ToME: the Tales of Maj'Eyal

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 Post subject: Re: Vault contest!
PostPosted: Mon Jun 13, 2011 2:25 am 
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Module Developer

Joined: Tue Dec 14, 2010 3:23 am
Posts: 163
Location: Where I need to be
well here is another entry by me. its not quite a mega vault but it is large. the fun feature about this vault is the crenelations that allow archers on the walls to fire into the courtyard. I may make variants of this fortress with different enemies (like undead)

Code:
setStatusAll{no_teleport=true}
local Talents = require("engine.interface.ActorTalents")

defineTile('.', "FLOOR")
defineTile('!', "DOOR_VAULT", nil, nil, nil, {room_map={special=false, room=false, can_open=true}})
defineTile('+', "DOOR")
defineTile('x', "WALL")
defineTile('t', "TREE")
defineTile('X', "HARDWALL")
defineTile('H', "FLOOR", nil, {random_filter={add_levels=10, subtype = "minotaur"}})
defineTile('a', "FLOOR", nil, {random_filter={type = "animal"}})
defineTile('L', "FLOOR", {random_filter={add_levels=15, tome_mod="gvault"}})
defineTile('$', "FLOOR", {random_filter={add_levels=25, type="money"}})
defineTile('~', "DEEP_WATER")
defineTile('-', mod.class.Grid.new{
   define_as = "OPENWALL",
   name = "ledge",
   display = '#', color_r=255, color_g=255, color_b=255, back_color=colors.DARK_GREY,
   does_block_move = true,
   block_sight = false,
   pass_projectile = true,
   })
defineTile('#', mod.class.Grid.new{
   define_as = "OPENWALL",
   name = "bed",
   display = '#', color_r=200, color_g=200, color_b=0, back_color=colors.DARK_GREY,
   does_block_move = true,
   block_sight = false,
   pass_projectile = true,
   })
defineTile('%', mod.class.Grid.new{
   define_as = "OPENWALL",
   name = "fence",
   display = '#', color_r=255, color_g=255, color_b=0, back_color=colors.DARK_GREY,
   does_block_move = true,
   block_sight = false,
   pass_projectile = true,
   })   
defineTile('h', "FLOOR", nil, mod.class.NPC.new{
   type = "humanoid", subtype = "halfling",
   display = "p", color=colors.GOLD,
   name = "halfling beastmaster",
   faction = "enemies", hard_faction = "enemies",
   body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
   desc = [[A halfling with a sling that commands the beasts]],
   level_range = {10, 50}, exp_worth = 1,
   rank = 2,
   size_category = 2,
   autolevel = "warriormage",
   ai = "dumb_talented_simple", ai_state = { talent_in=4, },
   stats = { str=12, dex=18, mag=6, con=10 },
   max_life = resolvers.rngavg(140,170),
   combat_armor = 4, combat_def = 14,
   resolvers.equip{
      resolvers.equip{ {type="weapon", subtype="sling", autoreq=true}, {type="ammo", subtype="shot", autoreq=true} },
   },
   resolvers.talents{
      [Talents.T_SHOOT]=1,
      [Talents.T_STEADY_SHOT]=4,
      [Talents.T_CRIPPLING_SHOT]=4,
      [Talents.T_SLING_MASTERY]=7,
   },
}
)   
startx = 0
starty = 6

