neila Hawkins 2015-05-25
Added "wall" as the names for the dungeon walls.
wall/dun/dun.arc
wall/dun/dungeon.arc
Daniel Hawkins 2015-05-23
Neila Hawkins 2015-05-23
Changes to plural names for multi-tile tables to improve consistency between
singular and plural versions of object names.
indoor/table_1x2.arc
indoor/table_2x1.arc
indoor/table_2x2.arc
Daniel Hawkins (SilverNexus) 2015-05-22
Neila Hawkins (SilverNexus) 2015-05-22
Naming change to plural name for tentacle's hook to indicate the hooks
came from multiple tentacles, not just a single tentacle.
"tentacle's" became "tentacles'"
monster/misc/tentacle/tentaclehook.arc
Daniel Hawkins (SilverNexus) 2015-05-22
Neila Hawkins (SilverNexus) 2015-05-22
Naming and hyphenation changes to Imperial Bank Notes
readable/imperial.arc
readable/imperial10.arc
readable/imperial100.arc
Daniel Hawkins (SilverNexus) 2015-05-22
Neila Hawkins (SilverNexus) 2015-05-22
New graphic and archetype for a Scorn style bank.
shop/bank_scorn.base.x11.png

View File

@ -4036,3 +4036,41 @@ Con 1
resist_drain 30
resist_deplete 30
end
#
# Stews
# Got their own set of buffs, with some overlap from mushrooms.
#
Allowed stew_meat, stew_mushroom, stew_fish, stew_veg
chance 5
Object Heat Resistance
type 6
value 30
resist_fire 30
other_arch protection_fire_effect
end
#
Allowed stew_meat, stew_mushroom, stew_fish, stew_veg
chance 5
Object Frost Resistance
type 6
value 30
resist_cold 30
other_arch protection_cold_effect
end
#
Allowed stew_meat, stew_mushroom, stew_fish, stew_veg
chance 5
Object Shock Resistance
type 6
value 30
resist_electricity 30
other_arch protection_electricity_effect
end
# Lotsa carrots :)
Allowed stew_veg
chance 5
Object Dark Vision
type 6
value 60
can_see_in_dark 1
end

View File

@ -0,0 +1,10 @@
Object cookpot
name cooking pot
name_pl cooking pots
face cookingpot.111
# Molybdchalkos is a 9:1 lead-copper alloy.
materialname molybdochalkos
value 40
weight 10000
nrof 1
end

Binary file not shown.

After

Width:  |  Height:  |  Size: 232 B

View File

@ -0,0 +1,3 @@
comment Original artwork by SilverNexus, created for Crossfire in August and September 2023, and finally committed in February 2024.
license cc0
licenseurl https://creativecommons.org/publicdomain/zero/1.0/

View File

@ -1,4 +1,4 @@
comment Original art by Daniel Hawkins, made specifically for Crossfire RPG Game
comment Original art by Neila Hawkins, made specifically for Crossfire RPG Game
comment Used a reference photo of a goat for the horn shape.
license CC-BY-SA-4.0
licenseurl https://creativecommons.org/licenses/by-sa/4.0/

View File

@ -1,4 +1,4 @@
comment Original art by Daniel Hawkins, made specifically for Crossfire RPG Game
comment Original art by Neila Hawkins, made specifically for Crossfire RPG Game
comment Used the reference image of a Great Indian Flying Fox for limb proportions.
license CC-BY-SA 2.0
licenseurl https://creativecommons.org/licenses/by-sa/2.0/

View File

@ -1,4 +1,4 @@
comment recoloring of big_dragon_dragon_wing by Daniel Hawkins
comment recoloring of big_dragon_dragon_wing by Neila Hawkins
license CC-BY-SA 2.0
licenseurl https://creativecommons.org/licenses/by-sa/2.0/
sourcename Hari K Patibanda

View File

@ -1,4 +1,4 @@
comment recoloring of big_dragon_dragon_wing by Daniel Hawkins
comment recoloring of big_dragon_dragon_wing by Neila Hawkins
license CC-BY-SA 2.0
licenseurl https://creativecommons.org/licenses/by-sa/2.0/
sourcename Hari K Patibanda

Binary file not shown.

Before

Width:  |  Height:  |  Size: 304 B

After

Width:  |  Height:  |  Size: 313 B

14
food/stew_fish.arc 100644
View File

@ -0,0 +1,14 @@
Object stew_fish
name fish stew
name_pl fish stews
face stew_fish.111
on_use_yield cookpot
value 150
type 6
weight 30000
food 600
material 32
client_type 601
identified 1
nrof 1
end

Binary file not shown.

After

Width:  |  Height:  |  Size: 284 B

View File

@ -0,0 +1,3 @@
comment Original artwork by SilverNexus, derived from SilverNexus' cooking pot image of CC0 license. Created for Crossfire in August and September 2023, and finally committed in February 2024.
license cc0
licenseurl https://creativecommons.org/publicdomain/zero/1.0/

14
food/stew_meat.arc 100644
View File

@ -0,0 +1,14 @@
Object stew_meat
name meat stew
name_pl meat stews
face stew_meat.111
on_use_yield cookpot
value 150
type 6
weight 30000
food 750
material 32
client_type 601
identified 1
nrof 1
end

Binary file not shown.

After

Width:  |  Height:  |  Size: 293 B

View File

@ -0,0 +1,3 @@
comment Original artwork by SilverNexus, derived from SilverNexus' cooking pot image of CC0 license. Created for Crossfire in August and September 2023, and finally committed in February 2024.
license cc0
licenseurl https://creativecommons.org/publicdomain/zero/1.0/

View File

@ -0,0 +1,14 @@
Object stew_mushroom
name mushroom stew
name_pl mushroom stews
face stew_mushroom.111
on_use_yield cookpot
value 150
type 6
weight 30000
food 500
material 32
client_type 601
identified 1
nrof 1
end

Binary file not shown.

