In a slightly lighter mood - here's a proposal for a few interesting rooms/minivalults for forest type areas - trollmire and old forest. I hope they work, especially the way i tried to implement randomness in some of them.
Code: Select all
-- forest interesting room #08/15, take 1
startx = 2
starty = 2
setStatusAll{no_teleport=false}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "GRASS")
defineTile('#', "TREE")
defineTile('i', "GRASS", {random_filter={add_levels=0, tome_mod="vault"}})
defineTile('V', "GRASS", nil, {random_filter={add_levels=5, name = "poisonous ivy"}})
return {
[[###]],
[[#V#]],
[[#i.]],
[[#V#]],
[[###]],
}
-- forest interesting room #08/15, take 2
startx = 1
starty = 0
setStatusAll{no_teleport=false}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "GRASS")
defineTile('#', "TREE")
defineTile('i', "GRASS", {random_filter={add_levels=0, tome_mod="vault"}}, nil, {random_filter={add_levels=5}})
defineTile('V', "GRASS", nil, {random_filter={add_levels=5, name = "poisonous ivy"}})
defineTile('M', "GRASS", nil, {random_filter={add_levels=5, name = "treant"}})
return {
[[#V#]],
[[#M#]],
[[#i#]],
[[###]],
}
-- forest interesting room #08/15, take 3
startx = 1
starty = 0
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('#', "TREE")
defineTile('!', "ROCK_VAULT")
defineTile('B', "FLOOR", random_filter={add_levels=0, tome_mod="vault"}}, {random_filter={add_levels=10, type = "animal", subtype = "bear"}})
return {
[[#!#]],
[[#B#]],
[[###]],
}
-- forest interesting room #08/15, take 4
startx = 0
starty = 0
setStatusAll{no_teleport=false}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "GRASS")
defineTile('f', "FLOWER")
defineTile('i', "GRASS", if rng.range(0, 1) > 0 then {random_filter={add_levels=1}} else nil end, if rng.range(0, 1) > 0 then {random_filter={add_levels=5, name = "poisonous ivy"}} else nil end, if rnd.range(0, 1) > 0 then {random_filter={add_levels=5}} else nil end)
return {
[[.ff.]],
[[fiif]],
[[fiif]],
[[.ff.]],
}
-- forest interesting room #08/15, take 5
startx = 3
starty = 2
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "GRASS")
defineTile('f', "FLOWER")
defineTile('T', "HARDTREE")
defineTile('O', "ROCK_VAULT")
defineTile('R', "GRASS", random_filter={add_levels=5, name = "treant"}, nil, nil)
defineTile('i', "GRASS", random_filter={add_levels=0, tome_mod=”vault”}}, nil, nil)
return {
[[TTTTT]],
[[TiROT]],
[[TiROf]],
[[TiROT]],
[[TTTTT]],
}
-- forest interesting room #08/15, take 6
startx = 0
starty = 0
setStatusAll{no_teleport=false}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "GRASS")
defineTile('f', "FLOWER"))
defineTile('T', "TREE", nil, random_filter={add_levels=0, tome_mod=”vault”}},, nil)
return {
[[.....]],
[[..f..]],
[[.fRf.]],
[[..f..]],
[[.....]],
}
-- forest interesting room #08/15, take 7
startx = 0
starty = 0
setStatusAll{no_teleport=false}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "GRASS")
defineTile('f', "FLOWER")
defineTile('T', "TREE")
defineTile('R', "GRASS", random_filter={add_levels=10, type = "troll"}, random_filter={add_levels=0, tome_mod = "vault"}, nil)
defineTile('F', "FLOWER", nil, nil, random_filter={add_levels=5})
return {
[[.fTf.]],
[[fTFTf]],
[[TFRFT]],
[[fTFTf]],
[[.fTf.]],
}