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- diff -Nur angband-4.0.0.orig/copying.txt angband-4.0.0/copying.txt
- --- angband-4.0.0.orig/copying.txt 2015-06-29 17:19:11.000000000 -0300
- +++ angband-4.0.0/copying.txt 2015-07-02 01:06:01.229487678 -0300
- @@ -23,14 +23,6 @@
- only under the terms of the Creative Commons Attribution 3.0 licence:
- http://creativecommons.org/licenses/by/3.0/
-
- - * Shockbolt's (64x64) graphics are distributed under the licence at the end
- - of this file. Currently some of the tiles in the 64x64.png tilesheet were
- - resized from tiles made by David Gervais for the 32x32 set.
- -
- - * The sounds are licenced under the Creative Commons Attribution-NonCommercial-
- - Sharealike licence. They were created by Dubtrain <angband@dubtrain.com>.
- - You can find them in Wave format at http://www.dubtrain.com/angband/.
- -
- * The font files are all by Leon Marrick and/or Sheldon Simms III and/or Nick
- McConnell, all of whom have agreed to their Angband work being released
- under the GPL.
- @@ -393,25 +385,3 @@
- consider it more useful to permit linking proprietary applications with the
- library. If this is what you want to do, use the GNU Lesser General
- Public License instead of this License.
- -
- -------------------------------------------------------------------------------
- -
- -The Shockbolt Angband 64x64/128x64 tileset is copyright (C) Raymond Gaustadnes
- -2012. It can be found in the file lib/tiles/shockbolt/64x64.png.
- -
- -Permission is granted to:
- -* use the tileset with in-development and released versions of Angband
- -* distribute and make copies of the tileset with in-development and released
- - versions of Angband, as long as no fee is charged for it
- -* incorporate tiles designed by the author for variants of Angband and use and
- - distribute them with Angband under the terms above
- -
- -Permission is not granted to:
- -* modify the tileset without the author's permission.
- -* incorporate tiles designed for ToME that do not appear in the Angband tileset.
- -* use or distribute the tileset with other games or projects. If you want to
- - use and distribute the tileset with other games or projects, you must obtain
- - explicit permission from the author. Non-commercial games or projects may
- - be granted permission to use them, and if so, use will be allowed as long
- - as the game or project remains non-commercial. To use them in commercial
- - games, a non-exclusive licence must be acquired from the author.
- diff -Nur angband-4.0.0.orig/lib/help/copying.txt angband-4.0.0/lib/help/copying.txt
- --- angband-4.0.0.orig/lib/help/copying.txt 2015-06-29 17:19:11.000000000 -0300
- +++ angband-4.0.0/lib/help/copying.txt 2015-07-02 01:08:29.648689443 -0300
- @@ -23,14 +23,6 @@
- only under the terms of the Creative Commons Attribution 3.0 licence:
- http://creativecommons.org/licenses/by/3.0/
-
- - * Shockbolt's (64x64) graphics are distributed under the licence at the end
- - of this file. Currently some of the tiles in the 64x64.png tilesheet were
- - resized from tiles made by David Gervais for the 32x32 set.
- -
- - * The sounds are licenced under the Creative Commons Attribution-NonCommercial-
- - Sharealike licence. They were created by Dubtrain <angband@dubtrain.com>.
- - You can find them in Wave format at http://www.dubtrain.com/angband/.
- -
- * The font files are all by Leon Marrick and/or Sheldon Simms III and/or Nick
- McConnell, all of whom have agreed to their Angband work being released
- under the GPL.
- @@ -394,26 +386,3 @@
- consider it more useful to permit linking proprietary applications with the
- library. If this is what you want to do, use the GNU Lesser General
- Public License instead of this License.
- -
- -------------------------------------------------------------------------------
- -
- -The Shockbolt Angband 64x64/128x64 tileset is copyright (C) Raymond Gaustadnes
- -2012. It can be found in the file lib/tiles/shockbolt/64x64.png.
- -
- -Permission is granted to:
- - * use the tileset with in-development and released versions of Angband
- - * distribute and make copies of the tileset with in-development and released
- - versions of Angband, as long as no fee is charged for it
- - * incorporate tiles designed by the author for variants of Angband and use and
- - distribute them with Angband under the terms above
- -
- -Permission is not granted to:
- - * modify the tileset without the author's permission.
- - * incorporate tiles designed for ToME that do not appear in the Angband
- - tileset.
