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Commit 041de93a authored by dg's avatar dg
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Put much-needed door in the bandit fortress

Added some non-lava floors to one of the demon nest vaults
Added dialog to the alchemists to inform the player that they're not the only one working on these ingredients
Made squid ink more visible
Changed elixir of stoneskin on-drink message so it makes more sense for skeletons
Equilibrium and Paradox sustains only check for failure on activation


git-svn-id: http://svn.net-core.org/repos/t-engine4@3214 51575b47-30f0-44d4-a5cc-537603b46e54
parent c58503aa
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with 25 additions and 23 deletions
......@@ -1793,7 +1793,7 @@ function _M:preUseTalent(ab, silent, fake)
-- Equilibrium is special, it has no max, but the higher it is the higher the chance of failure (and loss of the turn)
-- But it is not affected by fatigue
if (ab.equilibrium or ab.sustain_equilibrium) and not fake then
if (ab.equilibrium or (ab.sustain_equilibrium and not self:isTalentActive(ab.id)) and not fake then
-- Fail ? lose energy and 1/10 more equilibrium
if not self:attr("no_equilibrium_fail") and not self:equilibriumChance(ab.equilibrium or ab.sustain_equilibrium) then
if not silent then game.logPlayer(self, "You fail to use %s due to your equilibrium!", ab.name) end
......@@ -1804,7 +1804,7 @@ function _M:preUseTalent(ab, silent, fake)
end
-- Paradox is special, it has no max, but the higher it is the higher the chance of something bad happening
if (ab.paradox or ab.sustain_paradox) and not fake then
if (ab.paradox or (ab.sustain_paradox and not self:isTalentActive(ab.id)) and not fake then
-- Check failure first
if not self:attr("no_paradox_fail") and self:paradoxFailChance(ab.paradox or ab.sustain_paradox) and self:getParadox() > 200 then
if not silent then game.logPlayer(self, "You fail to use %s due to your paradox!", ab.name) end
......
......@@ -206,7 +206,7 @@ newChat{ id="choice",
}
newChat{ id="list",
text = [[Here's a list of the ingredients I'm missing. Please attempt to not lose your life in their pursuit. I'll be most put out if I must wait another year.]],
text = [[Here's a list of the ingredients I'm missing. Please attempt to not lose your life in their pursuit. I'll be most put out if I must wait another year. Oh, and I suppose I should tell you that I've already a handful of adventurers out scouring the unpleasant places of the world for these ingredients. Dally and one of them shall claim the prize while you're out.]],
answers = {
{"I'll be off."},
}
......
......@@ -207,7 +207,7 @@ newChat{ id="choice",
}
newChat{ id="list",
text = [[Here's a list of the monster bits I need. Now hurry up; I'm not getting any saner here.]],
text = [[Here's a list of the monster bits I need. I've already got a bunch of idiots out looking for these, by the way, so you best hurry up; they've got a head start on you and I'm not getting any saner here.]],
answers = {
{"So I see. I'll be off."},
}
......
......@@ -211,7 +211,7 @@ THE INGREDIENTS TO THESE SUCKERS ARE SORT OF A TRADE SECRET, SO I'LL TELL YOU AB
}
newChat{ id="list",
text = [[HERE'S A LIST OF THE STUFF I NEED. MOST OF IT WILL TRY TO KILL YOU, SO I HOPE YOU'RE NOT INCOMPETENT.]],
text = [[HERE'S A LIST OF THE STUFF I NEED. MOST OF IT WILL TRY TO KILL YOU, SO I HOPE YOU'RE NOT INCOMPETENT. I'VE GOT PLENTY OF INCOMPETENT HELP ALREADY. I HOPE FOR YOUR SAKE THAT YOU'RE SMARTER AND FASTER THAN THEM.]],
answers = {
{"I'LL BE OFF."},
}
......
......@@ -206,7 +206,7 @@ newChat{ id="choice",
}
newChat{ id="list",
text = [[Right, here's the list. Hurry back.]],
text = [[Right, here's the list. Oh, one more thing. Got me some fellas already out hunting for this stuff, and I'll not play favorites. One of them brings me those ingredients before you do, and you're out of luck. Hurry back.]],
answers = {
{"I'll be off."},
}
......
......@@ -74,7 +74,7 @@ newChat{ id="quest2",
text = [[Well, if you insist...
I am a novice mage, as you might have noticed, and my goal is to be accepted by the people of Angolwen and be taught the secrets of the arcane.]],
answers = {
{"Who are the Elves of Angolwen?", jump="quest3", cond=function(npc, player) return player.faction ~= "angolwen" end,},
{"Who are the people of Angolwen?", jump="quest3", cond=function(npc, player) return player.faction ~= "angolwen" end,},
{"Ah yes, Angolwen, I have called it home for many years...", jump="quest3_mage", cond=function(npc, player) return player.faction == "angolwen" end,},
{"Well, good luck, bye!"},
}
......
......@@ -230,7 +230,7 @@ newEntity{
use_simple = { name="permanently increase your armor by four", use = function(self, who)
game.logPlayer(who, "#00FFFF#You drink the elixir and feel forever transformed!")
who.combat_armor = who.combat_armor + 4
game.logPlayer(who, "#00FF00#The elixir has thickened and toughened your skin!")
game.logPlayer(who, "#00FF00#The elixir has reinforced your entire body!")
return true, "destroy", true
end}
}
......
