Fixed a few files that resulted in png warnings during load.
MSW 2001-12-04
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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.
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kobolds, titan and medium demon.
--Andreas V.
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Now does still anyone think we should use the
skull from alternate set? =P
--Andreas V.
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Lot's of misc stuff. New dragonslayer, golems,
holy_orb etc...
--Andreas V.
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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
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skelly mages from killing themselves with their
own spells.
--AV
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Up the godpower resistance to 75.
Up the holyword resistance to 85. Previously 50 each.
--PeterM
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Added a new medium demon from BehTong.
PeterM 5/23/2001
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Trying to clean up some of the remaining
scale-up images.
--AV
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physical
attacktype for water_elemental to:
physical + cold
Also modified their resistances a bit.
I think it makes a lot more sense now.
--AV
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so create bomb doesn't do 'em so easily.
Also, up their exp value.
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Titans were overvalued. I figure they're 4x worse
than titans because of their strong resistances and
much more dangerous attacks: exp-->400000
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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
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Corrected transparency and scaled up by a better
graphic program.
--AV
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"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
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Including an all-new electric dragon, improved dread,
giant and ogre.
--AV
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standard set. They don't fit in perspective but
surely are better than the screwy scaled-up-from-xpm
counterparts.
--AV
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to the xpm images centered but not scaled.
The results are not too bad.
PeterM
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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)
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demilich. This creature used to be too weak
against warriors and avatars.
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40000 exp. Beefed them up a little and added
blinding attack (-> according to what I read
about basilisks, they blind their victims).
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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.
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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.
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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
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Object without name tried to attack.
arch ogre
face ogre.112
animation ogre
Zillions... Zillions of times.
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