- - * use or distribute the tileset with other games or projects. If you want to
- - use and distribute the tileset with other games or projects, you must obtain
- - explicit permission from the author. Non-commercial games or projects may
- - be granted permission to use them, and if so, use will be allowed as long
- - as the game or project remains non-commercial. To use them in commercial
- - games, a non-exclusive licence must be acquired from the author.
- diff -Nur angband-4.0.0.orig/lib/sounds/Makefile angband-4.0.0/lib/sounds/Makefile
- --- angband-4.0.0.orig/lib/sounds/Makefile 2015-06-29 17:19:11.000000000 -0300
- +++ angband-4.0.0/lib/sounds/Makefile 2015-07-02 01:05:17.934999613 -0300
- @@ -1,78 +1,5 @@
- MKPATH=../../mk/
- include $(MKPATH)buildsys.mk
-
- -DATA = sound.cfg \
- - amb_bell_metal1.mp3 mco_scurry_dry.mp3 plm_drop_boot.mp3 \
- - amb_bell_metal2.mp3 mco_shake_roll.mp3 plm_eat_bite.mp3 \
- - amb_bell_tibet1.mp3 mco_snarl_short.mp3 plm_floor_creak.mp3 \
- - amb_bell_tibet2.mp3 mco_spray_long.mp3 plm_floor_creak2.mp3 \
- - amb_bell_tibet3.mp3 mco_squish_hit.mp3 plm_glass_break.mp3 \
- - amb_door_doom.mp3 mco_squish_snap.mp3 plm_glass_breaking.mp3 \
- - amb_door_iron.mp3 mco_strange_music.mp3 plm_glass_smashing.mp3 \
- - amb_dungeon_echo.mp3 mco_strange_thwoink.mp3 plm_jar_ding.mp3 \
- - amb_dungeon_echowet.mp3 mco_thoing_backwards.mp3 plm_levelup.mp3 \
- - amb_gong_chinese.mp3 mco_thoing_deep.mp3 plm_lock_case.mp3 \
- - amb_gong_low.mp3 mco_thud_crash.mp3 plm_lock_distant.mp3 \
- - amb_gong_strike.mp3 mco_tube_hit.mp3 plm_metal_clank.mp3 \
- - amb_gong_undertone.mp3 plc_bell_warn.mp3 plm_metal_sharpen.mp3 \
- - amb_guitar_chord.mp3 plc_die_laugh.mp3 plm_open_case.mp3 \
- - amb_pulse_low.mp3 plc_hit_anvil.mp3 plm_spell1.mp3 \
- - amb_thunder_rain.mp3 plc_hit_anvil2.mp3 plm_spell2.mp3 \
- - amb_thunder_roll.mp3 plc_hit_arrow.mp3 plm_spell3.mp3 \
- - id_bad_aww.mp3 plc_hit_body.mp3 plm_use_staff.mp3 \
- - id_bad_dang.mp3 plc_hit_groan.mp3 plm_wood_thud.mp3 \
- - id_bad_hmm.mp3 plc_hit_grunt.mp3 plm_zap_rod.mp3 \
- - id_bad_hmph.mp3 plc_hit_grunt2.mp3 pls_bell_bowl.mp3 \
- - id_bad_ohh.mp3 plc_hit_hay.mp3 pls_bell_chime_new.mp3 \
- - id_ego_whoa.mp3 plc_miss_arrow.mp3 pls_bell_glass.mp3 \
- - id_ego_woohoo.mp3 plc_miss_arrow2.mp3 pls_bell_hibell_soft.mp3 \
- - id_ego_yeah.mp3 plc_miss_swish.mp3 pls_bell_mute.mp3 \
- - id_ego_yeah2.mp3 plm_aim_wand.mp3 pls_bell_sustain.mp3 \
- - id_ego_yes.mp3 plm_bang_ceramic.mp3 pls_breathe_in.mp3 \
- - id_good_hey.mp3 plm_bang_dumpster.mp3 pls_man_argoh.mp3 \
- - id_good_hey2.mp3 plm_bang_metal.mp3 pls_man_gulp_new.mp3 \
- - id_good_hmm.mp3 plm_book_pageturn.mp3 pls_man_oooh.mp3 \
- - id_good_huh.mp3 plm_bottle_clinks.mp3 pls_man_scream2.mp3 \
- - id_good_ooh.mp3 plm_break_canister.mp3 pls_man_sigh.mp3 \
- - id_good_ooo.mp3 plm_break_glass.mp3 pls_man_sniff.mp3 \
