Add helltweaks to wizard1
This commit is contained in:
171
dat/wizard1.lua
171
dat/wizard1.lua
@@ -9,85 +9,94 @@
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des.level_init({ style="mazegrid", bg ="-" });
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des.level_flags("mazelevel", "noteleport", "hardfloor")
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des.map([[
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----------------------------.
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|.......|..|.........|.....|.
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|.......S..|.}}}}}}}.|.....|.
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|..--S--|..|.}}---}}.|---S-|.
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|..|....|..|.}--.--}.|..|..|.
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|..|....|..|.}|...|}.|..|..|.
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|..--------|.}--.--}.|..|..|.
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|..|.......|.}}---}}.|..|..|.
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|..S.......|.}}}}}}}.|..|..|.
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|..|.......|.........|..|..|.
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|..|.......|-----------S-S-|.
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|..|.......S...............|.
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----------------------------.
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]]);
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des.levregion({ type="stair-up", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
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des.levregion({ type="stair-down", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
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des.levregion({ type="branch", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
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des.teleport_region({ region={01,00,79,20}, region_islev=1, exclude={0,0,27,12} })
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des.region({ region={12,01, 20,09}, lit=0, type="morgue", filled=2, contents=function()
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local sdwall = { "south", "west", "east" };
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des.door({ wall = sdwall[math.random(1, #sdwall)], state = "secret" });
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end })
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-- another region to constrain monster arrival
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des.region({ region={01,01, 10,11}, lit=0, type="ordinary", arrival_room=true })
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des.mazewalk(28,05,"east")
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des.ladder("down", 06,05)
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-- Non diggable walls
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-- Walls inside the moat stay diggable
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des.non_diggable(selection.area(00,00,11,12))
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des.non_diggable(selection.area(11,00,21,00))
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des.non_diggable(selection.area(11,10,27,12))
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des.non_diggable(selection.area(21,00,27,10))
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-- Non passable walls
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des.non_passwall(selection.area(00,00,11,12))
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des.non_passwall(selection.area(11,00,21,00))
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des.non_passwall(selection.area(11,10,27,12))
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des.non_passwall(selection.area(21,00,27,10))
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-- The wizard and his guards
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des.monster({ id = "Wizard of Yendor", x=16, y=05, asleep=1 })
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des.monster("hell hound", 15, 05)
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des.monster("vampire lord", 17, 05)
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-- The local treasure
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des.object("Book of the Dead", 16, 05)
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-- Surrounding terror
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des.monster("kraken", 14, 02)
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des.monster("giant eel", 17, 02)
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des.monster("kraken", 13, 04)
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des.monster("giant eel", 13, 06)
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des.monster("kraken", 19, 04)
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des.monster("giant eel", 19, 06)
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des.monster("kraken", 15, 08)
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des.monster("giant eel", 17, 08)
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des.monster("piranha", 15, 02)
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des.monster("piranha", 19, 08)
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-- Random monsters
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des.monster("D")
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des.monster("H")
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des.monster("&")
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des.monster("&")
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des.monster("&")
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des.monster("&")
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-- And to make things a little harder.
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des.trap("board",16,04)
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des.trap("board",16,06)
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des.trap("board",15,05)
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des.trap("board",17,05)
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-- Random traps.
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des.trap("spiked pit")
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des.trap("sleep gas")
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des.trap("anti magic")
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des.trap("magic")
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-- Some random loot.
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des.object("ruby")
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des.object("!")
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des.object("!")
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des.object("?")
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des.object("?")
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des.object("+")
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des.object("+")
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des.object("+")
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local tmpbounds = selection.match("-");
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local bnds = tmpbounds:bounds();
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local bounds2 = selection.fillrect(bnds.lx, bnds.ly + 1, bnds.hx - 2, bnds.hy - 1);
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local wiz1 = des.map({ halign = "center", valign = "center", map = [[
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----------------------------x
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|.......|..|.........|.....|x
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|.......S..|.}}}}}}}.|.....|x
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|..--S--|..|.}}---}}.|---S-|x
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|..|....|..|.}--.--}.|..|..|x
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|..|....|..|.}|...|}.|..|..|x
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|..--------|.}--.--}.|..|..|x
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|..|.......|.}}---}}.|..|..|x
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|..S.......|.}}}}}}}.|..|..|x
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|..|.......|.........|..|..|x
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|..|.......|-----------S-S-|x
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|..|.......S...............|x
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----------------------------x
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]], contents = function(rm)
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des.levregion({ type="stair-up", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
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des.levregion({ type="stair-down", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
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des.levregion({ type="branch", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
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des.teleport_region({ region={01,00,79,20}, region_islev=1, exclude={0,0,27,12} })
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des.region({ region={12,01, 20,09}, lit=0, type="morgue", filled=2, contents=function()
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local sdwall = { "south", "west", "east" };
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des.door({ wall = sdwall[math.random(1, #sdwall)], state = "secret" });
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end })
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-- another region to constrain monster arrival
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des.region({ region={01,01, 10,11}, lit=0, type="ordinary", arrival_room=true })
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des.mazewalk(28,05,"east")
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des.ladder("down", 06,05)
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-- Non diggable walls
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-- Walls inside the moat stay diggable
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des.non_diggable(selection.area(00,00,11,12))
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des.non_diggable(selection.area(11,00,21,00))
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des.non_diggable(selection.area(11,10,27,12))
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des.non_diggable(selection.area(21,00,27,10))
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-- Non passable walls
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des.non_passwall(selection.area(00,00,11,12))
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des.non_passwall(selection.area(11,00,21,00))
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des.non_passwall(selection.area(11,10,27,12))
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des.non_passwall(selection.area(21,00,27,10))
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-- The wizard and his guards
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des.monster({ id = "Wizard of Yendor", x=16, y=05, asleep=1 })
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des.monster("hell hound", 15, 05)
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des.monster("vampire lord", 17, 05)
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-- The local treasure
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des.object("Book of the Dead", 16, 05)
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-- Surrounding terror
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des.monster("kraken", 14, 02)
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des.monster("giant eel", 17, 02)
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des.monster("kraken", 13, 04)
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des.monster("giant eel", 13, 06)
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des.monster("kraken", 19, 04)
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des.monster("giant eel", 19, 06)
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des.monster("kraken", 15, 08)
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des.monster("giant eel", 17, 08)
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des.monster("piranha", 15, 02)
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des.monster("piranha", 19, 08)
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-- Random monsters
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des.monster("D")
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des.monster("H")
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des.monster("&")
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des.monster("&")
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des.monster("&")
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des.monster("&")
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-- And to make things a little harder.
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des.trap("board",16,04)
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des.trap("board",16,06)
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des.trap("board",15,05)
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des.trap("board",17,05)
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-- Random traps.
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des.trap("spiked pit")
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des.trap("sleep gas")
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des.trap("anti magic")
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des.trap("magic")
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-- Some random loot.
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des.object("ruby")
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des.object("!")
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des.object("!")
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des.object("?")
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des.object("?")
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des.object("+")
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des.object("+")
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des.object("+")
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end
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});
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local protected = bounds2:negate() | wiz1;
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hell_tweaks(protected);
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