Swap out Frontier Town with Orctown

This commit is contained in:
Derek S. Ray
2015-02-22 16:47:40 -05:00
committed by Pasi Kallinen
parent 56699486a0
commit b1835cc65d

View File

@@ -48,99 +48,132 @@ TRAP: random, random
TRAP: random, random
# A tragic accident has occurred in Frontier Town....
#
# Minetown variant 1
# "Frontier Town"
# Orcish Town - a variant of Frontier Town that has been
# overrun by orcs. Note the barricades (iron bars).
#
LEVEL: "minetn-1"
FLAGS:mazelevel
INIT_MAP:mines,'.',' ',true,true,random,true
GEOMETRY:center,center
MAP
.....................................
.----------------F------------------.
.|.................................|.
.|.-------------......------------.|.
.|.|...|...|...|......|..|...|...|.|.
.F.|...|...|...|......|..|...|...|.|.
.|.|...|...|...|......|..|...|...|.F.
.|.|...|...|----......------------.|.
.|.---------.......................|.
.|.................................|.
.|.---------.....--...--...........|.
.|.|...|...|----.|.....|.---------.|.
.|.|...|...|...|.|.....|.|..|....|.|.
.|.|...|...|...|.|.....|.|..|....|.|.
.|.|...|...|...|.|.....|.|..|....|.|.
.|.-------------.-------.---------.|.
.|.................................F.
.-----------F------------F----------.
.....................................
ENDMAP
ROOM: "ordinary" , lit, (3,3), (center,center), (31,15) {
FOUNTAIN: (13, 7)
FOUNTAIN: (20, 7)
# Don't let the player fall into his likely death
TELEPORT_REGION:levregion(01,01,20,19),levregion(20,00,70,19)
REGION:(00,00,36,16),lit,"ordinary"
STAIR:levregion(01,03,20,19),(00,00,36,15),up
STAIR:levregion(61,03,75,19),(00,00,36,15),down
# The Town Watch
MONSTER: ('@', "watchman"), random, peaceful
MONSTER: ('@', "watchman"), random, peaceful
MONSTER: ('@', "watchman"), random, peaceful
MONSTER: ('@', "watchman"), random, peaceful
MONSTER: ('@', "watch captain"), random, peaceful
# shame we can't make polluted fountains
FOUNTAIN:(16,09)
FOUNTAIN:(25,09)
SUBROOM: "shop" [90%] , lit, (2,2), (3,4) {
ROOMDOOR: false, closed, south, random
# the altar's defiled; useful for BUC but never coaligned
ALTAR:(20,13),noalign,shrine
# set up the shop doors; could be broken down
DOOR:random,(5,8)
DOOR:random,(9,8)
DOOR:random,(13,7)
DOOR:random,(22,5)
DOOR:random,(27,7)
DOOR:random,(31,7)
DOOR:random,(5,10)
DOOR:random,(9,10)
DOOR:random,(15,13)
DOOR:random,(25,13)
DOOR:random,(31,11)
# knock a few holes in the shop interior walls
REPLACE_TERRAIN:(07,04,11,06),'|','.',18%
REPLACE_TERRAIN:(25,04,29,06),'|','.',18%
REPLACE_TERRAIN:(07,12,11,14),'|','.',18%
REPLACE_TERRAIN:(28,12,28,14),'|','.',33%
# One spot each in most shops...
$place = { (05,04),(09,05),(13,04),(26,04),(31,05),(30,14),(05,14),(10,13),(26,14),(27,13) }
SHUFFLE:$place
# scatter some bodies
OBJECT:('%',"corpse"),(20,12),montype:"aligned priest"
OBJECT:('%',"corpse"),$place[0],montype:"shopkeeper"
OBJECT:('%',"corpse"),$place[1],montype:"shopkeeper"
OBJECT:('%',"corpse"),$place[2],montype:"shopkeeper"
OBJECT:('%',"corpse"),$place[3],montype:"shopkeeper"
OBJECT:('%',"corpse"),$place[4],montype:"shopkeeper"
OBJECT:('%',"corpse"),random,montype:"watchman"
OBJECT:('%',"corpse"),random,montype:"watchman"
