Code: Select all
-- Crypt 1 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('$', "FLOOR", {random_filter={add_levels=5, tome_mod="vault"}}, nil, {random_filter={add_levels=5, name="intruder alarm"}})
defineTile('W', "FLOOR", nil, {random_filter={name="giant white rat"}})
defineTile('B', "FLOOR", nil, {random_filter={name="giant brown rat"}})
defineTile('G', "FLOOR", nil, {random_filter={name="giant grey rat"}})
defineTile('+', "GENERIC_LEVER_DOOR", nil, nil, nil, {lever_action=1, lever_action_value=0, lever_action_kind="crypt_door"})
defineTile('&', "GENERIC_LEVER", nil, nil, nil,
{lever=1, lever_kind="crypt_door", lever_radius=8, lever_block="crypt_door_block"})
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
return {
[[.............]],
[[.###########.]],
[[.#W#B#G#$###.]],
[[.#+#+#+#+###.]],
[[.!.......&##.]],
[[.#+#+#+#+###.]],
[[.#B#W#G#$###.]],
[[.###########.]],
[[.............]],
}