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Commit 4d2e2154 authored by DarkGod's avatar DarkGod
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moarr

parent c869f974
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...@@ -67,25 +67,6 @@ Now those remains look at you with empty eyes but you can not mistake their inte ...@@ -67,25 +67,6 @@ Now those remains look at you with empty eyes but you can not mistake their inte
m:resolve() m:resolve(nil, true) m:resolve() m:resolve(nil, true)
game.zone:addEntity(game.level, m, "actor", x, y) game.zone:addEntity(game.level, m, "actor", x, y)
-- level.data.on_enter_list.conclave_vault = function() game.state.can_conclave_vault = true
-- if game.level.data.conclave_vault_added then return end
-- if game:getPlayer(true).level < 18 then return end
-- local spot = game.level:pickSpot{type="world-encounter", subtype="conclave-vault"}
-- if not spot then return end
-- game.level.data.conclave_vault_added = true
-- local g = game.level.map(spot.x, spot.y, engine.Map.TERRAIN):cloneFull()
-- g.name = "Door to an abandonned vault"
-- g.display='>' g.color_r=100 g.color_g=0 g.color_b=255 g.notice = true
-- g.change_level=1 g.change_zone="conclave-vault" g.glow=true
-- g.add_displays = g.add_displays or {}
-- g.add_displays[#g.add_displays+1] = mod.class.Grid.new{image="terrain/dungeon_entrance02.png", z=5}
-- g:altered()
-- g:initGlow()
-- game.zone:addEntity(game.level, g, "terrain", spot.x, spot.y)
-- print("[WORLDMAP] conclave vault at", spot.x, spot.y)
-- require("engine.ui.Dialog"):simplePopup("WRITE ME", "YES INDEED")
-- end
return true return true
...@@ -154,7 +154,25 @@ I know you think yourself "above" such "petty politics" like how vital this faci ...@@ -154,7 +154,25 @@ I know you think yourself "above" such "petty politics" like how vital this faci
-General Martolep -General Martolep
#{italic}#(Some coordinates are enclosed. You think you can figure out, roughly, where this sealed Conclave facility is.)#{normal}# #{italic}#(Some coordinates are enclosed. You think you can figure out, roughly, where this sealed Conclave facility is.)#{normal}#
]] ]],
on_learn = function(who)
if not game.state.can_conclave_vault then return end
game:onLevelLoad("wilderness-1", function(zone, level)
local spot = game.level:pickSpot{type="world-encounter", subtype="conclave-vault"}
if not spot then return end
local g = game.level.map(spot.x, spot.y, engine.Map.TERRAIN):cloneFull()
g.name = "Door to an old Conclave vault"
g.display='>' g.color_r=100 g.color_g=0 g.color_b=255 g.notice = true
g.change_level=1 g.change_zone="conclave-vault" g.glow=true
g.add_displays = g.add_displays or {}
g.add_displays[#g.add_displays+1] = mod.class.Grid.new{image="terrain/dungeon_entrance02.png", z=5}
g:altered()
g:initGlow()
game.zone:addEntity(game.level, g, "terrain", spot.x, spot.y)
print("[WORLDMAP] conclave vault at", spot.x, spot.y)
end)
end,
} }
newLore{ newLore{
......
...@@ -212,7 +212,7 @@ newTalent{ ...@@ -212,7 +212,7 @@ newTalent{
con = stat_bonus / 2, con = stat_bonus / 2,
}, },
resolvers.generic(function(e) buildTile(e) end), -- Make a moddable tile resolvers.generic(buildTile), -- Make a moddable tile
resolvers.talents{ resolvers.talents{
[Talents.T_WEAPON_COMBAT]= math.ceil(self.level/10), [Talents.T_WEAPON_COMBAT]= math.ceil(self.level/10),
[Talents.T_BOW_MASTERY]= math.ceil(self.level/10), [Talents.T_BOW_MASTERY]= math.ceil(self.level/10),
...@@ -324,7 +324,7 @@ newTalent{ ...@@ -324,7 +324,7 @@ newTalent{
con = stat_bonus / 2, con = stat_bonus / 2,
}, },
resolvers.generic(function(e) buildTile(e) end), -- Make a moddable tile resolvers.generic(buildTile), -- Make a moddable tile
resolvers.talents{ resolvers.talents{
[Talents.T_ARMOUR_TRAINING]= 2, [Talents.T_ARMOUR_TRAINING]= 2,
[Talents.T_WEAPON_COMBAT]= math.ceil(self.level/10), [Talents.T_WEAPON_COMBAT]= math.ceil(self.level/10),
......
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