This should make it easier to fill in the floor and wall tiles. Apart from the floor for Coc:7 ("floor_ice"), these are still missing.
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{{
function dis_setup(e)
e.tags(dis)
e.place("Dis:7")
e.tags(no_rotate)
e.lflags("no_tele_control")
e.lua_marker('O', item_pickup_change_flags {
level_flags="!no_tele_control", item="iron rune of Zot" } )
-- turn granite statues into iron statues
-- you still have to colour the statues, if desired
dgn.set_feature_desc_short("granite statue", "iron statue")
dgn.set_feature_desc_long("granite statue", "A heavy-looking iron statue. " ..
"You can't help but feel like it's watching you.")
end
function geh_setup(e)
e.place("Geh:7")
e.tags(no_rotate)
e.lflags("no_tele_control")
e.lua_marker('O', item_pickup_change_flags {
level_flags="!no_tele_control", item="obsidian rune of Zot" } )
e.lrockcol("brown")
e.lfloorcol("darkgrey")
-- e.lrocktile("???")
-- e.lfloortile("???")
e.colour("v = red")
e.colour("c = darkgrey")
dgn.set_feature_desc_short("Floor", "Ashen ground")
dgn.set_feature_desc_long("Floor", "With every step, you walk on ash. " ..
"It is warm and almost comfortable.")
dgn.set_feature_desc_short("metal wall", "tempered metal wall")
dgn.set_feature_desc_long("metal wall", "These metal walls emit heat.")
end
function coc_setup(e)
e.place("Coc:7")
e.tags(no_rotate)
e.lflags("no_tele_control")
e.lua_marker('O', item_pickup_change_flags {
level_flags="!no_tele_control", item="icy rune of Zot" } )
e.lrockcol("lightgrey")
e.lfloorcol("white")
-- e.lrocktile("???")
e.lfloortile("floor_ice")
dgn.set_feature_desc_short("rock wall", "ice-covered rock wall")
dgn.set_feature_desc_long("rock wall", "A rock wall coated in a thick layer of ice.")
dgn.set_feature_desc_short("stone wall", "ice-covered stone wall")
dgn.set_feature_desc_long("stone wall", "A stone wall coated in a thick layer of ice.")
dgn.set_feature_desc_short("Floor", "Frost-covered floor")
dgn.set_feature_desc_long("Floor", "Frost-covered floor. It crunches " ..
"satisfyingly underfoot.")
end
function tar_setup(e)
e.place("Tar:7")
e.tags(no_rotate)
e.lflags("no_tele_control")
e.lua_marker('O', item_pickup_change_flags {
level_flags="!no_tele_control", item="bone rune of Zot" } )
end
}}
NAME: castle_dis
PLACE: Dis:7
TAGS: dis
ORIENT: north
TAGS: no_rotate
LFLAGS: no_tele_control
MARKER: O = lua:item_pickup_change_flags { \
level_flags="!no_tele_control", item="iron rune of Zot" \
}
MONS: Dispater, Fiend, Ice Fiend, iron devil, metal gargoyle
MONS: iron dragon
NAME: dis_old
ORIENT: north
MONS: Dispater, Fiend, Ice Fiend, iron devil, metal gargoyle, iron dragon
### make granite statues into iron statues
{{
dgn.set_feature_desc_short("granite statue", "iron statue")
dgn.set_feature_desc_long("granite statue", "A heavy-looking iron statue. You " ..
"can't help but feel like it's watching you.")
}}
KFEAT: o = granite_statue
MARKER: O = lua:item_pickup_change_flags { \
level_flags="!no_tele_control", item="iron rune of Zot" \
}
MONS: Dispater
MONS: fiend
MONS: ice fiend
MONS: iron devil
MONS: metal gargoyle
MONS: iron dragon
MONS: iron troll
KMONS: 8 = iron golem
KFEAT: 8 = .
