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Added bodies to the Orb of Slaying and Orb of Undeath.
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@ -478,7 +478,7 @@ ITEM( 'o', 0x8080FF, "Orb of Winter", itOrbWinter, IC_ORB, ZERO | IF_FIREPROOF |
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"This orb can be used to invoke a wall of ice. It also protects you from fires.")
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"This orb can be used to invoke a wall of ice. It also protects you from fires.")
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ITEM( 'o', 0xFF6060, "Orb of Speed", itOrbSpeed, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osMovement,
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ITEM( 'o', 0xFF6060, "Orb of Speed", itOrbSpeed, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osMovement,
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"This orb can be used to move faster for some time.")
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"This orb can be used to move faster for some time.")
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ITEM( 'o', 0x90B090, "Orb of Life", itOrbLife, IC_ORB, ZERO | IF_SHMUPLIFE | IF_REVIVAL, RESERVED, osFriend,
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ITEM( 'o', 0x306000, "Orb of Life", itOrbLife, IC_ORB, ZERO | IF_SHMUPLIFE | IF_REVIVAL, RESERVED, osFriend,
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"This orb can be used to summon friendly golems. It is used instantly when you pick it up.")
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"This orb can be used to summon friendly golems. It is used instantly when you pick it up.")
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ITEM( 'o', 0x60D760, "Orb of Shielding", itOrbShield, IC_ORB, ZERO | IF_PROTECTION | IF_EMPATHY, RESERVED, osProtective,
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ITEM( 'o', 0x60D760, "Orb of Shielding", itOrbShield, IC_ORB, ZERO | IF_PROTECTION | IF_EMPATHY, RESERVED, osProtective,
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"This orb can protect you from damage.")
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"This orb can protect you from damage.")
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@ -816,7 +816,7 @@ ITEM( '*', 0x40E0D0, "Turquoise", itHunting, IC_TREASURE, ZERO, RESERVED, osNone
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ITEM( '*', 0x009090, "Forgotten Relic", itBlizzard, IC_TREASURE, ZERO, RESERVED, osNone, blizzarddesc)
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ITEM( '*', 0x009090, "Forgotten Relic", itBlizzard, IC_TREASURE, ZERO, RESERVED, osNone, blizzarddesc)
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ITEM( '(', 0xFFE080, "Ancient Weapon", itTerra, IC_TREASURE, ZERO, RESERVED, osNone,
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ITEM( '(', 0xFFE080, "Ancient Weapon", itTerra, IC_TREASURE, ZERO, RESERVED, osNone,
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"This ancient weapon is beautifully encrusted with precious gems, but you prefer your own -- it is much lighter.")
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"This ancient weapon is beautifully encrusted with precious gems, but you prefer your own -- it is much lighter.")
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ITEM( 'o', 0x307080, "Orb of Slashing", itOrbSide1, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osOffensive,
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ITEM( 'o', 0x00FF00, "Orb of Slashing", itOrbSide1, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osOffensive,
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"Whenever you attack with this Orb, you also hit the monsters adjacent both to you and the monster you originally attacked.")
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"Whenever you attack with this Orb, you also hit the monsters adjacent both to you and the monster you originally attacked.")
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ITEM( 'o', 0x30A080, "Orb of the Triangle", itOrbSide2, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osOffensive,
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ITEM( 'o', 0x30A080, "Orb of the Triangle", itOrbSide2, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osOffensive,
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"Whenever you attack with this Orb, you also hit the monsters adjacent to you which are neither adjacent nor opposite to the monster "
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"Whenever you attack with this Orb, you also hit the monsters adjacent to you which are neither adjacent nor opposite to the monster "
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@ -840,7 +840,7 @@ ITEM( 'o', 0xFFFF80, "Orb of Phasing", itOrbPhasing, IC_ORB, ZERO, RESERVED, osF
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"This orb lets you pass through walls (one cell wide), and also through monsters, as long as they will not attack you in transit.")
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"This orb lets you pass through walls (one cell wide), and also through monsters, as long as they will not attack you in transit.")
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ITEM( 'o', 0xFFFF80, "Orb of Magnetism", itOrbMagnetism, IC_ORB, ZERO, RESERVED, osUtility,
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ITEM( 'o', 0xFFFF80, "Orb of Magnetism", itOrbMagnetism, IC_ORB, ZERO, RESERVED, osUtility,
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"This orb makes you immediately pickup all the items on adjacent cells.")
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"This orb makes you immediately pickup all the items on adjacent cells.")
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ITEM( 'o', 0x202020, "Orb of Slaying", itOrbSlaying, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osOffensive,
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ITEM( 'o', 0x20FF20, "Orb of Slaying", itOrbSlaying, IC_ORB, ZERO | IF_EMPATHY, RESERVED, osOffensive,
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"This Orb lets you defeat Raiders and other tough single-cell monsters in melee."
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"This Orb lets you defeat Raiders and other tough single-cell monsters in melee."