- - id_good_wow.mp3 plm_break_glass2.mp3 pls_man_sob.mp3 \
- - mco_attack_breath.mp3 plm_break_plates.mp3 pls_man_spit.mp3 \
- - mco_attack_spray.mp3 plm_break_shatter.mp3 pls_man_ugh.mp3 \
- - mco_bite_chew.mp3 plm_break_smash.mp3 pls_man_yell.mp3 \
- - mco_bite_chomp.mp3 plm_break_wood.mp3 pls_tone_blurk.mp3 \
- - mco_bite_dainty.mp3 plm_cabinet_open.mp3 pls_tone_clave6.mp3 \
- - mco_bite_gnash.mp3 plm_cabinet_shut.mp3 pls_tone_clavelo8.mp3 \
- - mco_bite_hard.mp3 plm_chain_light.mp3 pls_tone_conk.mp3 \
- - mco_bite_long.mp3 plm_chest_latch.mp3 pls_tone_elec.mp3 \
- - mco_bite_munch.mp3 plm_chest_unlatch.mp3 pls_tone_goblet.mp3 \
- - mco_bite_regular.mp3 plm_chimes_jangle.mp3 pls_tone_guiro.mp3 \
- - mco_bite_short.mp3 plm_click_dry.mp3 pls_tone_headstock.mp3 \
- - mco_bite_small.mp3 plm_click_switch.mp3 pls_tone_scrape.mp3 \
- - mco_bite_soft.mp3 plm_click_switch2.mp3 pls_tone_stick.mp3 \
- - mco_card_shuffle.mp3 plm_click_switch3.mp3 sto_bell_desk.mp3 \
- - mco_castanet_trill.mp3 plm_click_wood.mp3 sto_bell_ding.mp3 \
- - mco_ceramic_trill.mp3 plm_close_hatch.mp3 sto_bell_dingaling.mp3 \
- - mco_click_vibra.mp3 plm_coins_dump.mp3 sto_bell_jingles.mp3 \
- - mco_creature_choking.mp3 plm_coins_light.mp3 sto_bell_register1.mp3 \
- - mco_creature_groan.mp3 plm_coins_pour.mp3 sto_bell_register2.mp3 \
- - mco_creature_yelp.mp3 plm_coins_shake.mp3 sto_bell_ringing.mp3 \
- - mco_cuica_rubbing.mp3 plm_cork_pop.mp3 sto_bell_shop.mp3 \
- - mco_dino_low.mp3 plm_cork_squeak.mp3 sto_coins_countertop.mp3 \
- - mco_dino_slur.mp3 plm_door_bolt.mp3 sto_man_haha.mp3 \
- - mco_dino_talk.mp3 plm_door_creak.mp3 sto_man_hey.mp3 \
- - mco_dino_yawn.mp3 plm_door_creakshut.mp3 sto_man_whoohaha.mp3 \
- - mco_dub_wobble.mp3 plm_door_dungeon.mp3 sum_angel_song.mp3 \
- - mco_frog_trill.mp3 plm_door_echolock.mp3 sum_bell_crystal.mp3 \
- - mco_hit_whip.mp3 plm_door_entrance.mp3 sum_bell_hand.mp3 \
- - mco_howl_croak.mp3 plm_door_knob.mp3 sum_bell_tone.mp3 \
- - mco_howl_deep.mp3 plm_door_latch.mp3 sum_chime_jangle.mp3 \
- - mco_howl_distressed.mp3 plm_door_open.mp3 sum_ghost_moan.mp3 \
- - mco_howl_high.mp3 plm_door_opening.mp3 sum_ghost_oooo.mp3 \
- - mco_howl_long.mp3 plm_door_rusty.mp3 sum_ghost_wail.mp3 \
- - mco_liquid_squirt.mp3 plm_door_shut.mp3 sum_gong_temple.mp3 \
- - mco_man_mumble.mp3 plm_door_slam.mp3 sum_laugh_evil2.mp3 \
- - mco_mouse_squeaks.mp3 plm_door_squeaky.mp3 sum_lion_growl.mp3 \
- - mco_rubber_thud.mp3 plm_door_wooden.mp3 sum_piano_scrape.mp3
- -
- PACKAGE = sounds
-
- diff -Nur angband-4.0.0.orig/lib/sounds/sound.cfg angband-4.0.0/lib/sounds/sound.cfg
- --- angband-4.0.0.orig/lib/sounds/sound.cfg 2017-09-14 17:19:11.000000000 -0300
- +++ angband-4.0.0/lib/sounds/sound.cfg 2017-09-14 18:25:08.074947841 -0300
- @@ -31,484 +31,484 @@
- #
-
- # Town during the day.