......@@ -205,7 +205,7 @@ newEntity{ define_as = "SQUID_INK",
encumber = 0,
unided_name = "black liquid",
name = "vial of squid ink",
display = "~", color=colors.DARK_GREY,
display = "~", color=colors.VIOLET,
desc = [[Thick, black and opaque.]],
alch = "However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.",
}
......
......@@ -50,7 +50,7 @@ return {
[[~#.#pppP#.#*$$pH.+.#HLH.D..+^#.#HHHH#.#~]],
[[A#.#....#p#$*$pH.#.#LHH.D..#^#.#xxx.#.#~]],
[[~#.###+##.########.#########.#.##+###.#A]],
[[~#..p.....#..DDLL#.%.........#.p....p.#~]],
[[~#..p.....#..DDLL#.%.........+.p....p.#~]],
[[~#####+####%######+####################~]],
[[~A~~~#.#**#^.../$#P.....p....+.pp/#~~~~~]],
[[~~~~~#.#**#$.../$#.p.......p.#.pP/#~A~~~]],
......
......@@ -28,11 +28,12 @@ defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('X', "DOOR_VAULT")
defineTile('.', "LAVA_FLOOR")
defineTile('-', "FLOOR")
defineTile('$', "LAVA_FLOOR", {random_filter={add_levels=25, type="money"}})
defineTile('*', "LAVA_FLOOR", {random_filter={type="gem"}})
defineTile('/', "LAVA_FLOOR", {random_filter={add_levels=10, tome_mod="vault"}})
defineTile('L', "LAVA_FLOOR", {random_filter={add_levels=25, tome_mod="gvault"}})
defineTile('^', "LAVA_FLOOR", nil, nil, {random_filter={add_levels=20}})
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=20}})
defineTile('u', "LAVA_FLOOR", nil, {random_filter={add_levels=20, type = "demon", subtype = "minor"}})
defineTile('h', "LAVA_FLOOR", nil, {random_filter={add_levels=10, type = "horror", subtype = "eldritch"}})
defineTile('U', "LAVA_FLOOR", {random_filter={add_levels=25, tome_mod="gvault"}}, {random_filter={add_levels=30, type = "demon", subtype = "major"}})
......@@ -41,23 +42,23 @@ defineTile('D', "LAVA_FLOOR", {random_filter={add_levels=25, tome_mod="gvault"}}
return {
[[%%%%%%%%#####%%%%%%%%]],
[[%%%%%%###u%*###%%%%%%]],
[[%%%%###uuu%$*$###%%%%]],
[[%%%%%%###-%*###%%%%%%]],
[[%%%%###uu-%$*$###%%%%]],
[[%%%##uuuuu%$$$$$##%%%]],
[[%%###%#############%%]],
[[%%#.h^.....h....+.#%%]],
[[%##...h...h...h.#.##%]],
[[%#U.....h....h..#.L#%]],
[[#################..##]],
[[%##...h...h.-.h.#.##%]],
[[%#U..-..h....h..#.L#%]],
[[#################-.##]],
[[#.U.$..*/.$../...$.D#]],
[[X.U../$...*../.$...L#]],
[[#.U.$.*$./.$..*/..$D#]],
[[X.U../$..-*../.$...L#]],
[[#.U.$-*$./.$..*/..$D#]],
[[#################..##]],
[[%#U..h........h.#.L#%]],
[[%##.h...h...h...#.##%]],
[[%%#...h......h..+.#%%]],
[[%##.h...h.-.h...#.##%]],
[[%%#.--h......h..+.#%%]],
[[%%###%#############%%]],
[[%%%##uuuuu%$$$$$##%%%]],
[[%%%##uuuu-%$$$$$##%%%]],
[[%%%%###uuu%$*$###%%%%]],
[[%%%%%%###u%*###%%%%%%]],
[[%%%%%%%%#####%%%%%%%%]],
......
......@@ -31,7 +31,7 @@ newEntity{
change_level = 1, change_zone = "temporal-rift",
change_level_check = function() -- Forbid going back
if not game.player:hasQuest("temporal-rift") then return false end
game.log("The rift is too instable to cross it again.")
game.log("The rift is too unstable to cross it.")
return true
end
}
......@@ -79,6 +79,7 @@ return {
}, },
},
[4] = {
decay = false,
generator = {
map = {
class = "engine.generator.map.Static",
......
......@@ -60,7 +60,7 @@ return {
end,
on_enter = function(lev, old_lev, newzone)
if newzone and not game.level.shown_warning then
require("engine.ui.Dialog"):simplePopup("Orc Breeding Pit", "You arrive in a small underground structure. There are orcs there and as soon as they ntoice you they scream 'Protect the mothers!'.")
require("engine.ui.Dialog"):simplePopup("Orc Breeding Pit", "You arrive in a small underground structure. There are orcs there and as soon as they notice you they scream 'Protect the mothers!'.")
game.level.shown_warning = true
end
end,
......
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