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Commit 88db68e1 authored by Lisa Greene's avatar Lisa Greene
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Razakai collapsed tower

Shows in trollmire and (alt only) rhaloren camp
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-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2019 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
local Talents = require("engine.interface.ActorTalents")
setStatusAll{no_teleport=true, vault_only_door_open=true, room_map = {can_open=true}}
local turret = function(version)
local NPC = require "mod.class.NPC"
local m = NPC.new{
type = "construct", subtype = "crystal", image="trap/trap_beam.png",
display = "t",
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
life_rating = 20,
rank = 2,
inc_damage = { all = -75, },
open_door = true,
cut_immune = 1,
blind_immune = 1,
fear_immune = 1,
poison_immune = 1,
disease_immune = 1,
stone_immune = 1,
see_invisible = 30,
no_breath = 1,
infravision = 10,
never_move = 1,
autolevel = "caster",
level_range = {1, nil}, exp_worth = 1,
stats = { mag=16, con=22 },
size_category = 2,
name = "elemental crystal", color=colors.BLUE,
combat = { dam=resolvers.rngavg(1,2), atk=2, apr=0, dammod={str=0.4} },
combat_armor = 10, combat_def = 0,
talent_cd_reduction={[Talents.T_ELEMENTAL_BOLT]=3, },
resolvers.talents{
[Talents.T_ELEMENTAL_BOLT]={base=1, every=5, max=9},
},
ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=3, },
}
return m
end
local id = "collapsed-tower-"..game.turn
local changer = function()
local npcs = mod.class.NPC:loadList{"/data/general/npcs/thieve.lua"}
local objects = mod.class.Object:loadList("/data/general/objects/objects.lua")
local terrains = mod.class.Grid:loadList("/data/general/grids/basic.lua")
terrains.DOWN.change_level_shift_back = true
terrains.DOWN.change_zone_auto_stairs = true
terrains.DOWN.name = "stairs back to "..game.zone.name
terrains.DOWN.change_zone = game.zone.short_name
local zone = mod.class.Zone.new(id, {
name = "collapsed tower",
level_range = {game.zone.base_level, game.zone.base_level},
__applied_difficulty = true, -- Difficulty already applied to parent zone
level_scheme = "player",
max_level = 1,
width = 20, height = 20,
ambient_music = "Swashing the buck.ogg",
reload_lists = false,
persistent = "zone",
no_worldport = game.zone.no_worldport,
min_material_level = util.getval(game.zone.min_material_level),
max_material_level = util.getval(game.zone.max_material_level),
generator = {
map = {
class = "engine.generator.map.Static",
map = "zones/collapsed-tower",
},
trap = { nb_trap = {0, 0} },
object = { nb_object = {0, 0} },
actor = { nb_npc = {0, 0} },
},
npc_list = npcs,
grid_list = terrains,
object_list = objects,
trap_list = mod.class.Trap:loadList("/data/general/traps/natural_forest.lua"),
})
return zone
end
local stairs = function()
local terrains = mod.class.Grid:loadList("/data/general/grids/basic.lua")
local g = terrains.FLOOR:clone()
g.name = "collapsed tower"
g.always_remember = true
g.display='>' g.color_r=0 g.color_g=0 g.color_b=255 g.notice = true
g.change_level=1 g.change_zone=id g.glow=true
g:removeAllMOs()
if engine.Map.tiles.nicer_tiles then
g.add_displays = g.add_displays or {}
g.add_displays[#g.add_displays+1] = mod.class.Grid.new{image="terrain/stair_up.png", z=5}
end
g.nice_tiler = nil
g:altered()
g:initGlow()
g.real_change = changer
g.change_level_check = function(self)
game:changeLevel(1, self.real_change(self.change_zone), {temporary_zone_shift=true, direct_switch=true})
self.change_level_check = nil
self.real_change = nil
self.special_minimap = colors.VIOLET
return true
end
return g
end
specialList("terrain", {
"/data/general/grids/water.lua",
"/data/general/grids/forest.lua",
}, true)
border = 0
--rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "FLOOR")
defineTile(',', "GRASS")
defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('!', "DOOR_VAULT")
defineTile(';', "FLOWER")
defineTile('~', "DEEP_WATER")
defineTile('#', "WALL")
defineTile('X', "TREE")
specialList("actor", {
"/data/general/npcs/construct.lua",
"/data/general/npcs/plant.lua",
"/data/general/npcs/skeleton.lua",
"/data/general/npcs/bear.lua",
})
specialList("trap", {
"/data/general/traps/natural_forest.lua",
})
defineTile('a', "FLOOR", {random_filter={add_levels=5, tome_mod="vault"}}, nil)
defineTile('S', "FLOOR", {random_filter={type="scroll", ego_chance=100}}, nil)
defineTile('$', "FLOOR", {random_filter={add_levels=25, type="money"}})
defineTile('g', "FLOOR", nil, {random_filter={add_levels=5, name="broken golem"}})