- -ambient_day = amb_thunder_rain.mp3
- +ambient_day =
-
- # Town during the night.
- -ambient_nite = amb_guitar_chord.mp3 amb_thunder_roll.mp3
- +ambient_nite =
-
- # Dungeon levels 1-20 (50'-1000')
- -ambient_dng1 = amb_door_iron.mp3 amb_bell_metal1.mp3
- +ambient_dng1 =
-
- # Dungeon levels 21-40 (1050'-2000')
- -ambient_dng2 = amb_bell_tibet1.mp3 amb_bell_metal2.mp3 amb_gong_strike.mp3
- +ambient_dng2 =
-
- # Dungeon levels 41-60 (2050'-3000')
- -ambient_dng3 = amb_bell_tibet2.mp3 amb_dungeon_echo.mp3 amb_pulse_low.mp3
- +ambient_dng3 =
-
- # Dungeon levels 61-80 (3050'-4000')
- -ambient_dng4 = amb_bell_tibet3.mp3 amb_dungeon_echowet.mp3 amb_gong_undertone.mp3
- +ambient_dng4 =
-
- # Dungeon levels 81 and beyond (4050'-)
- -ambient_dng5 = amb_door_doom.mp3 amb_gong_chinese.mp3 amb_gong_low.mp3
- +ambient_dng5 =
-
- #
- # Store sounds
- #
-
- # The shopkeep bought a worthless item.
- -store1 = sto_man_hey.mp3
- +store1 =
-
- # The shopkeep paid too much for an item.
- -store2 = id_bad_dang.mp3
- +store2 =
-
- # The shopkeep got away with a good bargain.
- -store3 = sto_man_haha.mp3
- +store3 =
-
- # The shopkeep got away with a great bargain.
- -store4 = sto_man_whoohaha.mp3
- +store4 =
-
- # You make a normal transaction (buying or selling).
- -store5 = sto_coins_countertop.mp3 sto_bell_register1.mp3 sto_bell_register2.mp3
- +store5 =
-
- # You enter a store.
- -store_enter = sto_bell_desk.mp3 sto_bell_ding.mp3 sto_bell_dingaling.mp3 sto_bell_jingles.mp3 sto_bell_ringing.mp3 sto_bell_shop.mp3
- +store_enter =
-
- # You enter your home.
- -store_home = plm_door_entrance.mp3
- +store_home =
-
- # You leave a store.
- -store_leave = plm_door_bolt.mp3
- +store_leave =
-
- #
- # Player sounds - combat
- #
-
- # You succeed in a melee attack against a monster.
- -hit = plc_hit_hay.mp3 plc_hit_body.mp3
- +hit =
-
- # It was a good hit!
- -hit_good = plc_hit_anvil.mp3
- +hit_good =
-
- # It was a great hit!
- -hit_great = plc_hit_groan.mp3
- +hit_great =
-
- # It was a superb hit!
- -hit_superb = plc_hit_grunt.mp3
- +hit_superb =
-
- # It was a *GREAT* hit!
- -hit_hi_great = plc_hit_grunt2.mp3
- +hit_hi_great =
-
- # It was a *SUPERB* hit!
- -hit_hi_superb = plc_hit_anvil2.mp3
- +hit_hi_superb =
-
- # You miss a melee attack against a monster.
- -miss = plc_miss_arrow2.mp3
- +miss =
-
- # You fire a missile.
- -shoot = plc_miss_arrow.mp3
- +shoot =
-
- # You hit something with a missile.
- -shoot_hit = plc_hit_arrow.mp3
- +shoot_hit =
-
- # You receive a hitpoint warning.
- -hitpoint_warn = plc_bell_warn.mp3
- +hitpoint_warn =
-
- # You die.
- -death = plc_die_laugh.mp3
- +death =
-
- #
- # Player sounds - status changes
- #
-
- # You become blind.
