Files
nethack/dat/bigrm-10.lua

59 lines
2.3 KiB
Lua

des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.map([[
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...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC...
...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC...
...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC...
...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC...
...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC...
...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
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]]);
if percent(40) then
-- occasionally it's not a fog maze
local terrain = { "L", "}", "T", "-", "F" };
local tidx = math.random(1, #terrain);
-- break it up a bit
des.replace_terrain({ region={0, 0, 70, 18}, fromterrain="C", toterrain=".", chance=5 });
des.replace_terrain({ region={0, 0, 70, 18}, fromterrain="C", toterrain=terrain[tidx] });
end;
des.region(selection.area(00,00,70,18), "lit");
-- when falling down on this level, never end up in the fog maze
des.teleport_region({ region = {00,00,70,18}, exclude = {02,03,68,15}, dir = "down" });
for i = 1,15 do
des.object();
end
for i = 1,6 do
des.trap();
end
for i = 1,28 do
des.monster();
end
des.mazewalk({ x=4, y=2, dir="south", stocked=0 });
-- Stairs up, not in the fog maze
des.levregion({ region = {00,00,70,18}, exclude = {02,03,68,15}, type="stair-up"});
des.stair("down");