defineTile('p', "GRASS", nil, {random_filter={add_levels=5, name="poison ivy"}})
defineTile('v', "GRASS", nil, {random_filter={add_levels=5, name="giant venus flytrap"}})
defineTile('s', "FLOOR", {random_filter={add_levels=5, tome_mod="vault"}}, {random_filter={add_levels=5, name="skeleton mage"}})
defineTile('b', "FLOWER", nil, {random_filter={name="black bear"}})
defineTile('t', "FLOOR", nil, turret(version))
defineTile('^', "FLOOR", nil, nil, {random_filter={name="sliding rock"}})
defineTile('<', stairs())
return {
[[,,,,,,,,;;;;;,,,,]],
[[,,X##,,#;~~~;,,,,]],
[[,.##,,##;~~~;##,,]],
[[,...XXX,b;;;b###,]],
[[,##.........####,]],
[[,######..####.##,]],
[[.#.#..#####...t#,]],
[[.!...^t#.<+sp;a#,]],
[[.#.#..##..#,;;.#,]],
[[,#.##+#####p...#,]],
[[,#g#p,,,^.#....#,]],
[[,###..;;^v##+###,]],
[[,,##.vp,,....##,,]],
[[,,,##$$SSS$$##,,,]],
[[,,,,#########,,,,]],
[[,,,,,,,,,,,,,,,,,]],
}
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2019 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
local Talents = require("engine.interface.ActorTalents")
setStatusAll{no_teleport=true, vault_only_door_open=true, room_map = {can_open=true}}
local turret = function()
local NPC = require "mod.class.NPC"
local m = NPC.new{
type = "construct", subtype = "crystal", image="trap/trap_beam.png",
display = "t",
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
life_rating = 20,
rank = 2,
inc_damage = { all = -75, },
open_door = true,
cut_immune = 1,
blind_immune = 1,
fear_immune = 1,
poison_immune = 1,
disease_immune = 1,
stone_immune = 1,
see_invisible = 30,
no_breath = 1,
infravision = 10,
never_move = 1,
autolevel = "caster",
level_range = {1, nil}, exp_worth = 1,
stats = { mag=16, con=22 },
size_category = 2,
name = "arcane crystal", color=colors.BLUE,
combat = { dam=resolvers.rngavg(1,2), atk=2, apr=0, dammod={str=0.4} },
combat_armor = 10, combat_def = 0,
talent_cd_reduction={[Talents.T_ELEMENTAL_BOLT]=3, },
resolvers.talents{
[Talents.T_ELEMENTAL_BOLT]={base=1, every=5, max=10},
},
ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=3, },
}
return m
end
specialList("actor", {
"/data/general/npcs/skeleton.lua",
})
specialList("terrain", {
"/data/general/grids/water.lua",
"/data/general/grids/forest.lua",
}, true)
border = 0
--rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "FLOOR")
defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('!', "DOOR_VAULT")
defineTile('>', "DOWN")
defineTile('b', "FLOOR", {random_filter={add_levels=10, tome_mod="gvault"}}, {random_filter={add_levels=5, name="skeleton magus"}})
defineTile('$', "FLOOR", {random_filter={add_levels=25, type="money"}})
defineTile('t', "FLOOR", nil, turret())
local def = {
[[##############]],
[[##############]],
[[##.##.$...####]],
[[#t.....>..####]],
[[##.##...$.####]],
[[#b$##$....####]],
[[##############]],
}
return def
......@@ -40,7 +40,7 @@ return {
class = "engine.generator.map.Roomer",
nb_rooms = 10,
rooms = {"random_room", {"money_vault",5}, {"lesser_vault",8}},
lesser_vaults_list = {"circle","amon-sul-crypt","rat-nest","skeleton-mage-cabal","snake-pit"},
lesser_vaults_list = {"circle","amon-sul-crypt","rat-nest","skeleton-mage-cabal"},
lite_room_chance = 100,
['.'] = "FLOOR",
['#'] = "WALL",
......@@ -124,9 +124,9 @@ return {
['.'] = "FLOOR",
['+'] = "DOOR",
nb_rooms = {0,1,1,2},
nb_rooms = {1,1,2},
rooms = {"lesser_vault"},
lesser_vaults_list = {"circle","amon-sul-crypt","rat-nest","skeleton-mage-cabal","snake-pit"},
lesser_vaults_list = {"circle","amon-sul-crypt","skeleton-mage-cabal","collapsed-tower"},
lite_room_chance = 100,
},
actor = {
......
......@@ -61,9 +61,9 @@ return {
road = "GRASS_ROAD_DIRT",
add_road = true,
nb_rooms = {0,0,0,1},
nb_rooms = {0,1},
rooms = {"lesser_vault"},
lesser_vaults_list = {"honey_glade", "forest-ruined-building1", "forest-ruined-building2", "forest-ruined-building3", "snake-pit", "mage-hideout"},
lesser_vaults_list = {"honey_glade", "forest-ruined-building1", "forest-ruined-building2", "forest-ruined-building3", "snake-pit", "mage-hideout", "collapsed-tower"},
lite_room_chance = 100,
},
actor = {
......@@ -189,9 +189,9 @@ return {
pond = {{0.6, "DEEP_WATER"}, {0.8, "DEEP_WATER"}},
},
nb_rooms = {0,0,0,1},
nb_rooms = {0,1},
rooms = {"lesser_vault"},
lesser_vaults_list = {"honey_glade", "forest-ruined-building1", "forest-ruined-building2", "forest-ruined-building3", "snake-pit", "mage-hideout"},
lesser_vaults_list = {"honey_glade", "forest-ruined-building1", "forest-ruined-building2", "forest-ruined-building3", "snake-pit", "mage-hideout", "collapsed-tower"},
lite_room_chance = 100,
},
actor = {
......
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