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)
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)
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ITEM( '*', 0xFFA860, "Tiger's Eye", itBrownian, IC_TREASURE, ZERO, RESERVED, osNone,
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ITEM( '*', 0xFFA860, "Tiger's Eye", itBrownian, IC_TREASURE, ZERO, RESERVED, osNone,
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@ -295,7 +295,7 @@ hpcshape
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shFemaleBody, shFemaleHair, shFemaleDress, shWitchDress,
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shFemaleBody, shFemaleHair, shFemaleDress, shWitchDress,
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shWitchHair, shBeautyHair, shFlowerHair, shFlowerHand, shSuspenders, shTrophy,
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shWitchHair, shBeautyHair, shFlowerHair, shFlowerHand, shSuspenders, shTrophy,
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shBugBody, shBugArmor, shBugLeg, shBugAntenna,
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shBugBody, shBugArmor, shBugLeg, shBugAntenna,
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shPickAxe, shPike, shFlailBall, shFlailTrunk, shFlailChain, shHammerHead,
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shPickAxe, shPike, shFlailBall, shFlailTrunk, shSmallFlailTrunk, shFlailChain, shHammerHead, shSmallHammerHead,
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shBook, shBookCover, shGrail,
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shBook, shBookCover, shGrail,
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shBoatOuter, shBoatInner, shCompass1, shCompass2, shCompass3,
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shBoatOuter, shBoatInner, shCompass1, shCompass2, shCompass3,
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shKnife, shTongue, shFlailMissile, shTrapArrow,
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shKnife, shTongue, shFlailMissile, shTrapArrow,
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11
graph.cpp
11
graph.cpp
@ -804,7 +804,9 @@ EX color_t orb_auxiliary_color(eItem it) {
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if(it == itOrbAir) return 0xFFFFFF;
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if(it == itOrbAir) return 0xFFFFFF;
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if(it == itOrbUndeath) return minf[moFriendlyGhost].color;
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if(it == itOrbUndeath) return minf[moFriendlyGhost].color;
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if(it == itOrbRecall) return 0x101010;
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if(it == itOrbRecall) return 0x101010;
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if(it == itOrbLife) return 0x90B090;
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if(it == itOrbSlaying) return 0xFF0000;
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if(it == itOrbSlaying) return 0xFF0000;
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if(it == itOrbSide1) return 0x307080;
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return iinf[it].color;
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return iinf[it].color;
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}
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}
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@ -1074,6 +1076,15 @@ EX bool drawItemType(eItem it, cell *c, const shiftmatrix& V, color_t icol, int
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queuepolyat(Vit*Mirror, cgi.shSmallFrogFrontFoot, dark, prio);
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queuepolyat(Vit*Mirror, cgi.shSmallFrogFrontFoot, dark, prio);
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queuepolyat(Vit*Mirror, cgi.shSmallFrogFrontLeg, dark, prio);
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queuepolyat(Vit*Mirror, cgi.shSmallFrogFrontLeg, dark, prio);
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}
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}
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else if (it == itOrbUndeath) {
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dark = darkena(minf[moFriendlyGhost].color, 0, inice ? 0x80 : hidden ? 0x20 : 0xC0);
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queuepolyat(Vit, cgi.shMiniGhost, dark, prio);
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queuepolyat(Vit, cgi.shMiniEyes, 0xFF, prio);
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}
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else if (it == itOrbSlaying) {
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queuepolyat(Vit, cgi.shSmallFlailTrunk, dark, prio);
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queuepolyat(Vit, cgi.shSmallHammerHead, dark*2, prio);
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}
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else {
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else {
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auto shape = (it == itOrbFriend) ? cgi.shTinyBird :
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auto shape = (it == itOrbFriend) ? cgi.shTinyBird :
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(it == itOrbSide1) ? cgi.shSmallPSword :
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(it == itOrbSide1) ? cgi.shSmallPSword :
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@ -1463,8 +1463,10 @@ void geometry_information::prepare_shapes() {
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bshape(shPike, PPR::MONSTER_WPN, scalefactor, 150);
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bshape(shPike, PPR::MONSTER_WPN, scalefactor, 150);
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bshape(shFlailBall, PPR::MONSTER_WPN, scalefactor, 151);
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bshape(shFlailBall, PPR::MONSTER_WPN, scalefactor, 151);
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bshape(shFlailTrunk, PPR::MONSTER_WPN, scalefactor, 152);
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bshape(shFlailTrunk, PPR::MONSTER_WPN, scalefactor, 152);
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bshape(shSmallFlailTrunk, PPR::MONSTER_WPN, scalefactor/2, 152);
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bshape(shFlailChain, PPR::MONSTER_SUBWPN, scalefactor, 153);
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bshape(shFlailChain, PPR::MONSTER_SUBWPN, scalefactor, 153);
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bshape(shHammerHead, PPR::MONSTER_WPN, scalefactor, 376);
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bshape(shHammerHead, PPR::MONSTER_WPN, scalefactor, 376);
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bshape(shSmallHammerHead, PPR::MONSTER_WPN, scalefactor/2, 376);
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// bshape(shScratch, 17, scalefactor, 156);
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// bshape(shScratch, 17, scalefactor, 156);
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bshape(shSkeletonBody, PPR::MONSTER_BODY, scalefactor, 157);
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bshape(shSkeletonBody, PPR::MONSTER_BODY, scalefactor, 157);
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bshape(shSkull, PPR::MONSTER_HEAD, scalefactor, 158);
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bshape(shSkull, PPR::MONSTER_HEAD, scalefactor, 158);
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