rotates = {"default", "90", "180", "270", "flipx", "flipy"}

return {
[[XXXXXXXXXXXXXXX!!XXXXXXXXXXXXXXXX]],
[[X.............x..x..........H...X]],
[[X....h....H...x..x.........h....X]],
[[X..x--xx--....-..-....--xx--xx..X]],
[[X..x.....-..h.-..-..h.-......x..X]],
[[X..-...a.x....x..x....x......-h.X]],
[[Xh.-.a...xx--xx..xx--xx...a..-..X]],
[[X..x....~~~~~....a.~~~~~.....x..X]],
[[X..x--..~...~..H...~...~...--x..X]],
[[X....-..~.t.~....H.~.tH~...-....X]],
[[Xh...-..~...~...a..~...~...-..H.X]],
[[X..x.-..~~~~~......~~~~~.a.-.x..X]],
[[X.Hx.-..~...~.h.H..~.H.~...-.x..X]],
[[X..-...h~.t.~......~.t.~h....-h.X]],
[[Xh.-....~...~...H..~...~.....-..X]],
[[X..x.a..~~~~~......~~~~~.....x..X]],
[[X..x....XXXXXXX++XXXXXXX.....x..X]],
[[X..-....X..h.X....X.L$.X.....-..X]],
[[X..-....X..##X....XL.L.X.....-..X]],
[[X..x....X..h.X....X.L$.X.....x..X]],
[[X..x....X..##X....XHh$LX.....x..X]],
[[X..-..h.X..h.X....X.LL.X..H..-.HX]],
[[X..-....X..##X....XH$.LX.....-..X]],
[[X..x..H.X..H.X.HH.X.Lh$X...t.x..X]],
[[X..x....X..##Xh..hX...LX..h..x..X]],
[[Xh.-....XH...X.HH.X.H..X.....-..X]],
[[X..-....X++XXX....XXX++X..t..-h.X]],
[[X..x....X...H......H...X+%%%%x..X]],
[[X..x..t.X..h........h..X...a.x..X]],
[[X..-....XXXXXX....XXXXXX.aaa.-..X]],
[[X.h-.HH.XL.L$X....XL.L$X.aaa.-h.X]],
[[X..x..h.X.H..X....X..H.Xaa..ax..X]],
[[X..xx...X.h..+....+..h.X.aa.xx..X]],
[[X...xx--XXXXXXXXXXXXXXXXxx--x...X]],
[[X.....h..........H........h.....X]],
[[X..............h....h...........X]],
[[XXXXXXXXXXXXXXxxxxXXXXXXXXXXXXXXX]],
}

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Those who complain are just Volunteering to fix the problem

<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?


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 Post subject: Re: Vault contest!
PostPosted: Thu Jun 16, 2011 6:53 pm 
Offline
Uruivellas

Joined: Tue May 11, 2010 8:58 pm
Posts: 606
Location: Ore uh gun, USA
My submission for contest #2: A dragon farm that's about to get an unpleasant surprise. Basically, xorns, xarens, and whatnot are about to cause a cave-in, so all tiles (including the monster/loot tiles) that aren't already walls have a chance to collapse like in SWL.
Code:
-- setStatusAll{no_teleport=true}
-- Uncomment that if the collapse mechanism can't create a safe path for the player to get out.

defineTile('.', "FLOOR")
defineTile('~', "CAVEIN")
-- Cave-in: Cause at random, 15% of the floor tiles to become hardwalls (or just walls if the player can't move out of a hardwall. Acts as a regular wall for the
-- purposes of the xaren.
-- Same "uhoh" mentality as SWL: You can't breathe in a wall, and suddenly having the stone ceiling crash on you isn't going to feel good either.
-- If all 4 have been dug through, 60% of the floor is now wall. If hardwall, that's not only xp the player missed, but gear the player can't get at either.
defineTile('X', "HARDWALL")
defineTile('#', "WALL")
defineTile('-', "DOOR")
-- Maybe to make things interesting, as soon as one of the cave-in tiles is breached, have all doors open. Hee. Lots of fun.
defineTile('+', "DOOR_VAULT")
defineTile('A', "FLOOR", nil, {random_filter={add_levels=5}, type = "humanoid"})
defineTile('B', "FLOOR", nil, {random_filter={add_levels=10}, type = "humanoid"})
defineTile('C', "FLOOR", {random_filter={add_levels=10, tome_mod="gvault"}}, {random_filter={add_levels=20, type = "humanoid"}})
-- A, B, and C should be related in some fashion, such as "cutpurse/bandit/bandit lord" or "orc fighter/orc berserker/orc elite berserker"
defineTile('W', "FLOOR", {random_filter={add_levels=20, tome_mod="gvault"}}, {random_filter={add_levels=15, type = "dragon", subtype = "wyrm"}})
defineTile('D', "FLOOR", {random_filter={add_levels=10, tome_mod="vault"}}, {random_filter={add_levels=10, type = "dragon", subtype = "drake"}})
defineTile('d', "FLOOR", nil, {random_filter={add_levels=5, type = "dragon", subtype = "hatchling"}})
-- W, D and d should be of the same colour: In essence, this place is a "dragon farm" and the mothers are watching over their hatchlings, but are in some way unable
-- to defend themselves against the humanoids holding them hostage. Maybe have W perma-pinned?
defineTile('x', "FLOOR", nil, {random_filter={add_levels=15, type = "xaren"}})
-- They'll start moving towards the player once the player is at the row where the C goons are.

