-- NetHack endgame air.lua $NHDT-Date: 1652196019 2022/05/10 15:20:19 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $ -- Copyright (c) 1989 by Jean-Christophe Collet -- Copyright (c) 1992,1993 by Izchak Miller, David Cohrs, -- and Timo Hakulinen -- NetHack may be freely redistributed. See license for details. -- des.level_init({ style = "solidfill", fg = " " }); des.level_flags("mazelevel", "noteleport", "hardfloor", "shortsighted", "stormy") -- The following messages are somewhat obtuse, to make then -- equally meaningful if the player can see or not. des.message("What a strange feeling!") des.message("You notice that there is no gravity here.") -- The player lands, upon arrival, in the -- lower-left area. The location of the -- portal to the next level is randomly chosen. -- This map has no visible outer boundary, and -- is all "air". des.map([[ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA ]]); -- Use up and down regions to partition the level into three parts; -- teleportation can't cross from one part into another. -- The up region is where you'll arrive after activating the portal from -- the preceding level; the exit portal is placed inside the down region. des.teleport_region({ region = {01,00,24,20}, region_islev = 1, exclude = {25,00,79,20}, exclude_islev=1, dir="up" }) des.teleport_region({ region = {56,00,79,20}, region_islev = 1, exclude = {01,00,55,20}, exclude_islev=1, dir="down" }) -- des.portal(levregion(57,01,78,19),(0,0,0,0),"fire") des.levregion({ region = {57,01,78,19}, region_islev=1, type="portal", name="fire" }); des.region(selection.area(00,00,75,19),"lit") des.monster({ id = "air elemental", peaceful = 0 }) des.monster({ id = "air elemental", peaceful = 0 }) des.monster({ id = "air elemental", peaceful = 0 }) des.monster({ id = "air elemental", peaceful = 0 }) des.monster({ id = "air elemental", peaceful = 0 }) des.monster({ id = "air elemental", peaceful = 0 }) des.monster({ id = "air elemental", peaceful = 0 }) des.monster({ id = "air elemental", peaceful = 0 }) des.monster({ id = "air elemental", peaceful = 0 }) des.monster({ id = "air elemental", peaceful = 0 }) des.monster({ id = "air elemental", peaceful = 0 }) des.monster({ id = "floating eye", peaceful = 0 }) des.monster({ id = "floating eye", peaceful = 0 }) des.monster({ id = "floating eye", peaceful = 0 }) des.monster({ id = "yellow light", peaceful = 0 }) des.monster({ id = "yellow light", peaceful = 0 }) des.monster({ id = "yellow light", peaceful = 0 }) des.monster("couatl") des.monster("D") des.monster("D") des.monster("D") des.monster("D") des.monster("D") des.monster("E") des.monster("E") des.monster("E") des.monster("J") des.monster("J") des.monster({ id = "djinni", peaceful = 0 }) des.monster({ id = "djinni", peaceful = 0 }) des.monster({ id = "djinni", peaceful = 0 }) des.monster({ id = "fog cloud", peaceful = 0 }) des.monster({ id = "fog cloud", peaceful = 0 }) des.monster({ id = "fog cloud", peaceful = 0 }) des.monster({ id = "fog cloud", peaceful = 0 }) des.monster({ id = "fog cloud", peaceful = 0 }) des.monster({ id = "fog cloud", peaceful = 0 }) des.monster({ id = "fog cloud", peaceful = 0 }) des.monster({ id = "fog cloud", peaceful = 0 }) des.monster({ id = "fog cloud", peaceful = 0 }) des.monster({ id = "energy vortex", peaceful = 0 }) des.monster({ id = "energy vortex", peaceful = 0 }) des.monster({ id = "energy vortex", peaceful = 0 }) des.monster({ id = "energy vortex", peaceful = 0 }) des.monster({ id = "energy vortex", peaceful = 0 }) des.monster({ id = "steam vortex", peaceful = 0 }) des.monster({ id = "steam vortex", peaceful = 0 }) des.monster({ id = "steam vortex", peaceful = 0 }) des.monster({ id = "steam vortex", peaceful = 0 }) des.monster({ id = "steam vortex", peaceful = 0 })