- -blind = pls_tone_conk.mp3
- +blind =
-
- # You become confused.
- -confused = pls_man_ugh.mp3
- +confused =
-
- # You become poisoned.
- -poisoned = pls_tone_guiro.mp3
- +poisoned =
-
- # You become afraid.
- -afraid = pls_man_yell.mp3
- +afraid =
-
- # You become paralyzed.
- -paralyzed = pls_man_gulp_new.mp3
- +paralyzed =
-
- # You feel drugged (chaos effects).
- -drugged = pls_breathe_in.mp3
- +drugged =
-
- # You become slower.
- -slow = pls_man_sigh.mp3
- +slow =
-
- # You become stunned.
- -stun = pls_bell_mute.mp3
- +stun =
-
- # You suffer a cut.
- -cut = pls_man_argoh.mp3
- +cut =
-
- # A stat is drained
- -drain_stat = pls_tone_headstock.mp3
- +drain_stat =
-
- # You recover from a condition (blind, confused, etc.)
- -recover = pls_bell_chime_new.mp3
- +recover =
-
- # You become faster.
- -speed = pls_bell_sustain.mp3
- +speed =
-
- # You attain a mystic shield.
- -shield = pls_bell_bowl.mp3
- +shield =
-
- # You become blessed.
- -blessed = sum_angel_song.mp3
- +blessed =
-
- # You feel heroic.
- -hero = pls_tone_goblet.mp3
- +hero =
-
- # You are bold.
- -bold = pls_bell_hibell_soft.mp3
- +bold =
-
- # You become berserk.
- -berserk = pls_man_scream2.mp3
- +berserk =
-
- # You feel protected from evil.
- -prot_evil = pls_bell_glass.mp3
- +prot_evil =
-
- # You feel invulnerable. (does any item/spell do this anymore?)
- -invuln = pls_tone_blurk.mp3
- +invuln =
-
- # You can see invisible things.
- -see_invis = pls_tone_clave6.mp3
- +see_invis =
-
- # You can see the infrared spectrum
- -infrared = pls_tone_clavelo8.mp3
- +infrared =
-
- # You become resistant to acid.
- -res_acid = pls_man_sniff.mp3
- +res_acid =
-
- # You become resistant to electricity.
- -res_elec = pls_tone_elec.mp3
- +res_elec =
-
- # You become resistant to fire.
- -res_fire = pls_tone_scrape.mp3
- +res_fire =
-
- # You become resistant to cold.
- -res_cold = pls_tone_stick.mp3
- +res_cold =
-
- # You become resistant to poison.
- -res_pois = pls_man_spit.mp3
- +res_pois =
-
- # You become hungry.
- -hungry = pls_man_sob.mp3
- +hungry =
-
- #
- # Player sounds - misc.
- #
-
- # You pick up money worth less than 200 au.
- -money1 = plm_coins_light.mp3 plm_coins_shake.mp3
- +money1 =
-
- # You pick up money worth between 200 and 600 au.
- -money2 = plm_chain_light.mp3 plm_coins_pour.mp3
- +money2 =
-
- # You pick up money worth 600 au or more.
- -money3 = plm_coins_dump.mp3
- +money3 =
-
- # You (or a monster) drop something on the ground.
- -drop = plm_drop_boot.mp3
- +drop =
-
- # You gain (or regain) a level.
- -level = plm_levelup.mp3
- +level =
-
- # You successfully study a spell or prayer.
- -study = plm_book_pageturn.mp3
- +study =
-
- # You teleport or phase door.
- -teleport = plm_chimes_jangle.mp3
- +teleport =
-
- # You quaff a potion.
- -quaff = plm_bottle_clinks.mp3 plm_cork_pop.mp3 plm_cork_squeak.mp3
- +quaff =
-
- # You zap a rod.
- -zap_rod = plm_zap_rod.mp3
- +zap_rod =
-
- # You take a step. (unimplemented)
- walk =
-
- # You teleport someone else away.
- -tpother = plm_chimes_jangle.mp3
- +tpother =
-
- # You bump into a wall or door.
- -hitwall = plm_wood_thud.mp3
- +hitwall =
-
- # You eat something.
- -eat = plm_eat_bite.mp3
- +eat =
-
- # You successfully dig through something.
- -dig = plm_metal_clank.mp3
- +dig =
-
- # You open a door.
