v2.5.0: made a few adjustments to improve imp visibility and quest text
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@@ -1020,10 +1020,11 @@ actors.mobs.npcs.ghost.find_me=Thank you... come find me...
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actors.mobs.npcs.ghost.desc=The ghost is barely visible. It looks like a shapeless spot of faint light with a sorrowful face.
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actors.mobs.npcs.imp.name=ambitious imp
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actors.mobs.npcs.imp.golems_1=Are you an adventurer? I love adventurers! You can always rely on them if something needs to be killed. Am I right? For a bounty of course ;)\nIn my case this is _golems_ who need to be killed. You see, I'm going to start a little business here, but these stupid golems are bad for business! It's very hard to negotiate with wandering lumps of granite, damn them! So please, kill... let's say _4 of them_ and a reward is yours.
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actors.mobs.npcs.imp.monks_1=Are you an adventurer? I love adventurers! You can always rely on them if something needs to be killed. Am I right? For a bounty of course ;)\nIn my case this is _monks_ who need to be killed. You see, I'm going to start a little business here, but these lunatics don't buy anything themselves and will scare away other customers. So please, kill... let's say _5 of them_ and a reward is yours.
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actors.mobs.npcs.imp.golems_2=How is your golem safari going?
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actors.mobs.npcs.imp.monks_2=Oh, you are still alive! I knew that your kung-fu is stronger ;) Just don't forget to grab these monks' tokens.
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actors.mobs.npcs.imp.intro=Are you an adventurer? I love adventurers! You can always rely on them if something needs to be killed, am I right? For a bounty of course ;)
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actors.mobs.npcs.imp.golems_1=In my case it's _golems_ that need to be killed. You see, I'm going to start a little business here, but those stupid golems are bad for business! It's very hard to negotiate with wandering lumps of granite, damn them! So please kill... let's say _4 of them_ and a reward is yours.
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actors.mobs.npcs.imp.monks_1=In my case it's _monks_ who need to be killed. You see, I'm going to start a little business here, but those lunatics don't buy anything themselves and will scare away other customers. So please kill... let's say _5 of them_ and a reward is yours.
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actors.mobs.npcs.imp.golems_2=How is your golem safari going? Just don't forget to grab those tokens.
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actors.mobs.npcs.imp.monks_2=Oh, you're still alive! I knew that your kung-fu would be stronger ;) Just don't forget to grab those tokens.
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actors.mobs.npcs.imp.cya=See you, %s!
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actors.mobs.npcs.imp.hey=Psst, %s!
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actors.mobs.npcs.imp.desc=Imps are lesser demons. They are notable for neither their strength nor their magic talent, but they are quite smart and sociable. Many imps prefer to live among non-demons.
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@@ -34,6 +34,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.quest.DwarfToken;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring;
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import com.shatteredpixel.shatteredpixeldungeon.journal.Notes;
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import com.shatteredpixel.shatteredpixeldungeon.levels.CityLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ImpSprite;
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@@ -124,7 +125,9 @@ public class Imp extends NPC {
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}
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} else {
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tell( Quest.alternative ? Messages.get(this, "monks_1") : Messages.get(this, "golems_1") );
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tell( Messages.get(this, "intro") + "\n\n" + (Quest.alternative ?
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Messages.get(this, "monks_1", Messages.titleCase(Dungeon.hero.name()))
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: Messages.get(this, "golems_1", Messages.titleCase(Dungeon.hero.name()))) );
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Quest.given = true;
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Quest.completed = false;
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}
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@@ -206,13 +209,14 @@ public class Imp extends NPC {
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}
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public static void spawn( CityLevel level ) {
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if (!spawned && Dungeon.depth > 16 && Random.Int( 20 - Dungeon.depth ) == 0) {
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if (!spawned && Dungeon.depth == 18) {
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Imp npc = new Imp();
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do {
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npc.pos = level.randomRespawnCell( npc );
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} while (
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npc.pos == -1 ||
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level.map[ npc.pos ] == Terrain.EMPTY_SP || //visibility issues on these tiles
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level.heaps.get( npc.pos ) != null ||
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level.traps.get( npc.pos) != null ||
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level.findMob( npc.pos ) != null ||
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@@ -223,6 +227,9 @@ public class Imp extends NPC {
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spawned = true;
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//imp always spawns on an empty tile, for better visibility
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level.map[ npc.pos ] = Terrain.EMPTY;
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//always assigns monks on floor 17, golems on floor 19, and 50/50 between either on 18
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switch (Dungeon.depth){
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case 17: default:
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@@ -55,7 +55,7 @@ public class ImpSprite extends MobSprite {
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super.link( ch );
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if (ch instanceof Imp) {
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alpha( 0.4f );
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alpha( 0.5f );
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}
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}
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