Instead of hardcoding the "prize" type and then watching for that to be created, specify it in the level description. Also, instead of giving both Sokoban end levels 50:50 chance for either prize, bias the one that used to always have the bag of holding to now have 75% chance for that and 25% chance for amulet of reflection, with the other one having those chances reversed. So still 50:50 overall.
108 lines
3.3 KiB
Lua
108 lines
3.3 KiB
Lua
-- NetHack 3.6 mines.des $NHDT-Date: 1432512783 2015/05/25 00:13:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.25 $
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-- Copyright (c) 1989-95 by Jean-Christophe Collet
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-- Copyright (c) 1991-95 by M. Stephenson
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-- NetHack may be freely redistributed. See license for details.
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--
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-- "Catacombs" by Kelly Bailey
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-- Relies on some very specific behavior of MAZEWALK.
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des.level_init({ style = "solidfill", fg = "-" });
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des.level_flags("mazelevel", "nommap")
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des.map({ halign = "center", valign = "bottom", map = [[
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- - - - - - - - - - -- -- - - . - - - - - - - - - -- - - -- - - - - . - - |
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------...---------.-----------...-----.-------.------- ----------------|
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- - - - - - - - - - - . - - - . - - - - - - - - - - -- - -- - . - - - - - |
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------------.---------...-------------------------.--- ------------------|
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- - - - - - - - - - . . - - --- - . - - - - - - - - -- -- - - - - |.....| |
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--.---------------.......------------------------------- ----------|.....S-|
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- - - - |.. ..| - ....... . - - - - |.........| - - - --- - - - - |.....| |
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----.----|.....|------.......--------|.........|--------------.------------|
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- - - - |..{..| - - -.... . --- - -.S.........S - - - - - - - - - - - - - |
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---------|.....|--.---...------------|.........|---------------------------|
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- - - - |.. ..| - - - . - - - - - - |.........| - --- . - - - - - - - - - |
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----------------------...-------.---------------------...------------------|
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---..| - - - - - - - - . --- - - - - - - - - - - - - - . - - --- - - --- - |
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-.S..|----.-------.------- ---------.-----------------...----- -----.-------
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---..| - - - - - - - -- - - -- . - - - - - . - - - . - . - - -- -- - - - --
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-.S..|--------.---.--- -...---------------...{.--------- ---------
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--|. - - - - - - - -- - - - -- . - - - --- - - - . . - - - - -- - - - - - -
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]] });
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local place = { {1,15},{68,6},{1,13} }
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shuffle(place)
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des.non_diggable(selection.area(67,3,73,7))
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des.non_diggable(selection.area(0,12,2,16))
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des.feature("fountain", {12,08})
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des.feature("fountain", {51,15})
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des.region(selection.area(0,0,75,16),"unlit")
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des.region(selection.area(38,6,46,10),"lit")
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des.door("closed",37,8)
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des.door("closed",47,8)
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des.door("closed",73,5)
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des.door("closed",2,15)
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des.mazewalk({ x=36, y=8, dir="west", stocked=false })
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des.stair("up", 42,8)
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des.wallify()
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-- Objects
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des.object("diamond")
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des.object("*")
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des.object("diamond")
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des.object("*")
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des.object("emerald")
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des.object("*")
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des.object("emerald")
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des.object("*")
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des.object("emerald")
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des.object("*")
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des.object("ruby")
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des.object("*")
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des.object("ruby")
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des.object("amethyst")
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des.object("*")
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des.object("amethyst")
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des.object({ id="luckstone", coord=place[2], buc="not-cursed", achievement=1 })
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des.object("flint",place[1])
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des.object("?")
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des.object("?")
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des.object("?")
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des.object("?")
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des.object("?")
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des.object("+")
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des.object("+")
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des.object("+")
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des.object("+")
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des.object()
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des.object()
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des.object()
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des.trap()
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des.trap()
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des.trap()
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des.trap()
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des.trap()
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des.trap()
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des.trap()
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-- One-time annoyance factor
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des.trap("level teleport",place[2])
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des.trap("level teleport",place[1])
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des.monster("M")
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des.monster("M")
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des.monster("M")
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des.monster("M")
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des.monster("M")
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des.monster("ettin mummy")
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des.monster("V")
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des.monster("Z")
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des.monster("Z")
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des.monster("Z")
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des.monster("Z")
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des.monster("Z")
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des.monster("V")
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des.monster("e")
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des.monster("e")
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des.monster("e")
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des.monster("e")
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