Main changes for weapons is to add what skill they use.
MSW 2003-09-12
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2315 282e977c-c81d-0410-88c4-b93c2d0d6712
Also, rename destroying_angel file to retributioner, since that is the
actual object and animation name.
MSW 2003-06-22
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2198 282e977c-c81d-0410-88c4-b93c2d0d6712
- reorg race folders
- add dragon folk and halflings
- fix man and woman to have facings
- fix charwoman
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2187 282e977c-c81d-0410-88c4-b93c2d0d6712
images. I used the well-known ancient red dragons
from peterm's dragon quest as base models for the new
ancient dragon arch. Apart from that I rose a few
resistances by a small amount, most noteworthy:
reducing cold vuln from -100 to -50, otherwise they
just die too quick in a snowstorm.
Also re-added the thin black frame to the sign, to
have it better visible, especially on brownish backgrounds.
--AndreasV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2139 282e977c-c81d-0410-88c4-b93c2d0d6712
those of the other elementals. This is going to
make anti-elemental slayings work against them, as
they are supposed to.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2122 282e977c-c81d-0410-88c4-b93c2d0d6712
a small correction to another weak wall type,
and the new DreadKnight & DShield for base set.
--AndreasV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2056 282e977c-c81d-0410-88c4-b93c2d0d6712
-Fixed some images, added new man images for classic set, added elf guard for classic set, removed the ugly glacier image backup file
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1932 282e977c-c81d-0410-88c4-b93c2d0d6712
-added stove and tanning bench for alchemy
-a 'classic' female elf
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1916 282e977c-c81d-0410-88c4-b93c2d0d6712
Fixed the Giant rat attacktype typo
Cleaned up the big keep image
Made a new tower
Added in 5 different skeletal debris arches (for when a corpse just isn't enough)
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1783 282e977c-c81d-0410-88c4-b93c2d0d6712
Correct name of the various monster skins.
Remove is_floor from thorns.arc
MSW 2002-09-12
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1721 282e977c-c81d-0410-88c4-b93c2d0d6712
I have tried my best to distribute these blinding
resistances not at random, but in reasonable
and consistent ways:
Dragons and demons are now mostly immune to blinding.
IMO they have such omnipotent senses that merely
blinding their eyes doesn't help. Lesser forms of
these creatures don't have full immunity though.
The undead are well resistant to blinding as they
don't have biological eyes, which makes it harder to blind them.
Only few of them are totally immune however.
Angels are also well resistant to blinding. Being
minions of Valriel they have experience with blinding
"techniques" and thus know how to protect against it.
Also immune to blinding are creatures which just don't
have any eyes. E.g. giant worms, slimes and crawling chaos.
All humaniod monsters, including the orcish and trollish
races, remain without blinding resistance.
Most low-level monsters generally have either low or no
blinding resistance (as long as they have eyes).
Extremely vulnerable to blinding are one-eyed creatures:
Cyclopses, dreads and beholders.
[Sidenote: I have reduced cyclops experience from 400000
to 250000 which I think is still more than enough.]
--AndreasV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1702 282e977c-c81d-0410-88c4-b93c2d0d6712
in pupland monsters. As maintainer of the pupland set I
hope it is okay when I do this, have written on the
list about it too.
Some monsters just need those levels to be able to
hit and damage high level players.
Evil Masters are a somewhat special case:
I have moved most all attributes out of the map into
the arches (So the arches contain the "real version").
The reason for this is I fear the fallback to
arch-values when these monsters happen to apply equipment.
--AndreasV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1695 282e977c-c81d-0410-88c4-b93c2d0d6712
was much higher than the actually difficulty the monster should be.
MSW 2002-08-28
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1689 282e977c-c81d-0410-88c4-b93c2d0d6712
Was also working from old archive that didn't have the winter terrain -
now added that.
MSW 2002-08-20
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1683 282e977c-c81d-0410-88c4-b93c2d0d6712
Fix update_monster script that generated the errors in the first place.
Add body information to the player/old/*.arc for very old player files.
Move crown from misc directory to armour/helmet, add appropriate body_info.
Add needed body info for elven boots.
MSW 2002-07-15
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1659 282e977c-c81d-0410-88c4-b93c2d0d6712
Update armor to use gen_sp_armour instead of last_heal.
can_use_shield added to necessary arcs.
Add dev/scripts directory, which contains some handy scripts I wrote
for updating on the items.
Add item_power to the armours - needs to be done for rest of equippable
items.
MSW 2002-07-14
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1657 282e977c-c81d-0410-88c4-b93c2d0d6712
Remove some duplicates, change poisonfood to use the same face as booze
so you can't tell simply by looking at it that it is bad food.
Change some of the names for the skill scrolls to put them more in line
with the skills they actually give you.
MSW 2002-05-30
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1604 282e977c-c81d-0410-88c4-b93c2d0d6712
to mean? - A typo most likely, but a strange one.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1540 282e977c-c81d-0410-88c4-b93c2d0d6712
New giant cobra, windstorm and acidspit animations,
and some more.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1537 282e977c-c81d-0410-88c4-b93c2d0d6712
Fixed a few files that resulted in png warnings during load.
MSW 2001-12-04
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1448 282e977c-c81d-0410-88c4-b93c2d0d6712
These are just the artifact monsters put into arcs (with a few small changes here and there). It is so map makers can place them directly into maps.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1429 282e977c-c81d-0410-88c4-b93c2d0d6712
kobolds, titan and medium demon.
