Skip to content
Snippets Groups Projects
Commit 319f7bd6 authored by dg's avatar dg
Browse files

plop

git-svn-id: http://svn.net-core.org/repos/t-engine4@5261 51575b47-30f0-44d4-a5cc-537603b46e54
parent 74c5bd56
No related branches found
No related tags found
No related merge requests found
......@@ -116,7 +116,7 @@ newBirthDescriptor{
newBirthDescriptor{
type = "subclass",
name = "Psion",
locked = function() return profile.mod.allow_build.psionic_psion end,
locked = function() return profile.mod.allow_build.psionic_psion and true or "hide" end,
locked_desc = "TODO",
desc = {
"blahblah",
......
......@@ -190,7 +190,7 @@ newBirthDescriptor{
newBirthDescriptor{
type = "subclass",
name = "Oozemancer",
locked = function() return profile.mod.allow_build.wilder_oozemancer end,
locked = function() return profile.mod.allow_build.wilder_oozemancer and true or "hide" end,
locked_desc = "TODO",
desc = {
"Bla bla",
......
......@@ -166,3 +166,41 @@ newEntity{ base = "TRAP_COMPLEX",
end
end,
}
newEntity{ base = "TRAP_COMPLEX",
subtype = "arcane",
name = "delayed explosion trap", image = "trap/trap_fire_rune_01.png",
detect_power = 6, disarm_power = 6,
rarity = 3, level_range = {1, 30},
color=colors.RED,
message = "Flames start to appear arround @target@.",
dam = resolvers.mbonus_level(300, 15),
triggered = function(self, x, y, who)
local ps, p = {}, {}
self:project({type="ball", radius=4}, x, y, function(px, py)
ps[#ps+1] = {x=px, y=py}
end)
for i = 1, 4 do
if #ps == 0 then break end
p[#p+1] = rng.tableRemove(ps)
end
self.points = p
for i, d in ipairs(p) do
game.level.map:particleEmitter(d.x, d.y, 1, "bolt_fire")
end
game.level:addEntity(self)
return true
end,
canAct = false,
energy = {value=0, mod=0.25},
act = function(self)
local tg = {type="ball", radius=1, friendlyfire=false}
for i, d in ipairs(self.points) do
self:project(tg, d.x, d.y, engine.DamageType.FIRE, self.dam, nil)
game.level.map:particleEmitter(d.x, d.y, 1, "ball_fire", {radius=1})
end
self:useEnergy()
game.level:removeEntity(self)
end,
}
......@@ -58,7 +58,7 @@ function _M:init(actor, on_finish, on_birth)
if v.type == "subclass" and v.name == actor.descriptor.subclass then self.desc_def = v break end
end
Dialog.init(self, "Levelup: "..actor.name, 650, game.h * 0.9, game.w * 0.05, game.h * 0.05)
Dialog.init(self, "Levelup: "..actor.name, 740, game.h * 0.9, game.w * 0.05, game.h * 0.05)
self:generateList()
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment