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implemented Orb of the Woods
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@ -1687,6 +1687,10 @@ LAND(0xC0C0FF, "Cursed Land", laCursed, 0, itCursed, RESERVED,
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ITEM('/', 0x211F6F, "Cursed Gold", itCursed, IC_TREASURE, ZERO, RESERVED, osNone,
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"A cursed gold.")
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ITEM('o', 0x208020, "Orb of the Woods", itOrbWoods, IC_ORB, ZERO, RESERVED, osTerraform,
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"Lets you swap positions with the trees.")
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//shmupspecials
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MONSTER( '@', 0xC0C0C0, "Rogue", moPlayer, CF_FACE_UP | CF_PLAYER, RESERVED, moNone, "In the Shoot'em Up mode, you are armed with thrown Knives.")
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MONSTER( '*', 0xC0C0C0, "Knife", moBullet, ZERO | CF_BULLET, RESERVED, moNone, "A simple, but effective, missile, used by rogues.")
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2
orbs.cpp
2
orbs.cpp
@ -146,6 +146,7 @@ EX void reduceOrbPowers() {
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reduceOrbPower(itOrbPsi, 111);
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reduceOrbPower(itOrbInvis, 77);
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reduceOrbPower(itOrbAether, 77);
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reduceOrbPower(itOrbWoods, 100);
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reduceOrbPower(itOrbDigging, 100);
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reduceOrbPower(itOrbTeleport, 200);
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reduceOrbPower(itOrbSpace, 150);
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@ -1541,6 +1542,7 @@ EX int orbcharges(eItem it) {
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case itOrbFrog:
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case itOrbDash:
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case itOrbPhasing:
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case itOrbWoods:
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return 45;
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case itOrb37:
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case itOrbEnergy:
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20
pcmove.cpp
20
pcmove.cpp
@ -737,9 +737,14 @@ void pcmove::tell_why_cannot_attack() {
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bool pcmove::after_escape() {
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cell*& c2 = mi.t;
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if(c2->wall == waBigStatue && !c2->monst && !nonAdjacentPlayer(c2, cwt.at) && fmsMove) {
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if(!canPushStatueOn(cwt.at, P_ISPLAYER)) {
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bool push_behind = c2->wall == waBigStatue || (among(c2->wall, waCTree, waSmallTree, waBigTree, waShrub, waVinePlant) && markOrb(itOrbWoods));
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if(thruVine(c2, cwt.at)) push_behind = true;
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if(push_behind && !c2->monst && !nonAdjacentPlayer(c2, cwt.at) && fmsMove) {
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eWall what = c2->wall;
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if(!thruVine(c2, cwt.at) && !canPushStatueOn(cwt.at, P_ISPLAYER)) {
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if(vmsg()) {
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if(isFire(cwt.at))
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addMessage(XLAT("You have to escape first!"));
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@ -753,11 +758,14 @@ bool pcmove::after_escape() {
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changes.ccell(cwt.at);
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c2->wall = cwt.at->wall;
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if(doesnotFall(cwt.at))
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cwt.at->wall = waBigStatue;
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if(doesnotFall(cwt.at)) {
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cwt.at->wall = what;
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if(cellHalfvine(what))
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c2->wall = waNone, cwt.at->wall = waVinePlant;
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}
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nextmovetype = lmMove;
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addMessage(XLAT("You push %the1 behind you!", waBigStatue));
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addMessage(XLAT("You push %the1 behind you!", what));
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animateMovement(mi.rev(), LAYER_BOAT);
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changes.push_push(cwt.at);
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return perform_actual_move();
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