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Remove a Beogh trap vault
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It's not a very well-designed trap (if you know how it works you can just blink past the trigger, for example), and in general trap vaults like this tend to be
more spoilery than anything else.
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Chris Campbell committed Jul 26, 2015
1 parent 8116078 commit e6b0260
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Showing 2 changed files with 31 additions and 102 deletions.
102 changes: 0 additions & 102 deletions crawl-ref/source/dat/des/traps/beogh_trap.des

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31 changes: 31 additions & 0 deletions crawl-ref/source/dat/des/variable/compat.des
Expand Up @@ -159,4 +159,35 @@ function callback.spiders_nest_web_lair(data, triggerable, triggerer, marker, ev
-- do nothing
end

-- let this vault still function if it already exists
function callback.beogh_warn_stepped(data, triggerable, triggerer, marker, ev)
local x, y = marker:pos()

if you.god() == "Beogh" or (you.race() == "Hill Orc" and you.god() == "No God") then
crawl.god_speaks("Beogh" , "Your presence is welcomed at the altar of Beogh.")
dgn.grid(x, y, "floor")
elseif you.race() == "Hill Orc" then
crawl.god_speaks("Beogh" , "The orc god booms: Stay away, heretic!")
else
crawl.god_speaks("Beogh" , "The orc god booms: Stay away, mortal!")
end
end

function callback.beogh_trap_stepped(data, triggerable, triggerer, marker, ev)
local x, y = marker:pos()
-- This enacts the changes. First it checks to see if the player is a Beogh
-- worshipper or a godless orc (a potential worshipper). If the player is one of
-- these things nothing happens. Otherwise the trap is sprung.
if monster_step == true then
return
elseif you.god() == "Beogh" or (you.race() == "Hill Orc" and you.god() == "No God") then
dgn.grid(x, y, "floor")
else
crawl.god_speaks("Beogh", "Beogh's servants are called upon to defend the altar!")
for slave in iter.slave_iterator("bridge", 1) do
dgn.terrain_changed(slave.x, slave.y, "floor", false, false, false)
end
dgn.grid(x, y, "floor")
end
end
}}

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