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Commit 273dc254 authored by dg's avatar dg
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Fixed skeleton rat and arena gates tiles

git-svn-id: http://svn.net-core.org/repos/t-engine4@4020 51575b47-30f0-44d4-a5cc-537603b46e54
parent bda215a9
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......@@ -141,7 +141,9 @@ end
--- Show an achievement gain dialog
function _M:showAchievement(title, a)
game:registerDialog(Achievement.new("New Achievement: #LIGHT_GREEN#"..a.name, a))
if not config.settings.cheat then
game:registerDialog(Achievement.new("New Achievement: #LIGHT_GREEN#"..a.name, a))
end
end
--- Format an achievement source
......
......@@ -238,7 +238,6 @@ function _M:niceTileDoor3d(level, i, j, g, nt)
local gs = level.map:checkEntity(i, j+1, Map.TERRAIN, "type") or "wall"
local gw = level.map:checkEntity(i-1, j, Map.TERRAIN, "type") or "wall"
local ge = level.map:checkEntity(i+1, j, Map.TERRAIN, "type") or "wall"
if gs == "wall" and gn == "wall" then self:replace(i, j, self:getTile(nt.north_south))
elseif gw == "wall" and ge == "wall" then self:replace(i, j, self:getTile(nt.west_east))
end
......
......@@ -28,8 +28,8 @@ starty = 1
-- ASCII map section
return [[
+######-######+
#--.1.---.1.--#
#######-#######
+--.1.---.1.--+
#-...........-#
#....1...1....#
#1...........1#
......@@ -42,4 +42,4 @@ return [[
#....1...1....#
#-...........-#
#--.1.....1.--#
+#############+]]
#+###########+#]]
......@@ -21,7 +21,8 @@ load("/data/general/grids/basic.lua")
load("/data/general/grids/sand.lua")
newEntity{
define_as = "WALL_SEE",
name = "wall", image = "terrain/granite_wall1.png",
type = "wall", subtype = "floor",
name = "wall", image = "terrain/granite_wall1.png", z=3,
display = '#', color_r=255, color_g=255, color_b=255, back_color=colors.GREY,
nice_tiler = { method="wall3d", inner={"WALL_SEE", 100, 1, 5}, north={"WALL_SEE_NORTH", 100, 1, 5}, south={"WALL_SEE_SOUTH", 10, 1, 17}, north_south="WALL_SEE_NORTH_SOUTH", small_pillar="WALL_SEE_SMALL_PILLAR", pillar_2="WALL_SEE_PILLAR_2", pillar_8={"WALL_SEE_PILLAR_8", 100, 1, 5}, pillar_4="WALL_SEE_PILLAR_4", pillar_6="WALL_SEE_PILLAR_6" },
always_remember = true,
......@@ -39,14 +40,15 @@ end
newEntity{ base = "WALL_SEE", define_as = "WALL_SEE_NORTH_SOUTH", image = "terrain/granite_wall2.png", add_displays = {class.new{image="terrain/granite_wall3.png", z=18, display_y=-1}}}
newEntity{ base = "WALL_SEE", define_as = "WALL_SEE_SOUTH", image = "terrain/granite_wall2.png"}
for i = 1, 17 do newEntity{ base = "WALL_SEE", define_as = "WALL_SEE_SOUTH"..i, image = "terrain/granite_wall2_"..i..".png"} end
newEntity{ base = "WALL_SEE", define_as = "WALL_SEE_SMALL_PILLAR", image = "terrain/sandfloor.png", add_displays = {class.new{image="terrain/granite_wall_pillar_small.png"}, class.new{image="terrain/granite_wall_pillar_small_top.png", z=18, display_y=-1}}}
newEntity{ base = "WALL_SEE", define_as = "WALL_SEE_PILLAR_6", image = "terrain/sandfloor.png", add_displays = {class.new{image="terrain/granite_wall_pillar_3.png"}, class.new{image="terrain/granite_wall_pillar_9.png", z=18, display_y=-1}}}
newEntity{ base = "WALL_SEE", define_as = "WALL_SEE_PILLAR_4", image = "terrain/sandfloor.png", add_displays = {class.new{image="terrain/granite_wall_pillar_1.png"}, class.new{image="terrain/granite_wall_pillar_7.png", z=18, display_y=-1}}}
newEntity{ base = "WALL_SEE", define_as = "WALL_SEE_PILLAR_2", image = "terrain/sandfloor.png", add_displays = {class.new{image="terrain/granite_wall_pillar_2.png"}}}
newEntity{ base = "WALL_SEE", define_as = "WALL_SEE_SMALL_PILLAR", image = "terrain/sandfloor.png", add_displays = {class.new{image="terrain/granite_wall_pillar_small.png", z=3}, class.new{image="terrain/granite_wall_pillar_small_top.png", z=18, display_y=-1}}}
newEntity{ base = "WALL_SEE", define_as = "WALL_SEE_PILLAR_6", image = "terrain/sandfloor.png", add_displays = {class.new{image="terrain/granite_wall_pillar_3.png", z=3}, class.new{image="terrain/granite_wall_pillar_9.png", z=18, display_y=-1}}}