startx = 15
starty = 21

rotates = {"default", "90", "180", "270", "flipx", "flipy"}

return {
[[XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX]],
[[X##x######x###########x####x#X]],
[[X####x#############x#####x###X]],
[[X############x###############X]],
[[XXXXX~XXXXXX~XXXXX~XXXX~XXXXXX]],
[[XWdDX....................XDdWX]],
[[Xddd-....................-dddX]],
[[XDddX.....AA......AA.....XddDX]],
[[XXXXX.....AA......AA.....XXXXX]],
[[X............................X]],
[[XXXXX.....BB......BB.....XXXXX]],
[[XWddX....................XDdWX]],
[[Xddd-.........CC.........-dddX]],
[[XdddX....................XddDX]],
[[XXXXX.....BB......BB.....XXXXX]],
[[X............................X]],
[[XXXXX.....AA......AA.....XXXXX]],
[[XDddX.....AA......AA.....XDdWX]],
[[Xddd-....................-dddX]],
[[XdddX....................XddDX]],
[[XXXXXXXXXXXXXX+XXXXXXXXXXXXXXX]],
}

Edit: Made this thing slightly more... interesting.

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Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?


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 Post subject: Re: Vault contest!
PostPosted: Tue Jun 21, 2011 9:23 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10126
Location: Angolwen
First, a note about Sus, he is becoming a father, congrats to him!

Now, as a present to him, and all you, next beta will feature two new terrain types: GENERIC_LEVER and GENERIC_LEVER_DOOR
Allowing you to make new deviant traps and wicked vaults.

Here is a usage example:
Code:
defineTile('.', "FLOOR")
defineTile('=', "FLOOR", nil, nil, nil, {foobar=true})
defineTile('&', "GENERIC_LEVER", nil, nil, nil, {lever=1, lever_kind="foo", lever_radius=10, lever_block="foobar"})
defineTile('+', "GENERIC_LEVER_DOOR", nil, nil, nil, {lever_action=3, lever_action_only_once=true, lever_action_value=0, lever_action_kind="foo"})
defineTile('"', "FLOOR", nil, nil, nil, {lever_action_value=0, lever_action_only_once=true, lever_action_kind="foo", lever_action_custom=function(i, j, who, val, old)
   if val == 3 then
      game.level.map:particleEmitter(i, j, 5, "ball_fire", {radius=5})
      return true
   end
end})

return {
[[...........]],
[[...+.......]],
[[..=====....]],
[[........"..]],
[[..&.&.&....]],
[[...........]],
[[....+......]],
[[...........]],
}


So how does it work:
- when a lever is used it will send a "pulse" of type lever_kind in a radius of "lever_radius" (stopped by any grids with an attribute equal to lever_block) with value "lever"
- any grids with a "lever_action_kind" equal to the pulse kind will trigger, its "lever_action_value" will be increased/decreased by the pulse value (if the lever is turned on or off)
- "lever_action_custom" will trigger, if any
- for GENERIC_LEVER_DOOR the door will open if it received at least "lever_action" combined pulse values
- if a grid has "lever_action_only_once" it will only trigger once (if the trigger function returns true)

In the example I gave it means that once all three levers are triggered the door to the south will open and a particle effect will fire of the north east. The northen door will never open because it is "protected" by lever_block (invisible to the player it is all floor to him)

Have fun ! :)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: Vault contest!
PostPosted: Tue Jun 21, 2011 9:42 pm 
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Loremaster

Joined: Thu Sep 23, 2010 10:18 pm
Posts: 3516
Location: London, England
Congrats to Sus! Levers give me some cool ideas... :)

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 Post subject: Re: Vault contest!
PostPosted: Wed Jun 22, 2011 1:23 pm 
Offline
Sher'Tul

Joined: Fri May 21, 2010 8:16 pm
Posts: 1022
Location: Inside the minds of all
I now must create so many of the legendary Legend of Zelda puzzle rooms now!

