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Orbs of Impact and Recall.
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@ -783,7 +783,7 @@ ITEM( 'o', 0xC00040, "Orb of Recall", itOrbRecall, IC_ORB, ZERO, RESERVED, osUti
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ITEM( ']', 0x8080FF, "Dodecahedron", itDodeca, IC_TREASURE, ZERO, RESERVED, osNone,
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ITEM( ']', 0x8080FF, "Dodecahedron", itDodeca, IC_TREASURE, ZERO, RESERVED, osNone,
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"These dodecahedra made of a mysterious material are the Reptiles' favorite toy."
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"These dodecahedra made of a mysterious material are the Reptiles' favorite toy."
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)
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)
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ITEM( 'o', 0x8080FF, "Orb of Vaulting", itOrbDash, IC_ORB, ZERO | IF_RANGED, RESERVED, osFrog,
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ITEM( 'o', 0xFF0000, "Orb of Vaulting", itOrbDash, IC_ORB, ZERO | IF_RANGED, RESERVED, osFrog,
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"This Orb allows you to jump over an adjacent monster, killing or stunning it. "
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"This Orb allows you to jump over an adjacent monster, killing or stunning it. "
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"You can only vault in a roughly straight line. "
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"You can only vault in a roughly straight line. "
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"Target a cell on the other side to use it."
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"Target a cell on the other side to use it."
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@ -836,7 +836,7 @@ ITEM( '!', 0x80FF80, "Sea Glass", itDock, IC_TREASURE, ZERO, RESERVED, osNone, N
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ITEM( '*', 0xBBCC99, "Chrysoberyl", itRuins, IC_TREASURE, ZERO, RESERVED, osNone, "Fragment of the past glory.")
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ITEM( '*', 0xBBCC99, "Chrysoberyl", itRuins, IC_TREASURE, ZERO, RESERVED, osNone, "Fragment of the past glory.")
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ITEM( '*', 0x80FF80, "Monopole", itMagnet, IC_TREASURE, ZERO, RESERVED, osNone, NODESCYET)
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ITEM( '*', 0x80FF80, "Monopole", itMagnet, IC_TREASURE, ZERO, RESERVED, osNone, NODESCYET)
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ITEM( '!', 0xFF00FF, "Tasty Jelly", itSwitch, IC_TREASURE, ZERO, RESERVED, osNone, "A tasty byproduct of the Jelly Revolution.")
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ITEM( '!', 0xFF00FF, "Tasty Jelly", itSwitch, IC_TREASURE, ZERO, RESERVED, osNone, "A tasty byproduct of the Jelly Revolution.")
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ITEM( 'o', 0xFFFF80, "Orb of Phasing", itOrbPhasing, IC_ORB, ZERO, RESERVED, osFrog,
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ITEM( 'o', 0xFF0000, "Orb of Phasing", itOrbPhasing, IC_ORB, ZERO, RESERVED, osFrog,
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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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@ -795,8 +795,8 @@ EX color_t orb_auxiliary_color(eItem it) {
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if(it == itOrbFriend || it == itOrbDiscord) return 0xC0C0C0;
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if(it == itOrbFriend || it == itOrbDiscord) return 0xC0C0C0;
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if(it == itOrbFrog) return 0xFF0000;
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if(it == itOrbFrog) return 0xFF0000;
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if(it == itOrbImpact) return 0xFF0000;
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if(it == itOrbImpact) return 0xFF0000;
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if(it == itOrbPhasing) return 0xFF0000;
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if(it == itOrbPhasing) return 0xFFFF80;
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if(it == itOrbDash) return 0xFF0000;
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if(it == itOrbDash) return 0x8080FF;
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if(it == itOrbFreedom) return 0xC0FF00;
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if(it == itOrbFreedom) return 0xC0FF00;
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if(it == itOrbPlague) return 0x409040;
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if(it == itOrbPlague) return 0x409040;
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if(it == itOrbChaos) return 0xFF00FF;
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if(it == itOrbChaos) return 0xFF00FF;
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@ -1127,9 +1127,9 @@ EX bool drawItemType(eItem it, cell *c, const shiftmatrix& V, color_t icol, int
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queuepolyat(Vit*Mirror, shape, dark, prio);
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queuepolyat(Vit*Mirror, shape, dark, prio);
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if (it == itOrbEnergy)
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if (it == itOrbEnergy)
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queuepolyat(Vit*Mirror, shape, col, prio);
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queuepolyat(Vit*Mirror, shape, col, prio);
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if (it == itOrbIntensity)
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if (it == itOrbIntensity || it == itOrbImpact)
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queuepolyat(Vit, cgi.shDiskM, 0x80, prio);
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queuepolyat(Vit, cgi.shDiskM, 0x80, prio);
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if (it == itOrbSafety || it == itOrbFreedom)
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if (it == itOrbSafety || it == itOrbFreedom || it == itOrbRecall)
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queuepolyat(Vit, cgi.shDiskSq, 0x80, prio);
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queuepolyat(Vit, cgi.shDiskSq, 0x80, prio);
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}
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}
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}
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}
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