Coming up to medusa-3 from the level below revealed that Perseus's statue was not there. It was placed randomly in one of the three chambers where Medusa might be rather than in the one where she actually was. Medusa-4 behaved similarly. Initially I was forcing the statue to be adjacent to Medusa rather than on her spot, but medusa-1 and medusa-2 don't do that so I've gone with a simplified revision.
153 lines
5.9 KiB
Lua
153 lines
5.9 KiB
Lua
-- NetHack medusa medusa-4.lua $NHDT-Date: 1716152274 2024/05/19 20:57:54 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.8 $
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-- Copyright (c) 1989 by Jean-Christophe Collet
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-- Copyright (c) 1990, 1991 by M. Stephenson
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-- NetHack may be freely redistributed. See license for details.
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--
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des.level_init({ style = "solidfill", fg = " " });
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des.level_flags("noteleport", "mazelevel")
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--
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-- Here the Medusa rules some slithery monsters from her 'palace', with
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-- a yellow dragon nesting in the backyard.
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--
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des.map([[
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}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
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}}}}}}}}}}}}}}........}}}}}}}}}}}}}}}}}}}}}}}..}}}.....}}}}}}}}}}}----|}}}}}
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}}}}}}..----------F-.....}}}}}}}}}}}}}}}}..---...}}}}....T.}}}}}}}....|}}}}}
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}}}.....|...F......S}}}}....}}}}}}}...}}.....|}}.}}}}}}}......}}}}|......}}}
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}}}.....+...|..{...|}}}}}}}}}}}}.....}}}}|...|}}}}}}}}}}}.}}}}}}}}----.}}}}}
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}}......|...|......|}}}}}}}}}......}}}}}}|.......}}}}}}}}}}}}}..}}}}}...}}}}
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}}|-+--F|-+--....|F|-|}}}}}....}}}....}}}-----}}.....}}}}}}}......}}}}.}}}}}
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}}|...}}|...|....|}}}|}}}}}}}..}}}}}}}}}}}}}}}}}}}}....}}}}}}}}....T.}}}}}}}
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}}|...}}F...+....F}}}}}}}..}}}}}}}}}}}}}}...}}}}}}}}}}}}}}}}}}}}}}....}}..}}
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}}|...}}|...|....|}}}|}....}}}}}}....}}}...}}}}}...}}}}}}}}}}}}}}}}}.....}}}
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}}--+--F|-+--....-F|-|....}}}}}}}}}}.T...}}}}....---}}}}}}}}}}}}}}}}}}}}}}}}
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}}......|...|......|}}}}}.}}}}}}}}}....}}}}}}}.....|}}}}}}}}}.}}}}}}}}}}}}}}
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}}}}....+...|..{...|.}}}}}}}}}}}}}}}}}}}}}}}}}}.|..|}}}}}}}......}}}}...}}}}
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}}}}}}..|...F......|...}}}}}}}}}}..---}}}}}}}}}}--.-}}}}}....}}}}}}....}}}}}
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}}}}}}}}-----S----F|....}}}}}}}}}|...|}}}}}}}}}}}}...}}}}}}...}}}}}}..}}}}}}
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}}}}}}}}}..............T...}}}}}.|.......}}}}}}}}}}}}}}..}...}.}}}}....}}}}}
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}}}}}}}}}}....}}}}...}...}}}}}.......|.}}}}}}}}}}}}}}.......}}}}}}}}}...}}}}
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}}}}}}}}}}..}}}}}}}}}}.}}}}}}}}}}-..--.}}}}}}}}..}}}}}}..T...}}}..}}}}}}}}}}
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}}}}}}}}}...}}}}}}}}}}}}}}}}}}}}}}}...}}}}}}}....}}}}}}}.}}}..}}}...}}}}}}}}
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}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}}....}}}}}}}}}}}}}}}}}}}...}}}}}}
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}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
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]]);
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--
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-- place handling is similar to medusa-3.lua except that there are 4
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-- downstairs-eligible rooms rather than 3, and only 2 of them are used
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local place = selection.new();
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-- each of these spots are inside a distinct room
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place:set(04,08);
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place:set(10,04);
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place:set(10,08);
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place:set(10,12);
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-- location of Medusa and downstairs and Perseus's statue
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local medloc = place:rndcoord(1,1);
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-- specific location for some other statue in a different downstairs-eligible
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-- room, to prevent object detection from becoming a trivial way to pinpoint
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-- Medusa's location
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-- [usefulness depends on future STATUE->dknown changes in nethack's core]
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local altloc = place:rndcoord(1,1);
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--
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des.region(selection.area(00,00,74,19),"lit")
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-- fixup_special hack: The first "room" region in Medusa levels gets filled
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-- with some leaderboard statues, so this needs to be a room; setting
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-- irregular=1 will force this
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des.region({ region={13,03, 18,13}, lit=1, type="ordinary", irregular=1 })
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--
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des.teleport_region({ region = {64,01,74,17}, dir="down" });
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des.teleport_region({ region = {02,02,18,13}, dir="up" });
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--
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des.levregion({ region = {67,01,74,20}, type="stair-up" });