- -opendoor = plm_door_bolt.mp3 plm_door_creak.mp3 plm_door_dungeon.mp3 plm_door_entrance.mp3 plm_door_open.mp3 plm_door_opening.mp3 plm_door_rusty.mp3 plm_door_squeaky.mp3
- +opendoor =
-
- # You shut a door.
- -shutdoor = plm_bang_dumpster.mp3 plm_cabinet_shut.mp3 plm_close_hatch.mp3 plm_door_creakshut.mp3 plm_door_latch.mp3 plm_door_shut.mp3 plm_door_slam.mp3
- +shutdoor =
-
- # You teleport from a level (including via recall).
- -tplevel = sum_bell_crystal.mp3
- +tplevel =
-
- # Default "bell" sound for system messages.
- -bell = plm_jar_ding.mp3
- +bell =
-
- # You try to open something that's not a door.
- -nothing_to_open = plm_click_switch2.mp3 plm_door_knob.mp3
- +nothing_to_open =
-
- # You fail to pick a lock.
- -lockpick_fail = plm_click_dry.mp3 plm_click_switch.mp3 plm_click_wood.mp3 plm_door_echolock.mp3 plm_door_wooden.mp3
- +lockpick_fail =
-
- # You pick a lock.
- -lockpick = plm_break_wood.mp3 plm_cabinet_open.mp3 plm_chest_unlatch.mp3 plm_lock_case.mp3 plm_lock_distant.mp3 plm_open_case.mp3
- +lockpick =
-
- # You disarm a trap.
- -disarm = plm_bang_ceramic.mp3 plm_chest_latch.mp3 plm_click_switch3.mp3
- +disarm =
-
- # You go up stairs.
- -stairs_up = plm_floor_creak2.mp3
- +stairs_up =
-
- # You go down stairs.
- -stairs_down = plm_floor_creak.mp3
- +stairs_down =
-
- # You activate an artifact.
- -act_artifact = plm_aim_wand.mp3
- +act_artifact =
-
- # You use a staff.
- -use_staff = plm_use_staff.mp3
- +use_staff =
-
- # An object is destroyed.
- -destroy = plm_bang_metal.mp3 plm_break_canister.mp3 plm_break_glass.mp3 plm_break_glass2.mp3 plm_break_plates.mp3 plm_break_shatter.mp3 plm_break_smash.mp3 plm_glass_breaking.mp3 plm_glass_break.mp3 plm_glass_smashing.mp3
- +destroy =
-
- # You wield or take off something.
- -wield = plm_metal_sharpen.mp3
- +wield =
-
- # You take something in or out of your quiver.
- -quiver = plc_miss_swish.mp3
- +quiver =
-
- # You wield a cursed item.
- -cursed = pls_man_oooh.mp3
- +cursed =
-
- # You notice something (generic notice)
- -notice = id_bad_hmm.mp3
- +notice =
-
- # You learn a rune.
- -rune = id_good_hmm.mp3
- +rune =
-
- # You successfully cast a spell.
- -cast_spell = plm_spell1.mp3 plm_spell2.mp3 plm_spell3.mp3
- +cast_spell =
-
- # You successfully pray a prayer.
- -pray_prayer = sum_angel_song.mp3
- +pray_prayer =
-
- #
- # Monster Sounds - combat
- #
-
- # A monster flees in terror.
- -flee = mco_creature_yelp.mp3
- +flee =
-
- # A monster is killed.
- -kill = mco_howl_croak.mp3 mco_howl_deep.mp3 mco_howl_distressed.mp3 mco_howl_high.mp3 mco_howl_long.mp3
- +kill =
-
- # A unique is killed.
- -kill_unique = sum_ghost_wail.mp3
- +kill_unique =
-
- # Morgoth, Lord of Darkness is killed.
