diff --git a/html/js/render/charCustomize.js b/html/js/render/charCustomize.js index 151e447..ce61a4c 100644 --- a/html/js/render/charCustomize.js +++ b/html/js/render/charCustomize.js @@ -720,19 +720,14 @@ return; } - var bodyItem = draft.equipment && draft.equipment.body; - var headItem = draft.equipment && draft.equipment.head; - - sectionTitle('Color', editSection); - if (!bodyItem || bodyItem === 'none') renderColorRow('Cloth', 'base', 'tint', editSection); - renderColorRow('Skin', 'skin', 'skin', editSection); - if (!headItem || headItem === 'none') renderColorRow('Hair', 'hair', 'hair', editSection); - + // Sprite tinting (cloth / skin / hair / gear colour) is disabled for the top-down + // Tiles view — characters render in native Kenney art. Only equipment PIECE selection + // remains here; the '@' colour for ASCII mode is still pickable in the ascii/colour + // branch above. sectionTitle('Equipment', editSection); (RK.CHAR_EQUIPMENT_SLOTS || []).forEach(function (slot) { var catalog = RK.CHAR_EQUIPMENT[slot] || {}; var opts = row(slot.charAt(0).toUpperCase() + slot.slice(1), editSection); - var selectedItem = catalog[draft.equipment[slot]]; for (var id in catalog) { (function (item) { opts.appendChild(optionButton(item.label, draft.equipment[slot] === item.id, function () { @@ -742,9 +737,6 @@ }, optionTileCanvas(slot, item, draft, equipRedrawers))); })(catalog[id]); } - if (equipmentColorable(selectedItem)) { - renderColorRow(slot.charAt(0).toUpperCase() + slot.slice(1) + ' color', slot, 'tint', editSection); - } }); } diff --git a/html/js/render/charSprites.js b/html/js/render/charSprites.js index 8177b97..a624f99 100644 --- a/html/js/render/charSprites.js +++ b/html/js/render/charSprites.js @@ -226,6 +226,12 @@ } function tintedTileCanvas(idx, tintId, colors, slot) { + // Sprite recoloring (skin / hair / cloth-base / gear tinting) is intentionally disabled: + // characters and equipment render in their native Kenney art. Returning null makes every + // caller (drawCharTileCanvas, charTileTexture) fall through to the untinted sprite. The + // ASCII '@' colour is unaffected — it uses colors.base via avatarVisuals.tintColorFor, + // a separate path. To restore tinting, delete this early return. + return null; var a = RK.charAtlas(); tintId = validTint(tintId); colors = RK.normalizeCharColors(colors, tintId);