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-- place the downstairs at the same spot where Medusa will be placed
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des.stair("down", medloc)
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--
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des.door("locked",04,06)
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des.door("locked",04,10)
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des.door("locked",08,04)
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des.door("locked",08,12)
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des.door("locked",10,06)
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des.door("locked",10,10)
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des.door("locked",12,08)
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--
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des.levregion({ region = {27,00,79,20}, type="branch" });
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--
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des.non_diggable(selection.area(01,01,22,14));
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--
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des.object("crystal ball", 07,08)
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--
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-- same spot as Medusa plus downstairs
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des.object({ id="statue", coord=medloc, buc="uncursed",
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montype="knight", historic=1, male=1,name="Perseus",
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contents = function()
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if percent(75) then
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des.object({ id = "shield of reflection", buc="cursed", spe=0 })
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end
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if percent(25) then
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des.object({ id = "levitation boots", spe=0 })
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end
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if percent(50) then
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des.object({ id = "scimitar", buc="blessed", spe=2 })
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end
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if percent(50) then
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des.object("sack")
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end
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end
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});
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--
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-- first random statue is in one of the designated stair rooms but not the
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-- one with Medusa plus downstairs
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des.object({ id = "statue", coord=altloc, contents=0 })
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des.object({ id = "statue", contents=0 })
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des.object({ id = "statue", contents=0 })
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des.object({ id = "statue", contents=0 })
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des.object({ id = "statue", contents=0 })
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des.object({ id = "statue", contents=0 })
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des.object({ id = "statue", contents=0 })
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for i=1,8 do
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des.object()
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end
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--
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for i=1,7 do
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des.trap()
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end
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--
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-- place Medusa before placing other monsters so that they won't be able to
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-- unintentionally steal her spot on the downstairs
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des.monster({ id = "Medusa", coord=medloc, asleep=1 })
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des.monster("kraken", 07,07)
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--
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-- the nesting dragon
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des.monster({ id = "yellow dragon", x=05, y=04, asleep=1 })
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if percent(50) then
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des.monster({ id = "baby yellow dragon", x=04,y=04, asleep=1 })
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end
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if percent(25) then
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des.monster({ id = "baby yellow dragon", x=04, y=05, asleep=1 })
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end
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des.object({ id = "egg", x=05, y=04, montype="yellow dragon" });
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if percent(50) then
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des.object({ id = "egg", x=05, y=04, montype="yellow dragon" });
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end
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if percent(25) then
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des.object({ id = "egg", x=05, y=04, montype="yellow dragon" });
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end
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--
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des.monster("giant eel")
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des.monster("giant eel")
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des.monster("jellyfish")
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des.monster("jellyfish")
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for i=1,14 do
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des.monster("S")
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end
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for i=1,4 do
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des.monster("black naga hatchling")
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des.monster("black naga")
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end
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--#medusa-4.lua
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