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Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D


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 Post subject: Re: Vault contest!
PostPosted: Tue Jul 05, 2011 4:41 pm 
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Uruivellas

Joined: Sun Sep 05, 2010 5:11 am
Posts: 683
Code:
defineTile('=', "FLOOR", nil, nil, nil, {foobar=true})
defineTile('&', "GENERIC_LEVER", nil, nil, nil, {lever=1, lever_kind="foo", lever_radius=10, lever_block="foobar"})

lever_block=foobar took me a while to figure out, but it's actually quite clever. If I understand it right you can block different triggers at different points by using a different 'foobar'.


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 Post subject: Re: Vault contest!
PostPosted: Tue Jul 05, 2011 4:53 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10126
Location: Angolwen
Yeah :)

_________________
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: Vault contest!
PostPosted: Sat Jul 16, 2011 10:55 am 
Offline
Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10126
Location: Angolwen
Next beta will have improved support for levers.
In the example bellow, the HARDWALL (tile 6) is actually a secret passage, when bumped into it will turn into floor.
The generic lever door tile 5 is a toggle, every time it receives a signal it will switch from open to close/close to open
Also, not shown in the example, both lever_kind and lever_action_kind can be either strings or tables.
If it is a table it will send multiple signals. The syntax is: lever_kind = {fooo=true, bar=true}

Code:
defineTile('.', "FLOOR")
defineTile('=', "FLOOR", nil, nil, nil, {foobar=true})
defineTile('&', "GENERIC_LEVER", nil, nil, nil, {lever=1, lever_kind="foo", lever_radius=10, lever_block="foobar"})
defineTile('+', "GENERIC_LEVER_DOOR", nil, nil, nil, {lever_action=3, lever_action_value=0, lever_action_kind="foo"})
defineTile('5', "GENERIC_LEVER_DOOR", nil, nil, nil, {lever_toggle=true, lever_action_kind="foo"})
defineTile('6', "HARDWALL", nil, nil, nil, {on_block_change="FLOOR", on_block_change_msg="Ahah it opens!"})
defineTile('"', "FLOOR", nil, nil, nil, {lever_action_value=0, lever_action_only_once=true, lever_action_kind="foo", lever_action_custom=function(i, j, who, val, old)
   if val == 3 then
      game.level.map:particleEmitter(i, j, 5, "ball_fire", {radius=5})
      return true
   end
end})

return {
[[...........]],
[[...+.6.....]],
[[..=====....]],
[[........"..]],
[[..&.&.&....]],
[[...........]],
[[....+5.....]],
[[...........]],
}

_________________
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: Vault contest!
PostPosted: Thu Feb 02, 2012 11:57 am 
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Thalore

Joined: Thu Dec 30, 2010 9:52 am
Posts: 156
Three quickies to help with creation of new vaults:

1# How to create floor tile that contains item OR monster OR trap?

2# Similarly - how to create a tile that produces an item with some % chance?

3# How to create newEntity that does something randomly (say, swaps between two possible shadersr with 1/4 chance each game turn)


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 Post subject: Re: Vault contest!
PostPosted: Thu Feb 02, 2012 9:45 pm 
Offline
Cornac

Joined: Sun Jan 01, 2012 5:57 pm
Posts: 36
crypt-trap2.lua

Code:
-- Crypt 2 by urmane (Jim Niemira)

setStatusAll{no_teleport=true}
startx = 1
starty = 4

defineTile('.', "FLOOR")
defineTile('!', "DOOR_VAULT")
defineTile('#', "HARDWALL")
-- The intruder alarm trap may not be in the zone - in that case, there will be no trap on this tile
defineTile('$', "FLOOR", {random_filter={add_levels=5, tome_mod="vault"}}, nil, {random_filter={add_levels=5, name="intruder alarm"}})
defineTile('U', "FLOOR", nil, {random_filter={add_levels=5, type="skeleton"}})
defineTile('+', "GENERIC_LEVER_DOOR", nil, nil, nil, {lever_action=1, lever_action_value=0, lever_action_kind="crypt_door"})
defineTile('&', "GENERIC_LEVER", nil, nil, nil,
           {lever=1, lever_kind="crypt_door", lever_radius=8, lever_block="crypt_door_block"})


rotates = {"default", "90", "180", "270", "flipx", "flipy"}

return {
[[.............]],
[[.###########.]],
[[.#U#U#U#$###.]],
[[.#+#+#+#+###.]],
[[.!.......&##.]],
[[.#+#+#+#+###.]],
[[.#U#U#U#$###.]],
[[.###########.]],
[[.............]],
}