After

Width:  |  Height:  |  Size: 286 B

View File

@ -0,0 +1,3 @@
comment Original artwork by SilverNexus, derived from SilverNexus' cooking pot image of CC0 license. Created for Crossfire in August and September 2023, and finally committed in February 2024.
license cc0
licenseurl https://creativecommons.org/publicdomain/zero/1.0/

14
food/stew_veg.arc 100644
View File

@ -0,0 +1,14 @@
Object stew_veg
name vegetable stew
name_pl vegetable stews
face stew_veg.111
on_use_yield cookpot
value 150
type 6
weight 30000
food 500
material 32
client_type 601
identified 1
nrof 1
end

Binary file not shown.

After

Width:  |  Height:  |  Size: 276 B

View File

@ -0,0 +1,3 @@
comment Original artwork by SilverNexus, derived from SilverNexus' cooking pot image of CC0 license. Created for Crossfire in August and September 2023, and finally committed in February 2024.
license cc0
licenseurl https://creativecommons.org/publicdomain/zero/1.0/

133
formulae
View File

@ -327,13 +327,24 @@ ingred 5 iron ore
# lead bar
Object NONE
arch leadbar
chance 8
chance 4
diff 3
exp 500
skill smithery
cauldron forge
ingred 5 lead ore
#
# lead bar (from alchemical lead)
# Not quite weight-constant to avoid exp loops with the file
Object NONE
arch leadbar
chance 4
diff 2
exp 250
skill smithery
cauldron forge
ingred 3 lead
#
# platinum bar
Object NONE
arch platbar
@ -554,6 +565,20 @@ skill smithery
cauldron forge
ingred bomb shell,3 pile of black powder
#
# Cooking pot
# Metal ingredients are supposed to approximate molybdochalkos.
# Unfortunately it's normally 9:1 lead:copper, so I'm taking some liberty with
# the alloy. Making it 2:1 because yielding 3 at a time seems viable.
Object NONE
arch cookpot
chance 30
diff 3
exp 400
yield 3
skill smithery
cauldron forge
ingred 2 lead bar,copper bar,2 leather strip
#
# ----------------
# Silvered weapons
# ----------------
@ -3927,9 +3952,19 @@ skill jeweler
cauldron jeweler_bench
ingred ring,3 potion of dexterity,potion of speed,3 emerald of exceptional beauty
#
Object Fighting
arch ring
chance 3
diff 10
exp 10000
yield 1
skill jeweler
cauldron jeweler_bench
ingred ring,6 bloodstone,ogre's heart,water of ruby
#
Object Combat
arch ring
chance 5
chance 2
diff 20
exp 50000
yield 1
@ -3937,9 +3972,21 @@ skill jeweler
cauldron jeweler_bench
ingred ring of Fighting,potion of constitution,3 sapphire of exceptional beauty
#
Object Strife
# Alternate version
# Does not use stat potions
Object Combat
arch ring
chance 3
diff 20
exp 50000
yield 1
skill jeweler
cauldron jeweler_bench
ingred ring of Fighting,3 sapphire of exceptional beauty,5 bloodstone,troll's heart
#
Object Strife
arch ring
chance 1
diff 25
exp 75000
yield 1
@ -3947,6 +3994,18 @@ skill jeweler
cauldron jeweler_bench
ingred ring of Combat,potion of dexterity,potion of constitution,potion of strength,3 ruby of flawless beauty
#
# Alternate version
# Does not use stat potions.
Object Strife
arch ring
chance 2
diff 25
exp 75000
yield 1
skill jeweler
cauldron jeweler_bench
ingred ring of Combat,3 ruby of flawless beauty,5 bloodstone,3 potion of heroism,gravestone
#
Object Ice
arch ring
chance 5
@ -4507,6 +4566,66 @@ skill woodsman
cauldron stove
ingred steak,pile of salt
#
Object NONE
arch stew_meat
diff 0
exp 100
chance 0
yield 1
skill woodsman
cauldron stove
ingred cooking pot,water,roast bird,2 carrots,onion,cabbage
#
Object NONE
arch stew_meat
diff 0
exp 100
chance 0
yield 1
skill woodsman
cauldron stove
ingred cooking pot,water,10 orc chop,3 carrots,onion,cabbage
#
Object NONE
arch stew_meat
diff 0
exp 100
chance 0
yield 1
skill woodsman
cauldron stove
ingred cooking pot,water,food ration,carrots,onion,potatoes
#
Object NONE
arch stew_mushroom
diff 0
exp 100
chance 0
yield 1
skill woodsman
cauldron stove
ingred cooking pot,water,7 mushroom,potatoes,onion,cabbage
#
Object NONE
arch stew_fish
diff 0
exp 100
chance 0
yield 1
skill woodsman
cauldron stove
ingred cooking pot,water,3 fish,3 carrots,onion,potatoes
#
Object NONE
arch stew_veg
diff 0
exp 100
chance 0
yield 1
skill woodsman
cauldron stove
ingred cooking pot,water,4 carrots,2 onion,3 potatoes,2 cabbage
#
# Poisoned food:
# Uses Zinc filings
# (Zinc is very toxic when ingested)
@ -4605,6 +4724,14 @@ chance 0
combination 1
tool file
#
Object NONE
arch lead
yield 2
ingred lead bar
chance 0
combination 1
tool file
#
# gem combos
Object NONE
arch raw_diamond_great_value

