Add helltweaks to wizard3

This commit is contained in:
Pasi Kallinen
2023-01-30 17:47:21 +02:00
parent 788492bdcd
commit a4c15f23bc

View File

@@ -6,75 +6,85 @@
des.level_init({ style="mazegrid", bg ="-" });
des.level_flags("mazelevel", "noteleport", "hardfloor")
des.map([[
----------------------------.
|..|............S..........|.
|..|..------------------S--|.
|..|..|.........|..........|.
|..S..|.}}}}}}}.|..........|.
|..|..|.}}---}}.|-S--------|.
|..|..|.}--.--}.|..|.......|.
|..|..|.}|...|}.|..|.......|.
|..---|.}--.--}.|..|.......|.
|.....|.}}---}}.|..|.......|.
|.....S.}}}}}}}.|..|.......|.
|.....|.........|..|.......|.
----------------------------.
]]);
des.levregion({ type="stair-up", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
des.levregion({ type="stair-down", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
des.levregion({ type="branch", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
des.teleport_region({ region={01,00,79,20}, region_islev=1, exclude={0,0,27,12} })
des.levregion({ region={25,11,25,11}, type="portal", name="fakewiz1" });
des.mazewalk(28,09,"east")
des.region({ region={07,03, 15,11}, lit=0 ,type="morgue", filled=2 })
des.region({ region={17,06, 18,11}, lit=0, type="beehive", filled=1 })
-- make the entry chamber a real room; it affects monster arrival
des.region({ region={20,06,26,11},lit=0,type="ordinary",arrival_room=true,
contents = function()
local w = "north";
if percent(50) then w = "west" end
des.door({ state="secret", wall=w })
end
local tmpbounds = selection.match("-");
local bnds = tmpbounds:bounds();
local bounds2 = selection.fillrect(bnds.lx, bnds.ly + 1, bnds.hx - 2, bnds.hy - 1);
local wiz3 = des.map({ halign = "center", valign = "center", map = [[
----------------------------x
|..|............S..........|x
|..|..------------------S--|x
|..|..|.........|..........|x
|..S..|.}}}}}}}.|..........|x
|..|..|.}}---}}.|-S--------|x
|..|..|.}--.--}.|..|.......|x
|..|..|.}|...|}.|..|.......|x
|..---|.}--.--}.|..|.......|x
|.....|.}}---}}.|..|.......|x
|.....S.}}}}}}}.|..|.......|x
|.....|.........|..|.......|x
----------------------------x
]], contents = function(rm)
des.levregion({ type="stair-up", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
des.levregion({ type="stair-down", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
des.levregion({ type="branch", region={01,00,79,20}, region_islev=1, exclude={0,0,28,12} })
des.teleport_region({ region={01,00,79,20}, region_islev=1, exclude={0,0,27,12} })
des.levregion({ region={25,11,25,11}, type="portal", name="fakewiz1" });
des.mazewalk(28,09,"east")
des.region({ region={07,03, 15,11}, lit=0 ,type="morgue", filled=2 })
des.region({ region={17,06, 18,11}, lit=0, type="beehive", filled=1 })
-- make the entry chamber a real room; it affects monster arrival
des.region({ region={20,06,26,11},lit=0,type="ordinary",arrival_room=true,
contents = function()
local w = "north";
if percent(50) then w = "west" end
des.door({ state="secret", wall=w })
end
});
des.door("closed",18,05)
des.ladder("up", 11,07)
-- Non diggable walls
-- Walls inside the moat stay diggable
des.non_diggable(selection.area(00,00,06,12))
des.non_diggable(selection.area(06,00,27,02))
des.non_diggable(selection.area(16,02,27,12))
des.non_diggable(selection.area(06,12,16,12))
--
des.non_passwall(selection.area(00,00,06,12))
des.non_passwall(selection.area(06,00,27,02))
des.non_passwall(selection.area(16,02,27,12))
des.non_passwall(selection.area(06,12,16,12))
--
des.monster("L", 10, 07)
des.monster("vampire lord", 12, 07)
-- Some surrounding horrors
des.monster("kraken", 08, 05)
des.monster("giant eel", 08, 08)
des.monster("kraken", 14, 05)
des.monster("giant eel", 14, 08)
-- Other monsters
des.monster("L")
des.monster("D")
des.monster("D", 26, 09)
des.monster("&")
des.monster("&")
des.monster("&")
-- And to make things a little harder.
des.trap("board",10,07)
des.trap("board",12,07)
des.trap("board",11,06)
des.trap("board",11,08)
-- Some loot
des.object(")")
des.object("!")
des.object("?")
des.object("?")
des.object("(")
-- treasures
des.object("\"", 11, 07)
end
});
des.door("closed",18,05)
des.ladder("up", 11,07)
-- Non diggable walls
-- Walls inside the moat stay diggable
des.non_diggable(selection.area(00,00,06,12))
des.non_diggable(selection.area(06,00,27,02))
des.non_diggable(selection.area(16,02,27,12))
des.non_diggable(selection.area(06,12,16,12))
--
des.non_passwall(selection.area(00,00,06,12))
des.non_passwall(selection.area(06,00,27,02))
des.non_passwall(selection.area(16,02,27,12))
des.non_passwall(selection.area(06,12,16,12))
--
des.monster("L", 10, 07)
des.monster("vampire lord", 12, 07)
-- Some surrounding horrors
des.monster("kraken", 08, 05)
des.monster("giant eel", 08, 08)
des.monster("kraken", 14, 05)
des.monster("giant eel", 14, 08)
-- Other monsters
des.monster("L")
des.monster("D")
des.monster("D", 26, 09)
des.monster("&")
des.monster("&")
des.monster("&")
-- And to make things a little harder.
des.trap("board",10,07)
des.trap("board",12,07)
des.trap("board",11,06)
des.trap("board",11,08)
-- Some loot
des.object(")")
des.object("!")
des.object("?")
des.object("?")
des.object("(")
-- treasures
des.object("\"", 11, 07)
local protected = bounds2:negate() | wiz3;
hell_tweaks(protected);