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);