- -kill_king = amb_guitar_chord.mp3
- +kill_king =
-
- # Attack - hit
- -mon_hit = mco_hit_whip.mp3
- +mon_hit =
-
- # Attack - touch
- -mon_touch = mco_click_vibra.mp3
- +mon_touch =
-
- # Attack - punch
- -mon_punch = mco_squish_snap.mp3
- +mon_punch =
-
- # Attack - kick
- -mon_kick = mco_rubber_thud.mp3
- +mon_kick =
-
- # Attack - claw
- -mon_claw = mco_ceramic_trill.mp3 mco_scurry_dry.mp3
- +mon_claw =
-
- # Attack - bite
- -mon_bite = mco_snarl_short.mp3 mco_bite_soft.mp3 mco_bite_munch.mp3 mco_bite_long.mp3 mco_bite_short.mp3 mco_bite_gnash.mp3 mco_bite_chomp.mp3 mco_bite_regular.mp3 mco_bite_small.mp3 mco_bite_dainty.mp3 mco_bite_hard.mp3 mco_bite_chew.mp3
- +mon_bite =
-
- # Attack - sting
- -mon_sting = mco_castanet_trill.mp3 mco_tube_hit.mp3
- +mon_sting =
-
- # Attack - butt
- -mon_butt = mco_cuica_rubbing.mp3 mco_thud_crash.mp3
- +mon_butt =
-
- # Attack - crush
- -mon_crush = mco_dino_low.mp3 mco_squish_hit.mp3
- +mon_crush =
-
- # Attack - engulf
- -mon_engulf = mco_dino_talk.mp3 mco_dino_yawn.mp3
- +mon_engulf =
-
- # Attack - crawl
- -mon_crawl = mco_card_shuffle.mp3 mco_shake_roll.mp3
- +mon_crawl =
-
- # Attack - drool
- -mon_drool = mco_creature_choking.mp3 mco_liquid_squirt.mp3
- +mon_drool =
-
- # Attack - spit
- -mon_spit = mco_attack_spray.mp3
- +mon_spit =
-
- # Attack - gaze
- -mon_gaze = mco_thoing_backwards.mp3
- +mon_gaze =
-
- # Attack - wail
- -mon_wail = mco_dino_low.mp3
- +mon_wail =
-
- # Attack - release spores
- -mon_spore = mco_dub_wobble.mp3 mco_spray_long.mp3
- +mon_spore =
-
- # Attack - beg for money
- -mon_beg = mco_man_mumble.mp3
- +mon_beg =
-
- # Attack - insult
- -mon_insult = mco_strange_thwoink.mp3
- +mon_insult =
-
- # Attack - moan
- -mon_moan = mco_strange_music.mp3
- +mon_moan =
-
- # Attack - shriek
- -mon_shriek = mco_mouse_squeaks.mp3
- +mon_shriek =
-
- # Spell - create traps
- -mon_create_trap = mco_thoing_deep.mp3
- +mon_create_trap =
-
- # Spell - cause fear
- -mon_cast_fear = mco_creature_groan.mp3 mco_dino_slur.mp3
- +mon_cast_fear =
-
- # Multiply (breed explosively)
- -multiply = mco_frog_trill.mp3
- +multiply =
-
- #
- # Summons
- #
-
- # Summon one or more monsters.
- -summon_monster = sum_chime_jangle.mp3
- +summon_monster =
-
- # Summon angels.
- -summon_ainu = sum_angel_song.mp3
- +summon_ainu =
-
- # Summon undead.
- -summon_undead = sum_ghost_oooo.mp3
- +summon_undead =
-
- # Summon animals.
- -summon_animal = sum_lion_growl.mp3
- +summon_animal =
-
- # Summon spiders.
- -summon_spider = sum_piano_scrape.mp3
- +summon_spider =
-
- # Summon hounds.
- -summon_hound = sum_lion_growl.mp3
- +summon_hound =
-
- # Summon hydras.
- -summon_hydra = sum_piano_scrape.mp3
- +summon_hydra =
-
- # Summon demons.
- -summon_demon = sum_ghost_wail.mp3 sum_laugh_evil2.mp3
- +summon_demon =
-
- # Summon dragon.
- -summon_dragon = sum_piano_scrape.mp3
- +summon_dragon =
-
- # Summon greater undead.
- -summon_gr_undead = sum_ghost_moan.mp3
- +summon_gr_undead =
-
- # Summon greater dragons.
- -summon_gr_dragon = sum_gong_temple.mp3
- +summon_gr_dragon =
-
- # Summon greater demons.
- -summon_gr_demon = sum_ghost_moan.mp3
- +summon_gr_demon =
-
- # Summon Ringwraiths.
- -summon_ringwraith = sum_bell_hand.mp3
- +summon_ringwraith =
-
- # Summon uniques.
- -summon_unique = sum_bell_tone.mp3
- +summon_unique =
-
- #
- # Breath weapons
- #
-
- # Breathe frost.