View File

@ -5,7 +5,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_0.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_n
face blake_1.111
@ -14,7 +14,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_1.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_e
face blake_2.111
@ -23,7 +23,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_2.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_ne
face blake_3.111
@ -32,7 +32,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_3.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_s
face blake_4.111
@ -41,7 +41,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_4.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_sn
face blake_5.111
@ -50,7 +50,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_5.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_se
face blake_6.111
@ -59,7 +59,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_6.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_nes
face blake_7.111
@ -68,7 +68,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_7.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_w
face blake_8.111
@ -77,7 +77,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_8.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_nw
face blake_9.111
@ -86,7 +86,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_9.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_ew
face blake_A.111
@ -95,7 +95,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_A.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_new
face blake_B.111
@ -104,7 +104,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_B.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_sw
face blake_C.111
@ -113,7 +113,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_C.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_nse
face blake_D.111
@ -122,7 +122,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_D.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_sew
face blake_E.111
@ -131,7 +131,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_E.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_center
face blake_F.111
@ -141,5 +141,5 @@ is_water 1
is_floor 1
smoothlevel 255
smoothface blake_F.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end

View File

@ -5,7 +5,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_0.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_3_3
face blake_1.111
@ -14,7 +14,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_1.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_3_4
face blake_2.111
@ -23,7 +23,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_2.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_2_2_3
face blake_3.111
@ -32,7 +32,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_3.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_3_1
face blake_4.111
@ -41,7 +41,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_4.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_2_1_2
face blake_5.111
@ -50,7 +50,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_5.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_2_2_4
face blake_6.111
@ -59,7 +59,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_6.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_1_3
face blake_7.111
@ -68,7 +68,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_7.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_3_2
face blake_8.111
@ -77,7 +77,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_8.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_2_2_2
face blake_9.111
@ -86,7 +86,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_9.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_2_1_1
face blake_A.111
@ -95,7 +95,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_A.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_1_1
face blake_B.111
@ -104,7 +104,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_B.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_2_2_1
face blake_C.111
@ -113,7 +113,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_C.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_1_4
face blake_D.111
@ -122,7 +122,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_D.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_1_2
face blake_E.111
@ -131,7 +131,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface blake_E.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object biglake_4
face blake_F.111
@ -141,5 +141,5 @@ is_water 1
is_floor 1
smoothlevel 255
smoothface blake_F.111 empty_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end

View File

@ -1,4 +1,44 @@
##
## On average, a mountain tile will have 3.61 mines in it.
## Some will have none. Many will have one or two.
## Very, very few will have 11.
## And, unlike before, a given mining tile will give a mishmash of stuff instead of the same thing repeatedly.
## Part of this is due to the inability of rubble containers to stack in multiples, since opening one empties the inventory of all.
## So we have individual entries here as a workaround.
## This should solve the exceedingly exploitable infinite gold nugget abuse I figured out earlier
## -- Neila H. (2024-02-06)
##
treasure mountain
arch mountain_rubble
chance 95
more
arch mountain_rubble
chance 80
more
arch mountain_rubble
chance 65
more
arch mountain_rubble
chance 50
more
arch mountain_rubble
chance 30
more
arch mountain_rubble
chance 20
more
arch mountain_rubble
chance 10
more
arch mountain_rubble
chance 5
more
arch mountain_rubble
chance 3
more
arch mountain_rubble
chance 2
more
arch mountain_rubble
chance 1
end

View File

@ -1,7 +1,7 @@
Object mountain
name mountains
face mountain1.111
randomitems mountain
harvestitems mountain
type 67
race /terrain/mountain
move_on walk

View File

@ -1,7 +1,7 @@
Object mountain2
name high mountains
face mountain2.111
randomitems mountain
harvestitems mountain
type 67
race /terrain/mountain
move_on walk

View File

@ -1,7 +1,7 @@
Object mountain3
name mountains
face mountain3.111
randomitems mountain
harvestitems mountain
type 67
race /terrain/mountain
move_on walk

View File

@ -1,7 +1,7 @@
Object mountain4
name high mountains
face mountain4.111
randomitems mountain
harvestitems mountain
type 67
race /terrain/mountain
no_pick 1

View File

@ -1,7 +1,7 @@
Object mountain5
name very high mountains
face mountain5.111
randomitems mountain
harvestitems mountain
type 67
race /terrain/mountain
no_pick 1

View File

@ -1,6 +1,6 @@
Object mountain_2
name high mountain
randomitems mountain
harvestitems mountain
face mountain_2.x11
no_pick 1
move_slow walk
@ -12,7 +12,7 @@ end
More
Object mountain_2_2
name high mountain
randomitems mountain
harvestitems mountain
face mountain_2.x11
no_pick 1
x 1
@ -25,7 +25,7 @@ end
More
Object mountain_2_3
name high mountain
randomitems mountain
harvestitems mountain
face mountain_2.x11
no_pick 1
y 1
@ -38,7 +38,7 @@ end
More
Object mountain_2_4
name high mountain
randomitems mountain
harvestitems mountain
face mountain_2.x11
no_pick 1
x 1

View File

@ -3,7 +3,7 @@ face rubble1.111
harvest_race mountain_rubble
harvest_tool pickaxe
harvestable -1
harvest_level 1
harvest_level -5
harvest_exp 0
nrof 0
type 4

View File

@ -9,5 +9,5 @@ is_water 1
is_floor 1
smoothlevel 45
smoothface cyangrasspond.111 cyangrass_S.111
randomitems freshwater_fish
harvestitems freshwater_fish
end

View File

@ -13,5 +13,5 @@ no_pick 1
is_water 1
is_floor 1
move_block all -boat
randomitems deepsea_fish
harvestitems deepsea_fish
end