newEntity{ base = "WALL_SEE", define_as = "WALL_SEE_PILLAR_4", image = "terrain/sandfloor.png", add_displays = {class.new{image="terrain/granite_wall_pillar_1.png", z=3}, class.new{image="terrain/granite_wall_pillar_7.png", z=18, display_y=-1}}}
newEntity{ base = "WALL_SEE", define_as = "WALL_SEE_PILLAR_2", image = "terrain/sandfloor.png", add_displays = {class.new{image="terrain/granite_wall_pillar_2.png", z=3}}}
newEntity{
define_as = "LOCK",
name = "closed gate", image = "terrain/sealed_door.png",
type = "wall", subtype = "floor",
name = "closed gate", image = "terrain/granite_door1.png",
display = '+', color=colors.WHITE, back_color=colors.DARK_UMBER,
notice = true,
always_remember = true,
......@@ -57,4 +59,17 @@ newEntity{
local DT = engine.DamageType
local dam = DT:get(DT.PHYSICAL).projector(self, x, y, DT.PHYSICAL, 200)
end,
nice_tiler = { method="door3d", north_south="LOCK_VERT", west_east="LOCK_HORIZ" },
}
newEntity{
define_as = "LOCK_OPEN",
type = "wall", subtype = "floor",
name = "open gate", image="terrain/granite_door1_open.png",
display = "'", color=colors.WHITE, back_color=colors.DARK_UMBER,
always_remember = true,
nice_tiler = { method="door3d", north_south="LOCK_VERT_OPEN", west_east="LOCK_HORIZ_OPEN" },
}
newEntity{ base = "LOCK", define_as = "LOCK_HORIZ", image = "terrain/granite_door1.png", add_displays = {class.new{image="terrain/granite_wall3.png", z=18, display_y=-1}}}
newEntity{ base = "LOCK", define_as = "LOCK_VERT", image = "terrain/marble_floor.png", add_displays = {class.new{image="terrain/granite_door1_vert.png", z=17}, class.new{image="terrain/granite_door1_vert_north.png", z=18, display_y=-1}}}
newEntity{ base = "LOCK_OPEN", define_as = "LOCK_HORIZ_OPEN", image = "terrain/marble_floor.png", add_displays = {class.new{image="terrain/granite_door1_open.png", z=17}, class.new{image="terrain/granite_wall3.png", z=18, display_y=-1}}}
newEntity{ base = "LOCK_OPEN", define_as = "LOCK_VERT_OPEN", image = "terrain/marble_floor.png", add_displays = {class.new{image="terrain/granite_door1_open_vert.png", z=17}, class.new{image="terrain/granite_door1_open_vert_north.png", z=18, display_y=-1}}}
......@@ -100,10 +100,10 @@ newEntity{ define_as = "BASE_NPC_ARENA1",
}
--Minibosses
newEntity{ name = "skeletal rat",
newEntity{ name = "skeletal rat",
base = "BASE_NPC_RODENT",
define_as = "SKELERAT",
type = "undead",
desc = [[The diminutive skeleton of a giant rat, charged with evil energies. Nobody understands the usefulness of undead rodents until several of them come after you]],
color = colors.GOLD,
level_range = {3, 4},
......
......@@ -152,10 +152,10 @@ return {
--The physical doors
door = {
max = 5,
function () return 0, 0 end,
function () return 0, 14 end,
function () return 14, 0 end,
function () return 14, 14 end,
function () return 0, 1 end,
function () return 1, 14 end,
function () return 14, 1 end,
function () return 13, 14 end,
function () return 7, 0 end
},
--Main gate
......@@ -268,11 +268,12 @@ return {
end,
openGates = function()
local gates = game.level.arena.entry.door
local g = game.zone:makeEntityByName(game.level, "terrain", "FLOOR")
local g = game.zone:makeEntityByName(game.level, "terrain", "LOCK_OPEN")
local x, y = 0, 0
for i = 1, gates.max do
x, y = gates[i]()
game.zone:addEntity(game.level, g, "terrain", x, y)
game.nicer_tiles:updateAround(game.level, x, y)
end
game:playSoundNear(game.player, "talents/earth")
game.log("#LIGHT_GREEN#The gates open!")
......@@ -285,6 +286,7 @@ return {
x, y = gates[i]()
game.zone:addEntity(game.level, g, "terrain", x, y)
game.level.map:particleEmitter(x, y, 0.5, "arena_gate")
game.nicer_tiles:updateAround(game.level, x, y)
end
game:playSoundNear(game.player, "talents/earth")
game.log("#LIGHT_RED#The gates close!")
......
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