Files
nethack/dat/Kni-loca.lua
copperwater 78d46b3a76 Fix: missing filled flags in various levels
This is an omission in the filled/prefilled unification. The default for
filled on regions now being 0 meant that regions that had previously had
no need for any fill declaration at all (regions' prefilled defaulted to
0 before this, the effect being to fill them) now failed to get filled.

The rule of thumb is that all des.regions with a type for which filled
is meaningful (e.g. special rooms) should declare the fill status. I
added it to a bunch of temples even though this doesn't really seem to
affect anything there (the priest and altar come with the altar
definition). I assigned temples filled=1 and filled=2 loosely based on
if there is ever being some other generation that would put other
furniture or items in a temple, but the distinction should not affect
anything right now.

Cases fixed where non-temple regions weren't getting filled:
- Barracks, a graveyard, and shops in Tou-goal
- The beehive in the Wizard's Tower
2020-09-28 07:44:42 +03:00

138 lines
4.1 KiB
Lua

-- NetHack 3.7 Knight.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.9 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991,92 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor")
des.level_init({ style="mines", fg=".", bg="P", smoothed=false, joined=true, lit=1, walled=false })
des.map([[
xxxxxxxxx......xxxx...........xxxxxxxxxx
xxxxxxx.........xxx.............xxxxxxxx
xxxx..............................xxxxxx
xx.................................xxxxx
....................................xxxx
.......................................x
........................................
xx...................................xxx
xxxx..............................xxxxxx
xxxxxx..........................xxxxxxxx
xxxxxxxx.........xx..........xxxxxxxxxxx
xxxxxxxxx.......xxxxxx.....xxxxxxxxxxxxx
]]);
-- Dungeon Description
-- The Isle of Glass is a Tor rising out of the swamps surrounding it.
des.region(selection.area(00,00,39,11), "lit")
-- The top area of the Tor is a holy site.
des.region({ region={09,02, 27,09}, lit=1, type="temple", filled=2 })
-- Stairs
des.stair("up", 38,0)
des.stair("down", 18,05)
-- The altar atop the Tor and its attendant (creating altar makes the priest).
des.altar({ x=17, y=05, align="neutral", type="shrine" })
-- Objects
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
-- All of the avenues are guarded by magic except for the East.
-- South
des.trap("magic",08,11)
des.trap("magic",09,11)
des.trap("magic",10,11)
des.trap("magic",11,11)
des.trap("magic",12,11)
des.trap("magic",13,11)
des.trap("magic",14,11)
des.trap("magic",15,11)
des.trap("magic",16,11)
des.trap("magic",20,11)
des.trap("magic",21,11)
des.trap("magic",22,11)
des.trap("magic",23,11)
des.trap("magic",24,11)
des.trap("magic",25,11)
des.trap("magic",26,11)
des.trap("magic",27,11)
des.trap("magic",28,11)
-- West
des.trap("magic",00,03)
des.trap("magic",00,04)
des.trap("magic",00,05)
des.trap("magic",00,06)
-- North
des.trap("magic",06,00)
des.trap("magic",07,00)
des.trap("magic",08,00)
des.trap("magic",09,00)
des.trap("magic",10,00)
des.trap("magic",11,00)
des.trap("magic",12,00)
des.trap("magic",13,00)
des.trap("magic",14,00)
des.trap("magic",19,00)
des.trap("magic",20,00)
des.trap("magic",21,00)
des.trap("magic",22,00)
des.trap("magic",23,00)
des.trap("magic",24,00)
des.trap("magic",25,00)
des.trap("magic",26,00)
des.trap("magic",27,00)
des.trap("magic",28,00)
des.trap("magic",29,00)
des.trap("magic",30,00)
des.trap("magic",31,00)
des.trap("magic",32,00)
-- Even so, there are magic "sinkholes" around.
des.trap("anti magic")
des.trap("anti magic")
des.trap("anti magic")
des.trap("anti magic")
des.trap("anti magic")
des.trap("anti magic")
des.trap("anti magic")
-- Random monsters.
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ class = "i", peaceful=0 })
des.monster({ class = "j", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ class = "j", peaceful=0 })