View File

@ -12,7 +12,7 @@ is_floor 1
smoothlevel 20
client_anim_sync 1
anim_speed 5
randomitems sea_fish
harvestitems sea_fish
end
Object sea1
name sea
@ -28,7 +28,7 @@ is_floor 1
smoothlevel 20
client_anim_sync 1
anim_speed 5
randomitems sea_fish
harvestitems sea_fish
end
Object sea_route
name sea route 1
@ -62,7 +62,7 @@ move_block all
no_pick 1
is_water 1
smoothlevel 20
randomitems sea_fish
harvestitems sea_fish
end
Object sea_ne
name sea
@ -72,7 +72,7 @@ move_block all
no_pick 1
is_water 1
smoothlevel 20
randomitems sea_fish
harvestitems sea_fish
end
Object sea_sw
name sea
@ -82,7 +82,7 @@ move_block all
no_pick 1
is_water 1
smoothlevel 20
randomitems sea_fish
harvestitems sea_fish
end
Object sea_se
name sea
@ -92,7 +92,7 @@ no_pick 1
move_block all
is_water 1
smoothlevel 20
randomitems sea_fish
harvestitems sea_fish
end
Object sea_nes
name sea
@ -102,7 +102,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface sea_7.111 empty_S.111
randomitems sea_fish
harvestitems sea_fish
end
Object sea_new
name sea
@ -112,7 +112,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface sea_B.111 empty_S.111
randomitems sea_fish
harvestitems sea_fish
end
Object sea_nse
name sea
@ -122,7 +122,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface sea_D.111 empty_S.111
randomitems sea_fish
harvestitems sea_fish
end
Object sea_sew
name sea
@ -132,7 +132,7 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface sea_E.111 empty_S.111
randomitems sea_fish
harvestitems sea_fish
end
Object sea_nsew
name sea
@ -142,5 +142,5 @@ no_pick 1
is_water 1
smoothlevel 255
smoothface sea_E.111 empty_S.111
randomitems sea_fish
harvestitems sea_fish
end

View File

@ -13,5 +13,5 @@ no_pick 1
is_water 1
is_floor 1
move_block all
randomitems sea_fish
harvestitems sea_fish
end

View File

@ -7,7 +7,7 @@ type 36
material 2
materialname silver
value 1
weight 28
weight 10
name_pl silver coins
client_type 2001
end

View File

@ -84,20 +84,21 @@ TITLE Map of western world
CHANCE 1
FACE map.111
TEXT
[fixed]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~
~~~~~~~~~
~~~~~~~~~ ^^^^^^^^^^^^^
~~~~~~~~X========== ^ %%%%%%^%^^^^^
~~~~~~~ santo = %%%%%%%%%%%%%%
~~~~~~~ dominion = %%%The%%%%%%%
~~~~~~ ^^ = %%%%%%%%%%%%%
~~~~~~ ^^ = %%Great%%%%%%
~~~~~~^ ^ = %%%%%%%%%%%%
~~~~~~~ santo = %%%%%%%%%%%%%%
~~~~~~~ dominion = %%%The%%%%%%%
~~~~~~ ^^ = %%%%%%%%%%%%%
~~~~~~ ^^ = %%Great%%%%%%
~~~~~~^ ^ = %%%%%%%%%%%%
~~~~~~X===============================
~~~~~~ Scorn ^^^ = %%%%%%%%%%%%
~~~~~ ^^^^ = %% %%Forest%%%%%
~~~~~ ^^^^ = %% %%Forest%%%%%
~~~ ^^^ = %%%%%%%%%%%%%%
~~~ ^^^ = %%%%%%%%%%%%%%
~~~ ^^ === %%%%%%%%%%%%%

View File

@ -1,3 +1,3 @@
comment Original art created for Crossfire by Daniel Hawkins
comment Original art created for Crossfire by Neila Hawkins
license CC-0
licenseurl https://creativecommons.org/publicdomain/zero/1.0/

View File

@ -41,4 +41,10 @@ one_hit 1
# It's literally a blob of acid.
# Charming it would require it to have intellect
no_mood_change 1
lore
The bane of hasty adventurers everywhere, acid spheres wobble slowly and corrode gear quickly.
Immensely fragile, they break from a single hit, but not without spraying acid on their assailant.
Elemental attacks have little effect on them.
Arrows, bolts, and bullets make short work of this dungeon menace. Bring your bracers, just in case.
endlore
end

View File

@ -1,4 +1,4 @@
comment Referenced from CC-BY-2 a bear image. Artwork by Daniel Hawkins.
comment Referenced from CC-BY-2 a bear image. Artwork by Neila Hawkins.
comment Original image is a photo by Amareta Kelly.
license CC-BY-2.0
licenseurl https://creativecommons.org/licenses/by/2.0/

View File

@ -1,4 +1,4 @@
comment Referenced from CC-BY-2 a bear image. Artwork by Daniel Hawkins.
comment Referenced from CC-BY-2 a bear image. Artwork by Neila Hawkins.
comment Original image is a photo by Amareta Kelly.
license CC-BY-2.0
licenseurl https://creativecommons.org/licenses/by/2.0/

View File

@ -20,4 +20,9 @@ ac 7
level 1
weight 20
resist_physical 30
lore
Bats are nocturnal flying mammals native to most regions of the world, best known for locating prey using ultrasonic screams in a tactic called echolocation.
Contrary to popular lore, most bats are docile, feeding on insects or fruit.
These bats, however, are very mad at you. Did you disrupt their xan supply perhaps?
endlore
end

View File

@ -5,6 +5,7 @@ race slime
face fungus.111
speed -0.08
generator 1
generator_limit 2
sp 129
maxsp 20
no_pick 1

View File

@ -20,4 +20,9 @@ level 5
weight 60000
run_away 15
attack_movement 3
lore
These melanistic large cats are adept at ambushing and outmaneuvering their prey.
Usually solitary hunters, it is rare to see large cats hunting in groups. If you disturb their home, though, they will defend it to the end. Together.
And no, do not pet the panther unless you plan on losing a hand.
endlore
end

