Treasure Hunt: Minor map reworks.

No more hidden gold bars in landscape corners. They could hardly be reached since TopOpen was fixed. it was just unfair.

Torch near well-hidden switch and at entrance.

Golden glow on statue in treasure room.
shapetextures
Sven Eberhardt 2015-09-24 22:58:14 -04:00
parent 15336a7ea8
commit ec1b34d3c1
5 changed files with 23 additions and 11 deletions

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@ -1,6 +1,6 @@
/* Automatically created objects file */
static g_flagpole, npc_dagobert, npc_tarzan, g_golden_shovel;
static g_flagpole, npc_dagobert, npc_tarzan, g_golden_shovel, g_golden_idol, g_last_stone_door;
func InitializeObjects()
{
@ -13,6 +13,11 @@ func InitializeObjects()
CreateObjectAbove(Grass, 1585, 486);
CreateObject(Grass, 1739, 429);
var Torch001 = CreateObjectAbove(Torch, 1869, 1454);
Torch001->AttachToWall(true);
var Torch002 = CreateObjectAbove(Torch, 562, 1126);
Torch002->AttachToWall(true);
var Chest001 = CreateObjectAbove(Chest, 1002, 313);
Chest001.Plane = 50;
@ -125,8 +130,8 @@ func InitializeObjects()
var Chest016 = CreateObjectAbove(Chest, 397, 583);
var Chest008 = CreateObjectAbove(Chest, 871, 583);
Chest008->SetMeshMaterial("GoldenChest", 0);
var Chest018 = CreateObjectAbove(Chest, 12, 39);
var Chest017 = CreateObjectAbove(Chest, 2786, 55);
var Chest018 = CreateObjectAbove(Chest, 2662, 1357);
var Chest017 = CreateObjectAbove(Chest, 720, 352);
var Chest009 = CreateObjectAbove(Chest, 1830, 486);
Chest009.tool_spawn = Hammer;
var Chest019 = CreateObjectAbove(Chest, 730, 135);
@ -156,9 +161,10 @@ func InitializeObjects()
var StoneDoor008 = CreateObject(StoneDoor, 813, 716);
StoneDoor008->SetComDir(COMD_Down);
StoneDoor008->MakeInvincible();
var StoneDoor009 = CreateObject(StoneDoor, 781, 716);
StoneDoor009->SetComDir(COMD_Down);
StoneDoor009->SetClrModulation(0xffa0a0a0);
g_last_stone_door = CreateObject(StoneDoor, 781, 716);
g_last_stone_door.StaticSaveVar = "g_last_stone_door";
g_last_stone_door->SetComDir(COMD_Down);
g_last_stone_door->SetClrModulation(0xffa0a0a0);
var StoneDoor010 = CreateObject(StoneDoor, 692, 748);
StoneDoor010->SetComDir(COMD_Down);
StoneDoor010->MakeInvincible();
@ -224,9 +230,10 @@ func InitializeObjects()
var LotsOfCoins001 = CreateObject(LotsOfCoins, 805, 583);
LotsOfCoins001.Plane = 200;
var Idol002 = CreateObject(Idol, 824, 568);
Idol002->SetR(-4);
Idol002.Plane = 220;
g_golden_idol = CreateObject(Idol, 824, 568);
g_golden_idol.StaticSaveVar = "g_golden_idol";
g_golden_idol->SetR(-4);
g_golden_idol.Plane = 220;
var Lorry002 = CreateObjectAbove(Lorry, 200, 1183);
var Lorry001 = CreateObjectAbove(Lorry, 708, 1407);
@ -443,7 +450,6 @@ func InitializeObjects()
Lorry001->CreateContents(Bread, 3);
Chest021->CreateContents(DynamiteBox, 2);
Chest018->CreateContents(DynamiteBox, 2);
Chest017->CreateContents(DynamiteBox, 2);
Chest020->CreateContents(DynamiteBox);
Chest015->CreateContents(DynamiteBox);

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@ -8,12 +8,18 @@
static g_is_initialized; // set after first player join
static g_max_player_num; // max number of players that were ever joined
static npc_pyrit, npc_dagobert, npc_tarzan, g_golden_shovel, g_flagpole;
static npc_pyrit, npc_dagobert, npc_tarzan, g_golden_shovel, g_flagpole, g_golden_idol, g_last_stone_door;
static g_got_gem_task, g_got_oil, g_goal, g_treasure_collected;
func DoInit(int first_player)
{
ClearFreeRect(530,1135, 50,2);
if (g_last_stone_door) g_last_stone_door->DoDamage(170 - g_last_stone_door->GetDamage());
if (g_golden_idol)
{
g_golden_idol->SetLightRange(150,15);
g_golden_idol->SetLightColor(0xffc000);
}
// Start Intro.
StartSequence("Intro", 0, g_flagpole);
return true;