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yutio888
Tales of MajEyal
Commits
adfc9ad9
Commit
adfc9ad9
authored
10 years ago
by
DarkGod
Browse files
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Plain Diff
Fixed crystaline forest "eating" vault walls in the old forest
parent
dd40ff78
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Changes
2
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2 changed files
game/modules/tome/class/Game.lua
+1
-1
1 addition, 1 deletion
game/modules/tome/class/Game.lua
game/modules/tome/data/general/events/crystaline-forest.lua
+7
-5
7 additions, 5 deletions
game/modules/tome/data/general/events/crystaline-forest.lua
with
8 additions
and
6 deletions
game/modules/tome/class/Game.lua
+
1
−
1
View file @
adfc9ad9
...
...
@@ -1580,7 +1580,7 @@ function _M:setupCommands()
print
(
"==============="
)
end
end
,
[{
"_g"
,
"ctrl"
}]
=
function
()
if
config
.
settings
.
cheat
then
local
o
=
game
.
zone
:
makeEntity
(
game
.
level
,
"object"
,
{
random_object
=
true
},
nil
,
true
)
local
o
=
game
.
zone
:
makeEntity
(
game
.
level
,
"object"
,
{
subtype
=
"staff"
,
random_object
=
true
},
nil
,
true
)
if
o
then
o
:
identify
(
true
)
game
.
zone
:
addEntity
(
game
.
level
,
o
,
"object"
,
game
.
player
.
x
,
game
.
player
.
y
)
...
...
This diff is collapsed.
Click to expand it.
game/modules/tome/data/general/events/crystaline-forest.lua
+
7
−
5
View file @
adfc9ad9
...
...
@@ -37,12 +37,14 @@ core.fov.calc_circle(clearing.x, clearing.y, level.map.w, level.map.h, math.max(
if
g
.
change_level
or
g
:
attr
(
"special"
)
then
return
end
local
ng
=
nil
if
g
:
check
(
"block_move"
,
lx
,
ly
)
then
ng
=
list
[
'CRYSTAL_WALL'
..
rng
.
range
(
2
,
20
)]
else
ng
=
list
[
'CRYSTAL_FLOOR'
..
rng
.
range
(
1
,
8
)]
if
g
:
check
(
"block_move"
,
lx
,
ly
)
and
g
:
check
(
"dig"
)
then
ng
=
list
[
'CRYSTAL_WALL'
..
rng
.
range
(
2
,
20
)]
elseif
not
g
:
check
(
"block_move"
,
lx
,
ly
)
then
ng
=
list
[
'CRYSTAL_FLOOR'
..
rng
.
range
(
1
,
8
)]
end
if
ng
then
level
.
map
(
lx
,
ly
,
engine
.
Map
.
TERRAIN
,
ng
:
clone
())
spots
[
#
spots
+
1
]
=
{
x
=
lx
,
y
=
ly
}
game
.
nicer_tiles
:
updateAround
(
level
,
lx
,
ly
)
end
level
.
map
(
lx
,
ly
,
engine
.
Map
.
TERRAIN
,
ng
:
clone
())
spots
[
#
spots
+
1
]
=
{
x
=
lx
,
y
=
ly
}
game
.
nicer_tiles
:
updateAround
(
level
,
lx
,
ly
)
end
,
nil
)
for
i
,
spot
in
ipairs
(
spots
)
do
game
.
nicer_tiles
:
updateAround
(
level
,
spot
.
x
,
spot
.
y
)
end
...
...
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