View File

@ -0,0 +1,4 @@
comment Per mailing archive here: https://crossfire.real-time.com/download/mailing-list-archive/html/1992-August/msg00004.html
comment It appears the 3x2 dragon art is from Vidar Lund. I've traced a monochrome version of the 3x2 dragon back to 0.91.7, and the art used here in the clsc set is a colorized derivative of that.
license unknown
sourcename Vidar Lund

View File

@ -0,0 +1,3 @@
comment Work derived from classic dragon image, which appears to have origins in monochrome CF.
license unknown
sourcename Vidar Lund

View File

@ -18,4 +18,9 @@ speed -0.5
exp 1100
weight 200
level 7
lore
One of the four "pure" para-elementals, air para-elementals are the basic manifestation of the air element.
Julio's work details the creation of air elementals of many varieties, rigorously delineating para-elementals from other elementals and carefully noting the different processes to create each.
Air para-elementals lack a trivializing weakness, and sport an electric immunity to their benefit. One of the fastest para-elementals, air para-elementals can rack up blows quickly against an unsuspecting foe.
endlore
end

View File

@ -18,4 +18,9 @@ weight 100000
level 7
resist_cold 100
attacktype 16
lore
One of the four "pure" para-elementals, earth para-elementals are the basic manifestation of the earth element.
Julio's work details the creation of earth elementals of many varieties, rigorously delineating para-elementals from other elementals and carefully noting the different processes to create each.
Earth para-elementals lack a trivializing weakness, but only hold a cold immunity to their benefit. They hit fairly hard, and are more durable than most other para-elementals, and as such are one of the harder para-elementals to engage in melee combat.
endlore
end

View File

@ -19,4 +19,9 @@ level 7
speed -0.35
exp 1200
weight 200
lore
One of the four "pure" para-elementals, fire para-elementals are the basic manifestation of the fire element.
Julio's work details the creation of fire elementals of many varieties, rigorously delineating para-elementals from other elementals and carefully noting the different processes to create each.
Fire para-elementals lack a trivializing weakness, but only hold an obvious fire immunity to their benefit.
endlore
end

View File

@ -20,4 +20,10 @@ resist_cold 100
resist_confusion 100
attacktype 16
resist_fire -100
lore
Ice para-elementals are a hybrid elemental; part water, part air.
Like other elementals, it is unclear why they hold such hostility toward adventurers, but they seem to attack adventurers and researchers on sight. As such, knowledge of their formation is limited.
Julio, the researcher who lived in Darcap from 6795 EK to 6813 EK, did not determine the process of the creation of hybrid elementals, and no one has yet extended his work to do so.
If facing an ice para-elemental, heating it up will liquify it's bindings, causing it to disperse.
endlore
end

View File

@ -5,7 +5,7 @@ face para_lava.111
randomitems para_elemental
animation para_lava
monster 1
move_type walk fly_low
move_type walk
alive 1
resist_fire 100
attacktype 4
@ -19,4 +19,10 @@ level 7
speed -0.35
exp 1200
weight 50000
lore
Lava para-elementals are a hybrid elemental; part earth, part fire.
Like other elementals, it is unclear why they hold such hostility toward adventurers, but they seem to attack adventurers and researchers on sight. As such, knowledge of their formation is limited.
Julio, the researcher who lived in Darcap from 6795 EK to 6813 EK, did not determine the process of the creation of hybrid elementals, and no one has yet extended his work to do so.
If facing a lava para-elemental, cooling it down will destroy the bindings that hold the elemental together, causing it to unravel.
endlore
end

View File

@ -19,4 +19,10 @@ level 7
resist_fire 100
resist_electricity 100
attacktype 8
lore
Lightning para-elementals are a hybrid elemental; part air, part fire.
Like other elementals, it is unclear why they hold such hostility toward adventurers, but they seem to attack adventurers and researchers on sight. As such, knowledge of their formation is limited.
Julio, the researcher who lived in Darcap from 6795 EK to 6813 EK, did not determine the process of the creation of hybrid elementals, and no one has yet extended his work to do so.
If facing a lightning para-elemental, it possesses no trivializing weaknesses, and boasts two immunities: electricity and fire. Quick and evasive, lightning para-elementals are harder to hit than the average para-elemental. Surprisingly, they lack the concentrated harm of magic lightning.
endlore
end

View File

@ -19,4 +19,10 @@ level 7
resist_cold 100
attacktype 1
resist_fire -100
lore
Mud para-elementals are a hybrid elemental; part earth, part water.
Like other elementals, it is unclear why they hold such hostility toward adventurers, but they seem to attack adventurers and researchers on sight. As such, knowledge of their formation is limited.
Julio, the researcher who lived in Darcap from 6795 EK to 6813 EK, did not determine the process of the creation of hybrid elementals, and no one has yet extended his work to do so.
If facing a mud para-elemental, heating it up will fray it's bindings, causing it to perish.
endlore
end

View File

@ -19,4 +19,9 @@ level 7
resist_confusion 100
attacktype 1
resist_cold -100
lore
One of the four "pure" para-elementals, water para-elementals are the basic manifestation of the water element.
Julio's work details the creation of water elementals of many varieties, rigorously delineating para-elementals from other elementals and carefully noting the different processes to create each.
When facing a water para-elemental, cooling it down causes it's elemental bindings to rupture, dissipating it.
endlore
end

View File

@ -18,4 +18,9 @@ level 1
speed 0.2
weight 30000
run_away 90
lore
Kobolds are the smallest of the various types of goblin in the world. Fragile and frail, they flee at the first sign of danger.
Beginning adventurers can occasionally find threat from kobolds in numbers, but they largely are only capable of menacing average townsfolk. They commonly take up residence in abandoned buildings, usually with the support of larger goblinoids.
Within goblin social structures, kobolds are often heavily involved with helping raise goblinoid young, a behavior first documented by wizard-biologist Rea Inioda and confirmed subsequently by numerous researchers.
endlore
end

