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	newlands:: descriptions added for the new features
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							| @@ -778,14 +778,19 @@ monstertype minf[motypes] = { | ||||
|   "for a long time. This attack can destroy other Raiders if it hits them."}, | ||||
|   { '@', 0xC00000, "Red Jelly", jellydesc},  | ||||
|   { '@', 0x0000C0, "Blue Jelly", jellydesc},  | ||||
|   { 'B', 0xE07000, "Bronze Beast", NODESCYET}, | ||||
|   { 'B', 0xE07000, "Bronze Beast",  | ||||
|     "A large bug native to the Brown Islands. Cannot be killed easily due to their tough armor; still, they can be killed by pushing them into water or from great heights. " | ||||
|     "Bronze Beasts are very bad at descending slopes -- it takes them extra time to get down, and they are stunned for a longer time if you push them down." | ||||
|     }, | ||||
|   { 'B', 0xE07060, "Acid Gull",  | ||||
|     "Where did this strange bird come from?...\n\n" | ||||
|     "Acid Gulls dissolve the land on which they fall. "     | ||||
|      | ||||
|     }, | ||||
|   { 'W', 0xA04060, "Mutant", NODESCYET}, | ||||
|   { 'W', 0xC04040, "Falling Dog", NODESCYET}, | ||||
|   { 'W', 0xA04060, "Mutant",  | ||||
|     "These guys look a bit strange, but they have no special properties." | ||||
|     }, | ||||
|   { 'W', 0xC04040, "Falling Dog",  | ||||
|     "Distant relatives of the Running Dogs."}, | ||||
|   { 'B', 0xC0C040, "Western Hawk", NODESCYET}, | ||||
|    | ||||
|   // shmup specials | ||||
| @@ -1248,14 +1253,29 @@ itemtype iinf[ittypes] = { | ||||
|     "This Orb lets you defeat Raiders and other tough single-cell monsters in melee." | ||||
|     }, | ||||
|   { '*', 0xFFA860, "Sphalerite", | ||||
|     "Tasty cookie." | ||||
|     "An orange gem." | ||||
|     }, | ||||
|   { '$', 0xF0C0C0, "Meteorite", NODESCYET}, | ||||
|   { '*', 0x30FF30, "Shining Gem", NODESCYET}, | ||||
|   { '$', 0xF0C0C0, "Meteorite",  | ||||
|     "These rocks falling from the sky have been captured to fall forever in the artificial gravity. Meteorite iron is believed to be a valuable material for magical weapons."}, | ||||
|   { '*', 0x30FF30, "Shining Gem",  | ||||
|     "Gems emiting benevolent magical radiation."}, | ||||
|    | ||||
|   { 'o', 0x703800, "Orb of Intensity", NODESCYET},   | ||||
|   { 'o', 0x80D080, "Orb of Gravity", NODESCYET}, | ||||
|   { 'o', 0xD08080, "Orb of Choice", NODESCYET}, | ||||
|   { 'o', 0x703800, "Orb of Intensity",  | ||||
|     "When you have this, initial and maximal charge amounts of all Orbs are increased by 20%." | ||||
|     }, | ||||
|   { 'o', 0x80D080, "Orb of Gravity",  | ||||
|     "This Orb lets you magically control gravity around you. In lands with unusual gravity, the options are: usual gravity (no change, except that it may disrupt birds), " | ||||
|     "anti-gravity (causes the direction of gravity to be reveresed), levitation (you can move in directions which are neither up nor down, " | ||||
|     "or between cells is one of them has a wall in a 'neutral' direction). In lands with standard gravity, levitation lets creatures to avoid traps, chasms, " | ||||
|     "and water, while anti-gravity makes it possible to move only when next to a wall (movement between cells without adjacent walls is not allowed). " | ||||
|     "For each move, the gravity is based on what you do, and all enemies in the effective range are affected (for example, if you move next to a wall in a non-gravity land, " | ||||
|     "anti-gravity kicks in and monsters will not be able to move in open space)." | ||||
|     }, | ||||
|   { 'o', 0xD08080, "Orb of Choice",  | ||||
|     "Did you know that it is possible to break a magical sphere into finitely many parts, and then, out of the parts obtained, to make two magical spheres, just like the original? " | ||||
|     "Hyperbolic geometry makes this even easier!\n\n" | ||||
|     "When you pick up another Orb, it will not disappear from the ground -- Orb of Choice will be drained instead." | ||||
|     }, | ||||
|  | ||||
|   // { '*', 0x26619C, "Lapis Lazuli", NODESCYET}, | ||||
|   }; | ||||
| @@ -1637,9 +1657,23 @@ const landtype linf[landtypes] = { | ||||
|     "somehow. In the meantime, its memory has been cleared, since the 'remove faraway cells from the memory'" | ||||
|     " option was on." | ||||
|     }, | ||||
|   { 0x804000, "Brown Island", NODESCYET}, | ||||
|   { 0x211F6F, "Free Fall", NODESCYET}, | ||||
|   { 0x30FF30, "Irradiated Field", NODESCYET} | ||||
|   { 0x804000, "Brown Island",  | ||||
|     "The Brown Islands have been generated by ancient underground creatures, who moved randomly and raised lands in their path... " | ||||
|     "adults spawned larvae in each move, which also moved randomly and also raised lands in their path, and eventually became adults and spawned their own larvae. " | ||||
|     "The creatures spawned exponentially, but the space they lived in still grew faster, so there was enough space for the whole spawn...\n\n" | ||||
|     "That was a long time ago. Now, the mountainous Brown Islands are inhabited by strange monsters. Good luck adventuring!" | ||||
|     }, | ||||
|   { 0x211F6F, "Free Fall",  | ||||
|     "What on one side looks to be a normal (well, infinite) horizontal wall, on to the other side turns out to be the vertical wall" | ||||
|     " of an infinitely high tower. Jump from the window, and let the magical gravity carry you..." | ||||
|     }, | ||||
|   { 0x30FF30, "Irradiated Field",  | ||||
|     "These fields are ravaged with many kinds of magical radiation, which not only make the ground glow nicely in various colors, " | ||||
|     "but also cause the inhabitants to protect the treasures of their land in various ways. In some areas of the Irradiated Fields, " | ||||
|     "you will meet powerful enemies; in other areas, you will find arrow traps, fire traps, or pools, which can kill you if you are " | ||||
|     "careless, or help you if you know how to use them to your advantage. Will you walk through the Irradiated Fields randomly, or " | ||||
|     "try to find areas where treasures are common but nasty monsters are not, and keep to them? It is your choice!\n\n" | ||||
|     } | ||||
|   }; | ||||
|  | ||||
| vector<landtacinfo> land_tac = { | ||||
|   | ||||
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