Files
nethack/dat/minetn-2.lua
Pasi Kallinen 7c44e06ab1 Dehardcode the monk minetown food shop conversion
Instead of trying to figure out in core whether to change a minetown
food shop to health food shop for monks, just figure it out in the
minetown level creation script.
2020-04-16 21:01:37 +03:00

183 lines
6.5 KiB
Lua

-- NetHack 3.6 mines.des $NHDT-Date: 1432512783 2015/05/25 00:13:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.25 $
-- Copyright (c) 1989-95 by Jean-Christophe Collet
-- Copyright (c) 1991-95 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
-- Minetown variant 2
-- "Town Square"
des.room({ type = "ordinary", lit=1, x=3, y=3,
xalign="center", yalign="center", w=31, h=15,
contents = function()
des.feature("fountain", 17, 5)
des.feature("fountain", 13, 8)
if percent(75) then
des.room({ type = "ordinary", x=2,y=0, w=2,h=2,
contents = function()
des.door({ state="closed", wall="west" })
end
})
end
if percent(75) then
des.room({ type = "ordinary", lit=0, x=5,y=0, w=2,h=2,
contents = function()
des.door({ state="closed", wall="south" })
end
})
end
if percent(75) then
des.room({ type = "ordinary", x=8,y=0, w=2,h=2,
contents = function()
des.door({ state="closed", wall="east" })
end
})
end
if percent(75) then
des.room({ type = "ordinary", lit=1, x=16,y=0, w=2,h=2,
contents = function()
des.door({ state="closed", wall="west" })
end
})
end
if percent(75) then
des.room({ type = "ordinary", lit=0, x=19,y=0, w=2,h=2,
contents = function()
des.door({ state="closed", wall="south" })
end
})
end
if percent(75) then
des.room({ type = "ordinary", x=22,y=0, w=2,h=2,
contents = function()
des.door({ state="closed", wall="south" })
des.monster("gnome")
end
})
end
if percent(75) then
des.room({ type = "ordinary", lit=0, x=25,y=0, w=2,h=2,
contents = function()
des.door({ state="closed", wall="east" })
end
})
end
if percent(75) then
des.room({ type = "ordinary", lit=1, x=2,y=5, w=2,h=2,
contents = function()
des.door({ state="closed", wall="north" })
end
})
end
if percent(75) then
des.room({ type = "ordinary", lit=1, x=5,y=5, w=2,h=2,
contents = function()
des.door({ state="closed", wall="south" })
end
})
end
if percent(75) then
des.room({ type = "ordinary", x=8,y=5, w=2,h=2,
contents = function()
des.door({ state="locked", wall="north" })
des.monster("gnome")
end
})
end
des.room({ type="shop", chance=90, lit=1, x=2,y=10, w=4,h=3,
contents = function()
des.door({ state="closed", wall="west" })
end
});
des.room({ type = "tool shop", chance=90, lit=1, x=23,y=10, w=4,h=3,
contents = function()
des.door({ state="closed", wall="east" })
end
});
des.room({ type = monkfoodshop(), chance=90, lit=1, x=24,y=5, w=3,h=4,
contents = function()
des.door({ state="closed", wall="north" })
end
});
des.room({ type = "candle shop", lit=1, x=11,y=10, w=4,h=3,
contents = function()
des.door({ state="closed", wall="east" })
end
});
if percent(75) then
des.room({ type = "ordinary", lit=0, x=7,y=10, w=3,h=3,
contents = function()
des.door({ state="locked", wall="north" })
des.monster("gnome")
end
});
end
des.room({ type = "temple", lit=1, x=19,y=5, w=4,h=4,
contents = function()
des.door({ state="closed", wall="north" })
des.altar({ x=02, y=02, align=align[1],type="shrine" })
des.monster("gnomish wizard")
des.monster("gnomish wizard")
end
});
if percent(75) then
des.room({ type = "ordinary", lit=1, x=18,y=10, w=4,h=3,
contents = function()
des.door({ state="locked", wall="west" })
des.monster("gnome lord")
end
});
end
-- The Town Watch
des.monster({ id = "watchman", peaceful = 1 })
des.monster({ id = "watchman", peaceful = 1 })
des.monster({ id = "watchman", peaceful = 1 })
des.monster({ id = "watchman", peaceful = 1 })
des.monster({ id = "watch captain", peaceful = 1 })
end
});
des.room({ contents = function()
des.stair("up")
end
});
des.room({ contents = function()
des.stair("down")
des.trap()
des.monster("gnome")
des.monster("gnome")
end
});
des.room({ contents = function()
des.monster("dwarf")
end
});
des.room({ contents = function()
des.trap()
des.monster("gnome")
end
});
des.random_corridors()