tinker with blip colors, go back to level+1
with the current testing level, level + 1 is necessary to comfortably get a weapon before the Wall O' Block shows up
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		| @@ -618,7 +618,7 @@ function ship_m:hitsomething(dmg) | ||||
|    blip(self,12) | ||||
|   else | ||||
|    self.shield = 0 | ||||
|    blip(self,8) | ||||
|    blip(self,7) | ||||
|   end | ||||
|   return false | ||||
|  end  | ||||
| @@ -627,7 +627,7 @@ function ship_m:hitsomething(dmg) | ||||
|   self:die() | ||||
|   return true | ||||
|  end | ||||
|  blip(self, 7) | ||||
|  blip(self, self.friendly and 8 or 7) | ||||
|  return false | ||||
| end | ||||
|  | ||||
| @@ -998,6 +998,7 @@ firespark = split"9, 8, 2, 5, 1" | ||||
| smokespark = split"13, 13, 5, 5" | ||||
|  | ||||
| player = mknew(ship_m.new{ | ||||
|  friendly=true, | ||||
|  --shape | ||||
|  sprite = 1, --index of ship sprite | ||||
|  size = 1, --all ships are square; how many 8x8 sprites? | ||||
| @@ -1868,7 +1869,7 @@ function rearm_mode:shuffle() | ||||
|  -- these will be placeholders | ||||
|  -- until the upgrade deck | ||||
|  -- is a thing that exists | ||||
|  local lev = primary_ship.level | ||||
|  local lev = primary_ship.level + 1 | ||||
|  if lev == 4 or lev == 12 then | ||||
|   self.options = spec_gun_opts() | ||||
|  elseif lev % 4 == 0 then | ||||
|   | ||||
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