--Andreas V.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1300 282e977c-c81d-0410-88c4-b93c2d0d6712
Now does still anyone think we should use the
skull from alternate set? =P
--Andreas V.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1285 282e977c-c81d-0410-88c4-b93c2d0d6712
Lot's of misc stuff. New dragonslayer, golems,
holy_orb etc...
--Andreas V.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1282 282e977c-c81d-0410-88c4-b93c2d0d6712
Especially noticeable is the new picture for
the chinese dragon. Due to the special "importance"
of this dragon I had set up a poll weither the
image is appreciate, which turned out 7:3 in favour.
Note that the old image continues to exist both
in the xpm and alternate png set.
--AndreasV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1274 282e977c-c81d-0410-88c4-b93c2d0d6712
skelly mages from killing themselves with their
own spells.
--AV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1267 282e977c-c81d-0410-88c4-b93c2d0d6712
Up the godpower resistance to 75.
Up the holyword resistance to 85. Previously 50 each.
--PeterM
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1163 282e977c-c81d-0410-88c4-b93c2d0d6712
Added a new medium demon from BehTong.
PeterM 5/23/2001
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1145 282e977c-c81d-0410-88c4-b93c2d0d6712
Trying to clean up some of the remaining
scale-up images.
--AV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1019 282e977c-c81d-0410-88c4-b93c2d0d6712
physical
attacktype for water_elemental to:
physical + cold
Also modified their resistances a bit.
I think it makes a lot more sense now.
--AV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1003 282e977c-c81d-0410-88c4-b93c2d0d6712
so create bomb doesn't do 'em so easily.
Also, up their exp value.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@978 282e977c-c81d-0410-88c4-b93c2d0d6712
Titans were overvalued. I figure they're 4x worse
than titans because of their strong resistances and
much more dangerous attacks: exp-->400000
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@976 282e977c-c81d-0410-88c4-b93c2d0d6712
Gave the biguns some resistance to holyword, so
that they don't drop dead instantly. Also rose
their wc a bit, since their primary attack is melee.
--AV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@970 282e977c-c81d-0410-88c4-b93c2d0d6712
Corrected transparency and scaled up by a better
graphic program.
--AV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@965 282e977c-c81d-0410-88c4-b93c2d0d6712
"GreatDemon.[a-g]11.*" and "GreatDemon.[A-G]11.*" is the same
in windows. So I replaced "GreatDemon.[a-g]11.*" with
"GreatDEmon2.[A-G]11".
Of course I updated the GreatDemon.arc file as well so
it works.
--AV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@906 282e977c-c81d-0410-88c4-b93c2d0d6712
Including an all-new electric dragon, improved dread,
giant and ogre.
--AV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@868 282e977c-c81d-0410-88c4-b93c2d0d6712
standard set. They don't fit in perspective but
surely are better than the screwy scaled-up-from-xpm
counterparts.
--AV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@861 282e977c-c81d-0410-88c4-b93c2d0d6712
to the xpm images centered but not scaled.
The results are not too bad.
PeterM
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@793 282e977c-c81d-0410-88c4-b93c2d0d6712
walls:
^^^^^
Set of swall (fence) in png completely redone.
I inserted additional wall-faces for better
look of png maps (so far for: swall, awall, dwall, wall).
These faces are designed to make overlapping walls
with correct iso perspective.
player:
^^^^^^
A bunch of new player-class/race pngs.
Looking good... =)
runes:
^^^^^
Converted the xpm rune-pics to png without scaling.
Looks much better IMHO.
rest (misc):
A lot of pngs for internal (system) use, and several
other misc pngs.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@748 282e977c-c81d-0410-88c4-b93c2d0d6712
(by AndreasV)
- great new undead pngs, created by Jonathan Taporg (Pungaboiter)
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@725 282e977c-c81d-0410-88c4-b93c2d0d6712
demilich. This creature used to be too weak
against warriors and avatars.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@658 282e977c-c81d-0410-88c4-b93c2d0d6712
40000 exp. Beefed them up a little and added
blinding attack (-> according to what I read
about basilisks, they blind their victims).
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@657 282e977c-c81d-0410-88c4-b93c2d0d6712
Basically it could be considered a kind of "acid dragon".
It's attacktypes are physical, poison, acid and slow, it
uses the vitriol-spell as primary attack too.
This beast is quite tough to fight without high acid protection.
Especially in groups "Giant Worms" are a deadly force.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@571 282e977c-c81d-0410-88c4-b93c2d0d6712
Commit for PR code. General changes was to clean up archetypes that
were immune/protected/vulnerable to the same attacktype (ie, protected &
immune). Disease code changed to use last_grace instead of armour for
contagious values. Gods still need to be fixed up.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@552 282e977c-c81d-0410-88c4-b93c2d0d6712
chessclub(s) to come :)
--Andreas
This is an animation for permanent fire. Very much needed
for the pupland maps.
--AndreasV
I have completed the set of chess-figures, and made the existing ones
(esp. pngs) look better. Now that the set is complete, people can
play chess on crossfire. =)
--AndreasV
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@484 282e977c-c81d-0410-88c4-b93c2d0d6712
Object without name tried to attack.
arch ogre
face ogre.112
animation ogre
Zillions... Zillions of times.
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