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authorjc_gargma <jc_gargma@iserlohn-fortress.net>2021-03-31 01:04:07 -0700
committerjc_gargma <jc_gargma@iserlohn-fortress.net>2021-03-31 01:04:07 -0700
commitdd12450ed6862c3de5096050f92ce42d9f42e470 (patch)
tree63ae78de80307735227c5da7be7d402cfc2f1506 /vamp_stuff
parentAdded recipe for extracting blood from human corpses (diff)
downloadcataclysm-bn-mod_vampire-stuff-redone-dd12450ed6862c3de5096050f92ce42d9f42e470.tar.xz
Update vampire lairs and ancient graveyard to be camoflaged as generic terrain.
Diffstat (limited to 'vamp_stuff')
-rw-r--r--vamp_stuff/Modification_Files/Locations/-Essentials/v_overmap_terrain.json34
-rw-r--r--vamp_stuff/readme6
2 files changed, 23 insertions, 17 deletions
diff --git a/vamp_stuff/Modification_Files/Locations/-Essentials/v_overmap_terrain.json b/vamp_stuff/Modification_Files/Locations/-Essentials/v_overmap_terrain.json
index f3637c4..9387bb2 100644
--- a/vamp_stuff/Modification_Files/Locations/-Essentials/v_overmap_terrain.json
+++ b/vamp_stuff/Modification_Files/Locations/-Essentials/v_overmap_terrain.json
@@ -2,9 +2,9 @@
{
"id": "crypt1",
"type": "overmap_terrain",
- "name": "Memorial Crypt",
- "sym": "n",
- "color": "black",
+ "name": "Forest",
+ "sym": "F",
+ "color": "green",
"see_cost": 20,
"mondensity": 0,
"extras": "build"
@@ -12,9 +12,9 @@
{
"id": "crypt1_b1",
"type": "overmap_terrain",
- "name": "Memorial Crypt Basement",
+ "name": "Memorial Crypt",
"sym": "n",
- "color": "black",
+ "color": "light_gray",
"see_cost": 20,
"mondensity": 0,
"extras": "build"
@@ -22,9 +22,9 @@
{
"id": "crypt2",
"type": "overmap_terrain",
- "name": "Eye Crypt",
- "sym": "n",
- "color": "black",
+ "name": "Forest",
+ "sym": "F",
+ "color": "green",
"see_cost": 20,
"mondensity": 0,
"extras": "build"
@@ -32,9 +32,9 @@
{
"id": "crypt2_b1",
"type": "overmap_terrain",
- "name": "Eye Crypt Basement",
+ "name": "Eye Crypt",
"sym": "n",
- "color": "black",
+ "color": "light_gray",
"see_cost": 20,
"mondensity": 0,
"extras": "build"
@@ -42,9 +42,9 @@
{
"id": "vampcave_entrance",
"type": "overmap_terrain",
- "name": "Vampire Cove - Entrance",
- "sym": "+",
- "color": "black",
+ "name": "Forest",
+ "sym": "F",
+ "color": "green",
"see_cost": 20,
"mondensity": 0,
"extras": "build"
@@ -54,7 +54,7 @@
"type": "overmap_terrain",
"name": "Vampire Cove - Corridor",
"sym": "+",
- "color": "black",
+ "color": "light_gray",
"see_cost": 20,
"mondensity": 0,
"extras": "build"
@@ -64,7 +64,7 @@
"type": "overmap_terrain",
"name": "Vampire Cove - Corridor",
"sym": "+",
- "color": "black",
+ "color": "light_gray",
"see_cost": 20,
"mondensity": 0,
"extras": "build"
@@ -74,7 +74,7 @@
"type": "overmap_terrain",
"name": "Vampire Cove - Basement",
"sym": "+",
- "color": "black",
+ "color": "light_gray",
"see_cost": 20,
"mondensity": 0,
"extras": "build"
@@ -82,7 +82,7 @@
{
"id": "gravesite1",
"type": "overmap_terrain",
- "name": "graveyard",
+ "name": "field",
"sym": ".",
"color": "brown",
"see_cost": 5,
diff --git a/vamp_stuff/readme b/vamp_stuff/readme
index dbf3587..a2d18a1 100644
--- a/vamp_stuff/readme
+++ b/vamp_stuff/readme
@@ -36,6 +36,12 @@ Add recipe for draining human bodies of blood.
Add synthetic blood to vampire merchants.
Fix vampire merchants having only one item for sale at a time.
+-Terrain
+Change overmap names and icons of vampire lairs to match to base terrain they spawn to, so they cannot just be seached on the world map.
+Change underground vampire lair icons to not be black. Afaik there isn't any way to see the underground sections in advance of going there anyway.
+Change ancient graveyard name to field, so they cannot just be seached on the world map.
+
+
-Bugfixes
Add the missing ghost town configuration that was causing errors.
Add the filthy tag to mod zombies so their item drops are filthy.