diff --git a/game/modules/tome/class/Grid.lua b/game/modules/tome/class/Grid.lua index be36b59287577807e743866968b7a149ee497305..547ab9095f4a940874d4524d5336f8a58ab75416 100644 --- a/game/modules/tome/class/Grid.lua +++ b/game/modules/tome/class/Grid.lua @@ -120,7 +120,10 @@ end -- You may overload this method to customize your minimap function _M:setupMinimapInfo(mo, map) if self.special_minimap then mo:minimap(self.special_minimap.r, self.special_minimap.g, self.special_minimap.b) return end - if self.change_level then mo:minimap(240, 0, 240) return end + if self.change_level then mo:minimap(240, 0, 240) return + elseif self.is_door then + if self.does_block_move then mo:minimap(140, 80, 25) else mo:minimap(80, 30, 20) end return + end return engine.Grid.setupMinimapInfo(self, mo, map) end diff --git a/game/modules/tome/class/Player.lua b/game/modules/tome/class/Player.lua index 61d068c77b4c0b66f1ec1716522e8456aabd14bf..e8f758357832a2d9fa69d7cf4430d2744a32210d 100644 --- a/game/modules/tome/class/Player.lua +++ b/game/modules/tome/class/Player.lua @@ -506,7 +506,8 @@ function _M:playerFOV() if self:attr("detect_actor") and game.level.map(x, y, game.level.map.ACTOR) then ok = true end if self:attr("detect_object") and game.level.map(x, y, game.level.map.OBJECT) then ok = true end if self:attr("detect_trap") and game.level.map(x, y, game.level.map.TRAP) then - game.level.map(x, y, game.level.map.TRAP):setKnown(self, true) + game.level.map(x, y, game.level.map.TRAP):setKnown(self, true, x, y) + game.level.map.remembers(x, y, true) game.level.map:updateMap(x, y) ok = true end