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 Post subject: Re: Vault contest!
PostPosted: Thu Feb 02, 2012 9:45 pm 
Offline
Cornac

Joined: Sun Jan 01, 2012 5:57 pm
Posts: 36
crypt-trap3.lua

Code:
-- Crypt 3 by urmane (Jim Niemira)

setStatusAll{no_teleport=true}
startx = 1
starty = 4

defineTile('.', "FLOOR")
defineTile('!', "DOOR_VAULT")
defineTile('#', "HARDWALL")
-- The intruder alarm trap may not be in the zone - in that case, there will be no trap on this tile
defineTile('$', "FLOOR", {random_filter={add_levels=5, tome_mod="vault"}}, nil, {random_filter={add_levels=5, name="intruder alarm"}})
defineTile('U', "FLOOR", nil, {random_filter={add_levels=15, type="skeleton"}})
defineTile('+', "GENERIC_LEVER_DOOR", nil, nil, nil, {lever_action=1, lever_action_value=0, lever_action_kind="crypt_door"})
defineTile('&', "GENERIC_LEVER", nil, nil, nil,
           {lever=1, lever_kind="crypt_door", lever_radius=8, lever_block="crypt_door_block"})


rotates = {"default", "90", "180", "270", "flipx", "flipy"}

return {
[[.............]],
[[.###########.]],
[[.#.#U#.#$###.]],
[[.#+#+#+#+###.]],
[[.!.......&##.]],
[[.#+#+#+#+###.]],
[[.#U#.#U#$###.]],
[[.###########.]],
[[.............]],
}


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 Post subject: Re: Vault contest!
PostPosted: Thu Feb 02, 2012 9:46 pm 
Offline
Cornac

Joined: Sun Jan 01, 2012 5:57 pm
Posts: 36
crypt-trap4.lua

Code:
-- Crypt 4 by urmane (Jim Niemira)

setStatusAll{no_teleport=true}
startx = 1
starty = 4

defineTile('.', "FLOOR")
defineTile('!', "DOOR_VAULT")
defineTile('#', "HARDWALL")
-- The intruder alarm trap may not be in the zone - in that case, there will be no trap on this tile
defineTile('$', "FLOOR", {random_filter={add_levels=5, tome_mod="vault"}}, nil, {random_filter={add_levels=5, name="intruder alarm"}})
defineTile('U', "FLOOR", nil, {random_filter={add_levels=5, type="undead"}})
defineTile('+', "GENERIC_LEVER_DOOR", nil, nil, nil, {lever_action=1, lever_action_value=0, lever_action_kind="crypt_door"})
defineTile('&', "GENERIC_LEVER", nil, nil, nil,
           {lever=1, lever_kind="crypt_door", lever_radius=8, lever_block="crypt_door_block"})


rotates = {"default", "90", "180", "270", "flipx", "flipy"}

return {
[[.............]],
[[.###########.]],
[[.#U#U#U#$###.]],
[[.#+#+#+#+###.]],
[[.!.......&##.]],
[[.#+#+#+#+###.]],
[[.#U#U#U#$###.]],
[[.###########.]],
[[.............]],
}


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 Post subject: Re: Vault contest!
PostPosted: Thu Feb 02, 2012 9:47 pm 
Offline
Cornac