- -breathe_frost = mco_attack_breath.mp3
- +breathe_frost =
-
- # Breathe electricity.
- -breathe_elec = mco_attack_breath.mp3
- +breathe_elec =
-
- # Breathe acid.
- -breathe_acid = mco_attack_breath.mp3
- +breathe_acid =
-
- # Breathe gas.
- -breathe_gas = mco_attack_breath.mp3
- +breathe_gas =
-
- # Breathe fire.
- -breathe_fire = mco_attack_breath.mp3
- +breathe_fire =
-
- # Breathe disenchantment.
- -breathe_disenchant = mco_attack_breath.mp3
- +breathe_disenchant =
-
- # Breathe chaos.
- -breathe_chaos = mco_attack_breath.mp3
- +breathe_chaos =
-
- # Breathe shards.
- -breathe_shards = mco_attack_breath.mp3
- +breathe_shards =
-
- # Breathe sound.
- -breathe_sound = mco_attack_breath.mp3
- +breathe_sound =
-
- # Breathe light.
- -breathe_light = mco_attack_breath.mp3
- +breathe_light =
-
- # Breathe darkness.
- -breathe_dark = mco_attack_breath.mp3
- +breathe_dark =
-
- # Breathe nether.
- -breathe_nether = mco_attack_breath.mp3
- +breathe_nether =
-
- # Breathe nexus.
- -breathe_nexus = mco_attack_breath.mp3
- +breathe_nexus =
-
- # Breathe time.
- -breathe_time = mco_attack_breath.mp3
- +breathe_time =
-
- # Breathe inertia.
- -breathe_inertia = mco_attack_breath.mp3
- +breathe_inertia =
-
- # Breathe gravity.
- -breathe_gravity = mco_attack_breath.mp3
- +breathe_gravity =
-
- # Breathe plasma.
- -breathe_plasma = mco_attack_breath.mp3
- +breathe_plasma =
-
- # Breathe force.
- -breathe_force = mco_attack_breath.mp3
- +breathe_force =
-
- # Breathe the elements (power dragon scale mail).
- -breathe_elements = mco_attack_breath.mp3
- +breathe_elements =
-
- #
- # Identifying Items
- #
-
- # Identify a bad item (including bad ego items and artifacts).
- -identify_bad = id_bad_aww.mp3 id_bad_dang.mp3 id_bad_hmm.mp3 id_bad_hmph.mp3 id_bad_ohh.mp3
- +identify_bad =
-
- # Identify a good ego item.
- -identify_ego = id_ego_whoa.mp3 id_ego_woohoo.mp3 id_ego_yeah.mp3 id_ego_yeah2.mp3 id_ego_yes.mp3
- +identify_ego =
-
- # Identify a good artifact.
- -identify_art = id_good_hey.mp3 id_good_hey2.mp3 id_good_hmm.mp3 id_good_huh.mp3 id_good_ooh.mp3 id_good_ooo.mp3 id_good_wow.mp3
- +identify_art =
-
- diff -Nur angband-4.0.0.orig/lib/tiles/list.txt angband-4.0.0/lib/tiles/list.txt
- --- angband-4.0.0.orig/lib/tiles/list.txt 2015-06-29 17:19:11.000000000 -0300
- +++ angband-4.0.0/lib/tiles/list.txt 2015-07-02 01:09:38.781880858 -0300
- @@ -54,9 +54,3 @@
- size:16:16:8x16.png
- pref:graf-nmd.prf
- extra:0:0:0
- -
- -name:5:Shockbolt's tiles
- -directory:shockbolt
- -size:64:64:64x64.png
- -pref:graf-shb.prf
- -extra:1:29:31
- diff -Nur angband-4.0.0.orig/lib/tiles/shockbolt/Makefile angband-4.0.0/lib/tiles/shockbolt/Makefile
- --- angband-4.0.0.orig/lib/tiles/shockbolt/Makefile 2015-06-29 17:19:11.000000000 -0300
- +++ angband-4.0.0/lib/tiles/shockbolt/Makefile 2015-07-02 01:09:29.938991983 -0300
- @@ -1,6 +1,6 @@
- MKPATH=../../../mk/
- include $(MKPATH)buildsys.mk
-
- -DATA = 64x64.png flvr-shb.prf graf-shb.prf xtra-shb.prf
- +DATA = flvr-shb.prf xtra-shb.prf
-
- PACKAGE = tiles/shockbolt
|