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Commit 58d8e1b6 authored by dg's avatar dg
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Sometimes the scintillating caves hold too much magic which distort them into weird angles

git-svn-id: http://svn.net-core.org/repos/t-engine4@6654 51575b47-30f0-44d4-a5cc-537603b46e54
parent 8a6ef675
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......@@ -1974,7 +1974,7 @@ function _M:placeRandomLoreObjectScale(base, nb, level)
end
--- Create a random lore object and place it
function _M:placeRandomLoreObject(define, zone)
function _M:placeRandomLoreObject(define)
if type(define) == "table" then define = rng.table(define) end
local o = self.zone:makeEntityByName(self.level, "object", define)
if not o then return end
......
......@@ -17,6 +17,90 @@
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
local layout = game.state:alternateZone(short_name, {"TWISTED", 2})
if layout == "TWISTED" then
return {
name = "Scintillating Caves",
level_range = {1, 5},
level_scheme = "player",
max_level = 5,
decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
width = 30, height = 30,
-- all_remembered = true,
tier1 = true,
tier1_escort = 2,
all_lited = true,
persistent = "zone",
ambient_music = "Mystery.ogg",
max_material_level = 2,
generator = {
map = {
class = "engine.generator.map.Roomer",
nb_rooms = 5,
rooms = {"random_room", {"money_vault",5}},
lite_room_chance = 20,
['.'] = "CRYSTAL_FLOOR",
['#'] = {"CRYSTAL_WALL","CRYSTAL_WALL2","CRYSTAL_WALL3","CRYSTAL_WALL4","CRYSTAL_WALL5","CRYSTAL_WALL6","CRYSTAL_WALL7","CRYSTAL_WALL8","CRYSTAL_WALL9","CRYSTAL_WALL10","CRYSTAL_WALL11","CRYSTAL_WALL12","CRYSTAL_WALL13","CRYSTAL_WALL14","CRYSTAL_WALL15","CRYSTAL_WALL16","CRYSTAL_WALL17","CRYSTAL_WALL18","CRYSTAL_WALL19","CRYSTAL_WALL20",},
up = "CRYSTAL_LADDER_UP",
down = "CRYSTAL_LADDER_DOWN",
door = "CRYSTAL_FLOOR",
},
actor = {
class = "mod.class.generator.actor.Random",
nb_npc = {12, 16},
filters = { {max_ood=2}, },
guardian = "SPELLBLAZE_CRYSTAL",
},
object = {
class = "engine.generator.object.Random",
nb_object = {6, 9},
},
trap = {
class = "engine.generator.trap.Random",
nb_trap = {0, 0},
},
},
levels =
{
[1] = {
generator = { map = {
up = "CRYSTAL_LADDER_UP_WILDERNESS",
}, },
},
},
post_process = function(level)
-- Place a lore note on each level
game:placeRandomLoreObject("NOTE")
end,
foreground = function(level, dx, dx, nb_keyframes)
local tick = core.game.getTime()
local sr, sg, sb
sr = 4 + math.sin(tick / 2000) / 2
sg = 3 + math.sin(tick / 2700)
sb = 3 + math.sin(tick / 3200)
local max = math.max(sr, sg, sb)
sr = sr / max
sg = sg / max
sb = sb / max
level.map:setShown(sr, sg, sb, 1)
level.map:setObscure(sr * 0.6, sg * 0.6, sb * 0.6, 1)
end,
on_enter = function(lev)
if lev == 1 and not game.level.data.warned then
game.level.data.warned = true
require("engine.ui.Dialog"):simplePopup("Caves...", "As you enter the caves you notice the magic here has distorted the land, making sharp angles and turns.")
end
end,
}
else
return {
name = "Scintillating Caves",
level_range = {1, 5},
......@@ -87,3 +171,5 @@ return {
level.map:setObscure(sr * 0.6, sg * 0.6, sb * 0.6, 1)
end,
}
end
\ No newline at end of file
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