View File

@ -24,4 +24,9 @@ weight 45000
run_away 30
can_use_skill 1
body_skill 1
lore
Gnolls possess almost human levels of intelligence, and are often in charge of ensuring architectural stability in goblinoid-built structures.
Gnoll social interactions are more complicated than any other goblinoid, and were documented in detail by Rea Inioda.
Less aggressive than most other goblins, gnolls are seen in raiding parties much less often than orcs, goblins, and ogres. Only kobolds go raiding less often, though Rea's work makes it fairly clear this isn't always by choice. When they do go raiding, however, they make for relatively formidable warriors, surpassed only by ogres in martial prowess.
endlore
end

View File

@ -26,4 +26,8 @@ weight 45000
run_away 30
can_use_skill 1
body_skill 1
lore
Gnoll chiefs spearhead a governance council comprised of gnoll champions. The chief is the one who decides what issues are addresed and when, has latitude in determining the outcome of petty disputes, and has first dibs on the spoils of raids.
Rea Inioda's notes detail a time when a gnoll chief was ousted for abuse of power; the champions of the council agreed to remove the chief from their station, and the transition to a new chief was entirely bloodless. The former chief was stripped of all status and barred from returning to the council. The former chief, largely blocked from standard gnoll duties, reliably went on goblin raids, and ended up dying in a raid on some travelers within the month. Inioda noted that, for reasons unclear, the former chief did not return to structural integrity determinations, the standard task of the average gnoll.
endlore
end

View File

@ -25,4 +25,10 @@ weight 45000
run_away 30
can_use_skill 1
body_skill 1
lore
Gnoll champions, interstingly, often earn their status by effective work in ensuring structural integrity of goblinoid hovels.
Rea Inioda's work does not detail how this causes them to become more physically formidable; and Wattya Derun's work also fails to identify the cause.
Gnolls are afforded significant social benefits when reaching champion status, as described thoroughly by Rea Inioda in their research. Gnoll champions often form a sort of governance council, headed by one or more appointed individual to become that council's chief. It is in these councils that what needs to be done in terms of raiding, building, armoring, and such is determined. To a lesser degree, the council also resolves petty disputes in goblin society.
Rea Inioda's work details the surprisingly straightforward manner in which these councils function. Despite the power afforded to gnoll champions and chiefs, abuse of that power is startlingly rare.
endlore
end

View File

@ -37,4 +37,8 @@ body_hand 2
body_waist 1
body_arm 2
body_range 1
lore
Stronger than orcs, goblins primarily organize and fill raiding parties, the primary source of resources for goblin society.
In combat, goblins usually wade into battle, relying on their numbers to wear down adversaries. Often overaggressive, goblins are prone to not fleeing until after it's too late for them to successfully do so.
endlore
end

View File

@ -38,4 +38,9 @@ body_hand 2
body_waist 1
body_arm 2
body_range 1
lore
The pinnacle of goblin warriors, goblin chiefs often make split-second tactical decisions in the midst of combat that turn the tide of battle in their favor.
Like orc chiefs, goblin chiefs hold no special status outside combat. Since goblins largely fill a martial role in goblinoid society, though, they tend to gain more responsibilities from extensive combat experience. Again, the chief moniker came from Rea Inioda's misunderstanding of the role they play in goblinoid society, and was also refuted by Wattya Derun in the same study she refuted Inioda's conclusions on orc chiefs.
Careful study by Rea Inioda determined that goblin chiefs, after having ascended past champion status, return to their typical shade of dark green. This change is just as mysterious as goblin champions' lightening. The most obvious cause, age, does not appear to be related to their coloration change at all; Rea Inioda's notes detail the immensely wide range of ages that goblin champions, and subsequently goblin chiefs, come to be.
endlore
end

View File

@ -37,4 +37,9 @@ body_hand 2
body_waist 1
body_arm 2
body_range 1
lore
Having outlasted most of their peers in numerous raids, goblin champions are formidable, tactical warriors.
Goblin champions often decide where and when to raid travelers, relying on their tactical prowess built up from a steady supply of combat.
Despite extensive study by Rea Inioda and later Wattya Derun, it is unclear what processes cause goblin champions to be a lighter shade of green than their fellow goblins.
endlore
end

View File

@ -44,4 +44,10 @@ body_hand 2
body_waist 1
body_arm 2
body_range 1
lore
For all their hulking, brutish appearance, ogres are surprisingly clever, thought to be almost as intelligent as gnolls.
Despite this, they tend to communicate directly, and prefer the simplicity of raiding and miscellaneous menial tasks.
Formidable warriors, ogres boast unrivaled strength and endurance in goblin raiding parties. Unlike most other goblinoids, ogres recover quickly from wounds and bounce back from nearly injury.
Priests of Lythander have long noted that their holy word does not seem to affect ogres. Priests of Mostrai have not encountered the same trouble. Rea Inioda posited that they may be a type of giant, bridging the gap between goblin societies and giant ones.
endlore
end

View File

@ -45,4 +45,8 @@ body_hand 2
body_waist 1
body_arm 2
body_range 1
lore
Rea Inioda's work coined the moniker "chief" for these brutes, the pinnacle of physical might in goblinoid society. In their notes, they state that every other goblinoid aside from kobolds seemed to have three levels of might and prestige, and recycled the same terminology they used for the others to descibe those statuses, despite how unfitting it is.
Ogre chiefs are provided with only the best gear goblinoid society has to offer, placed on the most important raids by the gnoll council, and often appraising the quality of any weaponry acquired from raids or otherwise crafted by orcish smiths.
endlore
end

