From 53167e587d4816ae1c065759adf31b4f2d2d473d Mon Sep 17 00:00:00 2001 From: Adam Svoboda Date: Mon, 28 Oct 2024 18:53:48 +0100 Subject: [PATCH] Fix trapped house generation, texts tweak --- data/story.csv | 2 +- js/game_loop.js | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/data/story.csv b/data/story.csv index 90df03a4..87838f44 100644 --- a/data/story.csv +++ b/data/story.csv @@ -48,7 +48,7 @@ Forsaken Village;❓;Random Trap;Generator-5;0;0;0;0;0;0;XXX;XXX;XXX Forsaken Village;❓;Container Consumable;Generator-18;0;0;0;0;0;0;XXX;XXX;XXX //TODO Randomize boss -Forsaken Village;🐻;Fearsome Grizzly;Boss;4;3;2;0;5;0;Huge Beast;Packs a painful punch.;Got torn to tiny pieces. +Forsaken Village;🐻;Fearsome Grizzly;Boss;4;3;2;0;5;0;Huge Beast;Packs a painful punch.
;Head slapped to the ground. Forsaken Village;❓;Prop;Generator-0;0;0;0;0;0;0;XXX;XXX;XXX //TODO Balance and finalize this area diff --git a/js/game_loop.js b/js/game_loop.js index e8fa16d5..134ef5c7 100644 --- a/js/game_loop.js +++ b/js/game_loop.js @@ -552,9 +552,9 @@ function generateNextEncounters(count=1){ var chosenTrap=chooseFrom(trapsArray) linesStory.splice(encounterIndex+1,0,getRandomEncounter("Container-3")); - linesStory.splice(encounterIndex+1,0,chosenTrap); - linesStory.splice(encounterIndex+2,0,getRandomEncounter(chooseFrom(["Swift","Heavy","Demon"]))); - linesStory.splice(encounterIndex+3,0,getRandomEncounter(chooseFrom(["Item","Consumable"]))); + linesStory.splice(encounterIndex+2,0,chosenTrap); + linesStory.splice(encounterIndex+3,0,getRandomEncounter(chooseFrom(["Heavy","Demon"]))); + linesStory.splice(encounterIndex+4,0,getRandomEncounter(chooseFrom(["Item","Consumable"]))); break; case 4666: //Altar House: Container >> Mid Enemy >> Loot >> Altar @@ -730,7 +730,7 @@ function redraw(){ if (enemyType.includes("Locked")) enemyStatusString=decorateStatusText("🗝️","Locked",colorGrey); if (enemyType.includes("Consumable")) { enemyStatusString=decorateStatusText("❤️","Refreshment",colorWhite) - if (enemyHp<0) enemyStatusString=decorateStatusText("🦠","Risky",colorRed) + if (enemyHp<0) enemyStatusString=decorateStatusText("🦠","Hazardous",colorRed) } break; }