OBJECT:('%',"corpse"),random,montype:"watchman"
OBJECT:('%',"corpse"),random,montype:"watchman"
OBJECT:('%',"corpse"),random,montype:"watch captain"
# Rubble!
LOOP [9 + 2d5] {
OBJECT[90%]:('`',"boulder"),random
OBJECT:('*',"rock"),random
}
SUBROOM: "tool shop" [90%], lit, (2,9), (3,4) {
ROOMDOOR: false, closed, north, random
# Guarantee 7 candles since we won't have Izchak available
OBJECT:('(',"wax candle"),$place[0],quantity:1d2
OBJECT:('(',"wax candle"),$place[1],quantity:2d2
OBJECT:('(',"wax candle"),$place[2],quantity:1d2
OBJECT:('(',"tallow candle"),$place[3],quantity:1d3
OBJECT:('(',"tallow candle"),$place[2],quantity:1d2
OBJECT:('(',"tallow candle"),$place[0],quantity:1d2
# go ahead and leave a lamp next to one corpse to be suggestive
# and some empty wands...
OBJECT:('(',"oil lamp"),$place[2]
OBJECT:('/',"striking"),$place[1],uncursed,0
OBJECT:('/',"striking"),$place[3],uncursed,0
OBJECT:('/',"striking"),$place[4],uncursed,0
OBJECT:('/',"magic missile"),$place[4],uncursed,0
OBJECT:('/',"magic missile"),$place[0],uncursed,0
# the Orcish Army
$inside = selection: floodfill(18,8)
$near_temple = selection: filter(fillrect(17,8, 23,14), $inside)
LOOP [5 + 1d10] {
MONSTER[50%]: ('o', "orc-captain"), rndcoord($inside), hostile
MONSTER[80%]: ('o', "Uruk-hai"), rndcoord($inside), hostile
MONSTER: ('o', "Mordor orc"), rndcoord($inside), hostile
}
# shamans can be hanging out in/near the temple
LOOP [2d3] {
MONSTER: ('o', "orc shaman"), rndcoord($near_temple), hostile
}
# these are not such a big deal
# to run into outside the bars
LOOP [9 + 2d5] {
MONSTER[90%]: ('o', "hill orc"), random, hostile
MONSTER: ('o', "goblin"), random, hostile
}
SUBROOM: "ordinary", unlit, (6,2), (3,4) {
ROOMDOOR: false, closed, south, random
}
SUBROOM: "ordinary", lit, (6,9), (3,4) {
ROOMDOOR: false, closed, north, random
}
SUBROOM: "food shop" [90%], lit, (10,2), (2,3) {
ROOMDOOR: false, closed, south, random
}
SUBROOM: "candle shop", lit, (22,2), (3,3) {
ROOMDOOR: false, closed, south, random
}
SUBROOM: "ordinary", unlit, (10,10), (2,3) {
ROOMDOOR: false, locked, east, random
MONSTER: ('G', "gnome"), random
}
SUBROOM: "ordinary", lit, (19,2), (2,3) {
ROOMDOOR: false, locked, west, random
MONSTER: ('G', "gnome"), random
}
SUBROOM: "temple", lit, (15,9), (4,4) {
ROOMDOOR: false, closed, north, random
ALTAR:(02,02),align[0],shrine
MONSTER: ('G', "gnomish wizard"), random
MONSTER: ('G', "gnomish wizard"), random
}
SUBROOM: "ordinary", lit, (22,10), (2,3) {
ROOMDOOR: false, locked, west, random
}
SUBROOM: "ordinary", lit, (26,2), (3,3) {
ROOMDOOR: false, closed, south, random
MONSTER: ('G', "gnome lord"), random
}
SUBROOM: "ordinary", unlit, (25,10), (4,3) {
ROOMDOOR: false, closed, north, random
}
}
ROOM: "ordinary" , random, random, random, random {
STAIR: random, up
}
ROOM: "ordinary" , random, random, random, random {
STAIR: random, down
TRAP: random, random
MONSTER: ('G', "gnome"), random
MONSTER: ('G', "gnome"), random
}
ROOM: "ordinary" , random, random, random, random {
MONSTER: ('h', "dwarf"), random
}
ROOM: "ordinary" , random, random, random, random {
TRAP: random, random
MONSTER: ('G', "gnome"), random
}
RANDOM_CORRIDORS
WALLIFY:(1,0, 70,20)
# Minetown variant 2