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Matthew Cline
monster.cc: Split of monsters clasxs methods
on October 31, 2009
artefact
* Also allow definition of equipment tiles in art-data.txt.
on June 26, 2009
brands
Actually add the chaos brand tile...
on December 6, 2008
ankus.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
arrow.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
bardiche.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
bardiche2.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
battle_axe.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
battle_axe2.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
battle_axe3.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
blessed_blade.png
Fixing draco, "tried", and shadow tiles issues caused by previous check-in. Adding transparency to a number of tiles.
on August 23, 2008
blowgun.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
blowgun2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
bow.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
bow2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
broad_axe.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
broad_axe2.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
broad_axe3.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
bullwhip.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
club.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
crossbow.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
crossbow2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
crossbow_bolt.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
dagger.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
dart-p.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
dart.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
demon_blade.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
demon_trident.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
demon_whip.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
double_sword.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
elven_dagger.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
elven_short_sword.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
elven_spear.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
eveningstar.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
eveningstar2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
executioner_axe.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
executioner_axe2.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
falchion.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
falchion2.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
flail.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
flail2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
giant_club.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
giant_spiked_club.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
glaive.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
glaive2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
great_flail.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
great_flail2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
greatsword.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
greatsword2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
halberd.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
halberd2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
hammer.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
hammer2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
hand_axe.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
hand_axe2.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
hand_crossbow.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
hand_crossbow2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
javelin.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
katana2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
katana3.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
knife.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
lajatang.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
lajatang2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
long_sword2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
long_sword3.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
longbow.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
mace.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
mace2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
mace_large.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
mace_large2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
morningstar.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
morningstar2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
needle-p.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
needle.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
orcish_dagger.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
orcish_glaive.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
orcish_great_sword.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
orcish_long_sword.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
orcish_short_sword.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
quarterstaff.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
quickblade.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
sabre2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
scimitar.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
scimitar2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
scythe.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
scythe2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
short_sword.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
short_sword2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
silver_saber.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
sling.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
sling_bullet.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
spear2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
spiked_flail.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
spiked_flail2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
throwing_net.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
trident.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
trident2.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
triple_sword.png
RLTiles complete code rewrite: now much more robust and functional.
on August 23, 2008
war_axe.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008
war_axe2.png
Incorporating new tiles from Denzi/Mitsuhiro. Rings and amulets now have labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
on September 11, 2008