View File

@ -44,4 +44,8 @@ body_hand 2
body_waist 1
body_arm 2
body_range 1
lore
Ogre champions are dedicated warriors in goblinoid society. Whereas regular ogres are typically afforded leeway in what raids they participate in, ogre champions are often assigned to raids by the gnoll council on a priority basis. Rea Inioda's researchs details how the success rate of raids with distinguished ogres are significantly higher than those without, and it appears the gnoll council understands this.
Socially, ogre champions are provided higher quality gear than even the average ogre, but otherwise appear to obtain no additional benefits. Rea Inioda's work observed how ogre champions were treated exactly the same as other ogres in goblinoid society, save for the better gear.
endlore
end

View File

@ -36,4 +36,8 @@ body_hand 2
body_waist 1
body_arm 2
body_range 1
lore
Porcine in appearance, orcs are the toolsmiths and weaponsmiths in goblin society. Most commonly, they work in bronze and wood, distributing their works to their fellow goblinoids.
Unfazed by danger alone, orcs are quick to rush into battle, and only flee when it is evident they've lost the fight. Many seek to emulate Zormola, a legendary orcish warrior woman, in their fighting.
endlore
end

View File

@ -38,4 +38,8 @@ body_hand 2
body_waist 1
body_arm 2
body_range 1
lore
Interstingly, orc chiefs hold no authority outside of combat in goblinoid society. The combination of a lack of normal orcish duties plus their leadership within raiding parties caused Rea Inioda to incorrectly conclude they held some sort of power in goblinoid society. This observation was later refuted by Wattya Derun in 3423 EK in her own lengthy study of goblinoid behaviors. Inioda's naming convention, however, stuck around.
Seen as fully emulating Zormola's legend, orc chiefs will often be the first to engage in battle from a goblinoid raiding party.
endlore
end

View File

@ -37,4 +37,8 @@ body_hand 2
body_waist 1
body_arm 2
body_range 1
lore
Known for their martial prowess, orc champions have survived numerous trials to become go-to warriors for goblin raids.
Often, orc champions have been absolved of whatever crafting duties they may have once held in order to make more time for combat training.
endlore
end

View File

@ -3,7 +3,6 @@ name child
race human
randomitems child
face child.151
animation child
monster 1
move_type walk
unaggressive 1

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 749 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.2 KiB

After

Width:  |  Height:  |  Size: 279 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 992 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 765 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 KiB

View File

@ -1,4 +1,4 @@
comment Original artwork by Nicolas Weeger
comment Original work by Kevin Zheng
license cc-by-3.0
licenseurl https://creativecommons.org/licenses/by/3.0/legalcode
sourcename Nicolas Weeger
sourcename Kevin Zheng 2024

Binary file not shown.

Before

Width:  |  Height:  |  Size: 191 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 191 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 191 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 191 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 191 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 191 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 191 B

View File

@ -1,35 +1,3 @@
animation child
facings 8
child.111
child.121
child.131
child.141
child.151
child.161
child.171
child.181
mina
face child.111
magicmap yellow
end
face child.121
magicmap yellow
end
face child.131
magicmap yellow
end
face child.141
magicmap yellow
end
face child.151
magicmap yellow
end
face child.161
magicmap yellow
end
face child.171
magicmap yellow
end
face child.181
magicmap yellow
end

View File

@ -0,0 +1,5 @@
comment Original author unknown. Modified for use with CF.
license unknown
comment licenseurl
sourcename unknown
sourceurl http://rltiles.sourceforge.net/

View File

@ -17,5 +17,9 @@ ac 4
level 1
weight 20
resist_physical 30
lore
Bees are an important pollinator in local ecosystems. Largely docile, bees collect nectar for the hive, spreading pollen between plants in the process.
Their stinger is ripped out of their body when they sting something, so they don't generally sting unless it is absolutely necessary.
For them to pursue someone in a swarm, they'd have to have usually agitated the hive. Though there's been some anecdotes from adventurers about bees swarming them before they find a hive, there's not much stock to these fanciful claims.
endlore
end

View File

@ -21,4 +21,9 @@ maxhp 35
Con 1
run_away 75
level 4
lore
Killer bees are a cross between honeybees found near Scorn and a similar species found only in Khelens, first orchestrated by Navarian wizard and biologist Rea Inioda in the colony years of Navar. The exact date has been lost to time, but undated notes of their work involving killer bees were recovered years ago and are now stored in Navar University.
Killer bees are far more aggressive than regular bees, and well-known for chasing victims for over a thousand feet from their nest. They reproduce quickly, often pushing other bee populations out of areas they inhabit. We still don't forgive you for unleashing this menace, Rea.
Conversely, they are great pollinators, albeit angry ones.
endlore
end

View File

@ -17,4 +17,9 @@ hp 25
maxhp 25
level 3
speed 0.4
lore
The vast majority of the world's spiders are harmless. They feed upon insects in their environment and leave people unbothered. Such webs are usually out of the way, in an upper corner of a room or similar untraveled area.
The spiders worth noting in this bestiary, however, are quite a bit larger than most spiders. Their webs are massive, and often spread across the floor. As such their diet is a bit broader as well.
These spiders' diets include: squirrels, mice, kobolds, family pets, small children, large children, and the occasional adventurer.
endlore
end

View File

@ -28,4 +28,8 @@ run_away 100
pick_up 64
attacktype 1
no_mood_change 1
lore
Originally the creation of some long-forgotten wizard, blobs roam dungeons picking up whatever they move atop. Speedy and cowardly, they often snatch up items from under adventurers' noses and scurry off with them.
Many scholars theorize blobs were created to help transport goods of some sort, though the specifics of what and why vary widely. Whatever the case, they are not affected by charm spells, so it is unclear how blobs were put to use in the service of wizards in the first place.
endlore
end

