Ability icons from game-icons instead of emoji
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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5 changed files with 86 additions and 35 deletions
22
game.py
22
game.py
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@ -4640,6 +4640,22 @@ ACTION_GLYPHS = {
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"hunt_elk": ("deer", "#a07a50"), "hunt_sabrecat": ("saber-toothed-cat-head", "#e0a050"),
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"hunt_mammoth": ("mammoth", "#8a6a50"),
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}
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# Abilities: yours by weapon and trade, then the enemies' (shown as they cast).
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ABILITY_GLYPHS = {
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"shield_bash": ("shield-bash", "#d4dae2"), "challenge": ("shouting", "#e0a050"),
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"sweeping_cut": ("sword-spin", "#d4dae2"), "shield_wall": ("stone-wall", "#a8a29e"),
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"crushing_blow": ("hammer-break", "#d1a46a"), "concuss": ("knockout", "#f0d060"),
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"earthshaker": ("quake-stomp", "#c08850"), "unstoppable": ("enrage", "#e06a6a"),
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"bolt": ("bolt-spell-cast", "#a77be8"), "mend": ("healing", "#5fae5a"),
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"ward": ("energy-shield", "#8fb8f0"), "thornbind": ("thorny-vine", "#6f9a4a"),
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"aimed_shot": ("target-arrows", "#e0a050"), "pinning_shot": ("arrowed", "#8fd0e0"),
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"barbed_arrow": ("barbed-arrow", "#e05a5a"), "volley": ("arrow-cluster", "#5fae8a"),
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"find_the_seam": ("armor-downgrade", "#d07a3c"), "barricade": ("barricade", "#d1a46a"),
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"hearty_meal": ("cooking-pot", "#e0b04a"), "mark_prey": ("targeted", "#e06a6a"),
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"heavy_slam": ("punch-blast", "#e06a6a"), "lunge": ("pierced-body", "#e06a6a"),
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"hex_bolt": ("fireball", "#a77be8"), "sweep": ("spinning-blades", "#e06a6a"),
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"fire_breath": ("dragon-breath", "#ff8a3a"), "tail_swipe": ("spiked-tail", "#c08850"),
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}
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PRAYER_GLYPHS = {"thick_skin": ("shield", "#a8a29e"), "burst_of_strength": ("biceps", "#e06a6a"),
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"rapid_heal": ("heart-plus", "#e06a8a"), "steel_skin": ("armor-upgrade", "#d4dae2"),
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"superhuman_strength": ("biceps", "#ff8a3a"), "second_wind": ("wind-hole", "#8fd0e0"),
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@ -4731,6 +4747,8 @@ def _assign_glyphs() -> None:
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spec["glyph"], spec["tint"] = BUILDING_GLYPHS[key]
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for prayer in PRAYERS:
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prayer["glyph"], prayer["tint"] = PRAYER_GLYPHS[prayer["id"]]
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for key, ability in [*combat.ABILITIES.items(), *combat.ENEMY_ABILITIES.items()]:
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ability["glyph"], ability["tint"] = ABILITY_GLYPHS[key]
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for action in ACTIONS:
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if action["id"] in ACTION_GLYPHS:
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action["glyph"], action["tint"] = ACTION_GLYPHS[action["id"]]
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@ -4751,7 +4769,8 @@ def _assign_glyphs() -> None:
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def all_glyphs() -> set[str]:
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"""Every glyph the game draws, for building the sprite."""
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names = set(UI_GLYPHS)
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for collection in (ITEMS.values(), SKILLS, CLASSES.values(), BUILDINGS.values(), PRAYERS, ACTIONS):
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for collection in (ITEMS.values(), SKILLS, CLASSES.values(), BUILDINGS.values(), PRAYERS, ACTIONS,
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combat.ABILITIES.values(), combat.ENEMY_ABILITIES.values()):
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names.update(entry["glyph"] for entry in collection)
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return names
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@ -4781,6 +4800,7 @@ PATCH_NOTES = [
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"Retreating is gone."),
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("new", "Bosses and dragons are group fights (2+). Start one alone and you wait there for someone to join. "
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"They grow with the group: +75% HP for each fighter."),
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("fix", "Abilities, enemy casts and fight statuses have proper icons instead of emoji."),
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("balance", "Enemies have 20% more HP for the same XP, since everyone has abilities now."),
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("balance", "Boss hits: area bosses 1.35 → 1.2× and dragons 1.5 → 1.9× their level's max hit, then ×1.3 "
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"against a pair."),
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