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Commit 29ebfd5b authored by dg's avatar dg
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Fix the sometimes missing random worldmap locations

git-svn-id: http://svn.net-core.org/repos/t-engine4@3917 51575b47-30f0-44d4-a5cc-537603b46e54
parent cf67c903
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......@@ -594,6 +594,9 @@ function _M:changeLevel(lev, zone, keep_old_lev, force_down)
-- Post process walls
self.nicer_tiles:postProcessLevelTiles(self.level)
-- Post process if needed once the nicer tiles are done
if self.level.data and self.level.data.post_nicer_tiles then self.level.data.post_nicer_tiles(self.level) end
-- Check if we need to switch the current guardian
self.state:zoneCheckBackupGuardian()
......
......@@ -154,6 +154,7 @@ newEntity{
g.add_displays[#g.add_displays+1] = mod.class.Grid.new{image="terrain/dungeon_entrance_closed02.png", z=5}
g:initGlow()
game.zone:addEntity(game.level, g, "terrain", x, y)
print("[WORLDMAP] Elven ruins at", x, y)
return true
end,
}
......@@ -188,6 +189,7 @@ newEntity{
g.add_displays[#g.add_displays+1] = mod.class.Grid.new{image="terrain/ruin_entrance_closed01.png", z=5}
g:initGlow()
game.zone:addEntity(game.level, g, "terrain", x, y)
print("[WORLDMAP] Ruined dungeon at", x, y)
return true
end,
}
......@@ -209,6 +211,7 @@ newEntity{
g.nice_tiler = nil
g:initGlow()
game.zone:addEntity(game.level, g, "terrain", x, y)
print("[WORLDMAP] Mark of the spellblaze at", x, y)
return true
end,
}
......@@ -229,6 +232,7 @@ newEntity{
g.add_displays[#g.add_displays+1] = mod.class.Grid.new{image="npc/alchemist_golem.png", z=5}
g:initGlow()
game.zone:addEntity(game.level, g, "terrain", x, y)
print("[WORLDMAP] Golem Graveyard at", x, y)
return true
end,
}
......@@ -251,6 +255,7 @@ newEntity{
}
g:resolve() g:resolve(nil, true)
game.zone:addEntity(game.level, g, "actor", x, y)
print("[WORLDMAP] Agrimley at", x, y)
return true
end,
}
......@@ -271,6 +276,7 @@ newEntity{
g.add_displays[#g.add_displays+1] = mod.class.Grid.new{image="terrain/cave_entrance_closed02.png", z=5}
g:initGlow()
game.zone:addEntity(game.level, g, "terrain", x, y)
print("[WORLDMAP] Hidden compound at", x, y)
return true
end,
}
......@@ -37,7 +37,7 @@ return {
map = "wilderness/eyal",
},
},
post_process = function(level)
post_nicer_tiles = function(level)
for _, z in ipairs(level.custom_zones) do
if z.type == "zonename" then
for x = z.x1, z.x2 do for y = z.y1, z.y2 do
......
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