View File

@ -33,6 +33,10 @@ can_use_skill 1
body_skill 1
will_apply 12
body_arm 2
lore
Gaelotrolls are the rarest of the various types of troll, the largest, and also the most dangerous.
They are usually not found among the raiding parties of the smaller trolls, and as such their existence was overlooked for many years. It is said that gaelotrolls sparked Arvil Powlear's interest in trolls, and ultimately extinguished it when he got too close to one in 3425 EK. Whatever notes he was working on at that time were destroyed by the gaelotroll's acid, along with his body.
endlore
end
More
Object gaelotroll_2

View File

@ -31,6 +31,11 @@ can_use_skill 1
body_skill 1
will_apply 12
body_arm 2
lore
Best known for ambushing travelers crossing bridges, trolls pose a threat for any inexperienced adventurer.
Healthy and fast-healing, they are eager to pummel their resistance with both boulders and their handy club, knowing they can outlast most advesaries in close combat. They fear little other than fire.
The hide of a troll makes fantastic leather, and is usually in demand among tanners and leatherworkers. The resultant leather is frequently made into armors and other adventuring gear, as its durability is sought by the very people who put it through the most action.
endlore
end
More
Object troll_2

View File

@ -34,6 +34,10 @@ can_use_skill 1
body_finger 2
body_skill 1
body_arm 2
lore
Armored trolls often serve as shock troops in troll raiding parties, keeping opposed melee fighters occupied while other the trolls do their thing.
Interstingly, most troll armor appears to serve no functional purpose. Troll researcher Arvil Powlear posited that it may be a form of insignia for a given troll raiding party.
endlore
end
Object armour_troll3
@ -71,6 +75,10 @@ can_use_skill 1
body_finger 2
body_skill 1
body_arm 2
lore
Armored trolls often serve as shock troops in troll raiding parties, keeping opposed melee fighters occupied while other the trolls do their thing.
Interstingly, most troll armor appears to serve no functional purpose. Troll researcher Arvil Powlear posited that it may be a form of insignia for a given troll raiding party.
endlore
end
Object armour_troll4
@ -108,4 +116,9 @@ can_use_skill 1
body_finger 2
body_skill 1
body_arm 2
lore
Armored trolls often serve as shock troops in troll raiding parties, keeping opposed melee fighters occupied while other the trolls do their thing.
Interstingly, most troll armor appears to serve no functional purpose. Troll researcher Arvil Powlear posited that it may be a form of insignia for a given troll raiding party.
The shield they carry is almost exclusively decorative, painted with crude pigments and symbols. It is common they break early in combat. It is unclear what purpose this serves to the trolls.
endlore
end

View File

@ -34,4 +34,8 @@ can_use_skill 1
body_finger 2
body_skill 1
body_arm 2
lore
Small trolls seem to be a different variety of troll than the larger ones. In 3416 EK, troll researcher Arvil Powlear determined, though years careful observation of troll social structures, that the small troll is a separate type of troll from their larger cousins. He also found that trolls were surprisingly egalitarian within their social circles.
Small trolls will often serve as backup when large trolls go raiding, helping screen combatants and agress archers and casters that would otherwise be out of reach for the large trolls.
endlore
end

View File

@ -27,4 +27,9 @@ resist_blind 30
undead 1
can_see_in_dark 1
one_hit 1
lore
Tormented spirits borne of a violent death, ghosts usually linger near the place their body perished.
Left to their own devices, ghosts usually seek out a strong enough living spirit to touch -- that contact with life is usually enough to break a spirit free of their endless agony, but not without significant harm to the individual they touched.
Places of mass death, such as battlefields, are the easiest place to find ghosts, but they are incredibly common from activities as simple as goblin raids as well.
endlore
end

View File

@ -23,4 +23,10 @@ attacktype 1
resist_cold 50
resist_fear 100
can_see_in_dark 1
lore
The basic component of any undead army, zombies are mindless animations of partially-rotted corpses.
Many are raised by ambitious necromancers, but there are also numerous recorded instances where no known necromancer was behind their animation.
Contrary to popular belief, a zombie's bite does not turn it's victim into a zombie, it just hurts.
Holy magics of most dieties make short work of such simple undead.
endlore
end

View File

@ -62,4 +62,16 @@ more
more
arch waybread
chance 4
more
arch stew_meat
chance 1
more
arch stew_fish
chance 1
more
arch stew_veg
chance 1
more
arch stew_mushroom
chance 1
end

View File

@ -4,7 +4,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_n-s
face river_15.111
@ -12,7 +12,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_sw-n
face river_16.111
@ -20,7 +20,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_ne-s
face river_25.111
@ -28,7 +28,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_sw-ne
face river_26.111
@ -36,7 +36,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_sw-ne_l
face river_26.211
@ -44,7 +44,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_sw-ne_u
face river_26.311
@ -52,7 +52,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_ne-w
face river_27.111
@ -60,7 +60,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_sw-e
face river_36.111
@ -68,7 +68,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_w-e
face river_37.111
@ -76,7 +76,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_nw-e
face river_38.111
@ -84,7 +84,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_se-w
face river_47.111
@ -92,7 +92,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_nw-se
face river_48.111
@ -100,7 +100,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_nw-se_l
face river_48.211
@ -108,7 +108,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_nw-se_u
face river_48.311
@ -116,7 +116,7 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end
Object river_nw-s
face river_58.111
@ -124,5 +124,5 @@ name river
move_block all
no_pick 1
is_water 1
randomitems freshwater_fish
harvestitems freshwater_fish
end

Some files were not shown because too many files have changed in this diff Show More