Files
nethack/dat/medusa-3.lua
2022-05-10 11:26:52 -04:00

119 lines
4.8 KiB
Lua

-- NetHack medusa medusa-3.lua $NHDT-Date: 1652196028 2022/05/10 15:20:28 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.7 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1990, 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("noteleport", "mazelevel", "shortsighted")
--
-- Here you disturb ravens nesting in the trees.
--
des.map([[
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}}}}}.--+--..}}}}}}...}}}}}}}}}}}}}}}}}}}T.}}}}}}}}}}}}}}}}.T.}........}}}}}
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}}}...T}}}}}}}..}}}}}}}}}}}.T...}}}}}}}}.T.}.T.....T....}}}}}}}}}}}}}.}}}}}}
}}}}}}}}}}}}}}}....}}}}}}}...}}.}}}}}}}}}}............T..}}}}}.T.}}}}}}}}}}}
}}}}}}}}}}}}}}}}..T..}}}}}}}}}}}}}}..}}}}}..------+--...T.}}}....}}}}}}}}}}}
}}}}.}..}}}}}}}.T.....}}}}}}}}}}}..T.}}}}.T.|...|...|....}}}}}.}}}}}...}}}}}
}}}.T.}...}..}}}}T.T.}}}}}}.}}}}}}}....}}...|...+...|.}}}}}}}}}}}}}..T...}}}
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]]);
local place = selection.new();
place:set(08,06);
place:set(66,05);
place:set(46,15);
local medloc = place:rndcoord(1);
des.region(selection.area(00,00,74,19),"lit")
-- fixup_special hack: the first room defined on a Medusa level gets some
-- leaderboard statues, use arrival_room to force it to be a room even though
-- monsters won't arrive within it
des.region({ region={49,14, 51,16}, lit=-1, type="ordinary", arrival_room=true });
des.region(selection.area(07,05,09,07),"unlit")
des.region(selection.area(65,04,67,06),"unlit")
des.region(selection.area(45,14,47,16),"unlit")
-- Non diggable walls
-- 4th room has diggable walls as Medusa is never placed there
des.non_diggable(selection.area(06,04,10,08))
des.non_diggable(selection.area(64,03,68,07))
des.non_diggable(selection.area(44,13,48,17))
-- All places are accessible also with jumping, so don't bother
-- restricting the placement when teleporting from levels below this.
des.teleport_region({ region = {33,02,38,07}, dir="down" })
des.levregion({ region = {32,01,39,07}, type="stair-up" });
des.stair("down", medloc);
des.door("locked",08,08)
des.door("locked",64,05)
des.door("random",50,13)
des.door("locked",48,15)
--
des.feature("fountain", place:rndcoord(1));
--
des.object({ id="statue", coord=place:rndcoord(1), buc = "uncursed",
montype="knight", historic=1, male=1,name="Perseus",
contents = function()
if percent(75) then
des.object({ id = "shield of reflection", buc="cursed", spe=0 })
end
if percent(25) then
des.object({ id = "levitation boots", spe=0 })
end
if percent(50) then
des.object({ id = "scimitar", buc="blessed", spe=2 })
end
if percent(50) then
des.object("sack")
end
end
});
--
des.object({ id = "statue", contents=0 })
des.object({ id = "statue", contents=0 })
des.object({ id = "statue", contents=0 })
des.object({ id = "statue", contents=0 })
des.object({ id = "statue", contents=0 })
des.object({ id = "statue", contents=0 })
des.object({ id = "statue", contents=0 })
for i=1,8 do
des.object()
end
des.object("scroll of blank paper",48,18)
des.object("scroll of blank paper",48,18)
--
des.trap("rust")
des.trap("rust")
des.trap("board")
des.trap("board")
des.trap()
--
des.monster({ id = "Medusa", coord=medloc, asleep=1 })
des.monster("giant eel")
des.monster("giant eel")
des.monster("jellyfish")
des.monster("jellyfish")
des.monster("wood nymph")
des.monster("wood nymph")
des.monster("water nymph")
des.monster("water nymph")
for i=1,30 do
des.monster({ id = "raven", hostile = 1 })
end