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Commit adfc9ad9 authored by DarkGod's avatar DarkGod
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Fixed crystaline forest "eating" vault walls in the old forest

parent dd40ff78
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......@@ -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)
......
......@@ -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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