NAME: dis_mu
ORIENT: north
KFEAT: o = granite_statue
MONS: Dispater, fiend, ice fiend, iron devil, metal gargoyle, iron dragon
MONS: iron troll
KMONS: 8 = iron golem
KFEAT: 8 = .
COLOUR: v : red
COLOUR: . : darkgrey
COLOUR: c : darkgrey
COLOUR: x : brown
{{
dgn.set_feature_desc_short("Floor", "Ashen ground")
dgn.set_feature_desc_long("Floor", "Ashen ground.")
dgn.set_feature_desc_short("metal wall", "tempered metal wall")
dgn.set_feature_desc_long("metal wall", "A tempered metal wall.")
}}
: geh_setup(_G)
COLOUR: v : red
COLOUR: . : darkgrey
COLOUR: c : darkgrey
COLOUR: x : brown
{{
dgn.set_feature_desc_short("Floor", "Ashen ground")
dgn.set_feature_desc_long("Floor", "Ashen ground.")
dgn.set_feature_desc_short("metal wall", "tempered metal wall")
dgn.set_feature_desc_long("metal wall", "A tempered metal wall.")
}}
: geh_setup(_G)
{{
dgn.set_feature_desc_short("rock wall", "ice-covered rock wall")
dgn.set_feature_desc_long("rock wall", "A rock wall coated in a thick layer of ice.")
dgn.set_feature_desc_short("stone wall", "ice-covered stone wall")
dgn.set_feature_desc_long("stone wall", "A stone wall coated in a thick layer of ice.")
dgn.set_feature_desc_short("Floor", "Frost-covered floor")
dgn.set_feature_desc_long("Floor", "Frost-covered floor. It crunches " ..
"satisfyingly underfoot.")
}}
COLOUR: c : lightcyan
COLOUR: x : lightgrey
COLOUR: . : white
: coc_setup(_G)
LFLAGS: no_tele_control
MARKER: O = lua:item_pickup_change_flags { \
level_flags="!no_tele_control", item="icy rune of Zot" \
}
{{
dgn.set_feature_desc_short("rock wall", "ice-covered rock wall")
dgn.set_feature_desc_long("rock wall", "A rock wall coated in a thick layer of ice.")
dgn.set_feature_desc_short("stone wall", "ice-covered stone wall")
dgn.set_feature_desc_long("stone wall", "A stone wall coated in a thick layer of ice.")
dgn.set_feature_desc_short("Floor", "Frost-covered floor")
dgn.set_feature_desc_long("Floor", "Frost-covered floor. It crunches " ..
"satisfyingly underfoot.")
}}
COLOUR: c : lightcyan
COLOUR: x : lightgrey
COLOUR: . : white
: coc_setup(_G)
MARKER: O = lua:item_pickup_change_flags { \
level_flags="!no_tele_control", item="icy rune of Zot" \
}
{{
dgn.set_feature_desc_short("rock wall", "ice-covered rock wall")
dgn.set_feature_desc_long("rock wall", "A rock wall coated in a thick layer of ice.")
dgn.set_feature_desc_short("stone wall", "ice-covered stone wall")
dgn.set_feature_desc_long("stone wall", "A stone wall coated in a thick layer of ice.")
dgn.set_feature_desc_short("Floor", "Frost-covered floor")
dgn.set_feature_desc_long("Floor", "Frost-covered floor. It crunches " ..
"satisfyingly underfoot.")
}}
NSUBST: " = 1:= / *:x
KFEAT: % = .
KMONS: % = soul eater / shadow demon / shadow wraith / nothing w:20
KITEM: % = | / $
SUBST: 4 = 3333444455566778
COLOUR: x : darkgrey
NSUBST: " = 1:= / *:x
KFEAT: % = .
KMONS: % = soul eater / shadow demon / shadow wraith / nothing w:20
KITEM: % = | / $
SUBST: 4 = 3333444455566778
: tar_setup(_G)