Joined: Sun Jan 01, 2012 5:57 pm
Posts: 36
crypt-trap5.lua

Code:
-- Crypt 5 by urmane (Jim Niemira)

setStatusAll{no_teleport=true}
startx = 1
starty = 4

defineTile('.', "FLOOR")
defineTile('!', "DOOR_VAULT")
defineTile('#', "HARDWALL")
-- The intruder alarm trap may not be in the zone - in that case, there will be no trap on this tile
defineTile('$', "FLOOR", {random_filter={add_levels=5, tome_mod="vault"}}, nil, {random_filter={add_levels=5, name="intruder alarm"}})
defineTile('=', "FLOOR", {random_filter={add_levels=5, tome_mod="gvault"}})
defineTile('U', "FLOOR", nil, {random_filter={add_levels=10, type="undead"}})
defineTile('+', "GENERIC_LEVER_DOOR", nil, nil, nil, {lever_action=1, lever_action_value=0, lever_action_kind="crypt_door"})
defineTile('&', "GENERIC_LEVER", nil, nil, nil,
           {lever=1, lever_kind="crypt_door", lever_radius=8, lever_block="crypt_door_block"})
defineTile('2', "HARDWALL", nil, nil, nil, {on_block_change="FLOOR", on_block_change_msg="You discovered a secret room!"})


rotates = {"default", "90", "180", "270", "flipx", "flipy"}

return {
[[.............]],
[[.###########.]],
[[.#U#U#U#$2=#.]],
[[.#+#+#+#+###.]],
[[.!.......&##.]],
[[.#+#+#+#+###.]],
[[.#U#U#U#$###.]],
[[.###########.]],
[[.............]],
}


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 Post subject: Re: Vault contest!
PostPosted: Thu Feb 02, 2012 9:48 pm 
Offline
Cornac

Joined: Sun Jan 01, 2012 5:57 pm
Posts: 36
forest-ruined-building4.lua

Code:
-- Forest Ruined Building 4 by urmane (Jim Niemira)
-- Intended for Trollmire

setStatusAll{no_teleport=true}
startx = 4
starty = 0

rotates = {"default", "90", "180", "270", "flipx", "flipy"}

defineTile('.', "FLOOR")
defineTile(',', "GRASS")
defineTile('#', "WALL")
defineTile('X', "TREE")
defineTile('x', "DOOR_VAULT")
defineTile('$', "FLOOR", {random_filter={add_levels=20, type="money"}})
defineTile('T', "FLOOR", nil, {random_filter={name="forest troll", add_levels=4}})
defineTile('%', "FLOOR", {random_filter={add_levels=5, tome_mod="vault"}})

return {
[[,XXX,XXXXXXX,]],
[[XXX,XXXXXXXXX]],
[[XX,,##,,,,,XX]],
[[XX,##,,TXX$XX]],
[[XX,#$,.,.X%XX]],
[[XX,#$.,,.X#XX]],
[[XX,#$,.,,T#XX]],
[[XX,####x###XX]],
[[XX,,,,,,,,,XX]],
[[XXXXXXXXXXXXX]],
[[,XXXXXXXXXXX,]],
}


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 Post subject: Re: Vault contest!
PostPosted: Thu Feb 02, 2012 9:49 pm 
Offline
Cornac

Joined: Sun Jan 01, 2012 5:57 pm
Posts: 36
forest-ruined-building5.lua

Code:
-- Forest Ruined Building 5 by urmane (Jim Niemira)
-- Intended for Trollmire

setStatusAll{no_teleport=true}
startx = 4
starty = 0

rotates = {"default", "90", "180", "270", "flipx", "flipy"}

defineTile('.', "FLOOR")
defineTile(',', "GRASS")
defineTile('#', "WALL")
defineTile('X', "TREE")
defineTile('x', "DOOR_VAULT")
defineTile('$', "FLOOR", {random_filter={add_levels=20, type="money"}})
defineTile('T', "FLOOR", nil, {random_filter={name="forest troll", add_levels=4}})
defineTile('%', "FLOOR", {random_filter={add_levels=5, tome_mod="vault"}})

return {
[[,XXX,XXXXXXX,]],
[[XXX,XXXXXXXXX]],
[[XX,,##,,,T,XX]],
[[XX,##,,,XX$XX]],
[[XX,#.,.,.X%XX]],
[[XX,#..,,.X#XX]],
[[XX,#T,.,,$#XX]],
[[XX,####x###XX]],
[[XX,,,,,,,,,XX]],
[[XXXXXXXXXXXXX]],
[[,XXXXXXXXXXX,]],
}


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