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oracle-2.lua
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oracle-2.lua
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des.level_flags("noflip");
des.room({ type ="delphi", lit = 1, x=3, y=3, xalign="center", yalign="center", w=11, h=9,
contents = function()
-- Make a square ring of pools around the Oracle, 2 spaces out
local ring = selection.new()
ring = selection.rect(3,2,7,6)
-- Remove one pool orthogonal to the Oracle so she is reachable
notpool = { {5,2},{3,4},{7,4},{5,6} }
shuffle(notpool)
ring:set(notpool[1][1], notpool[1][2], 0)
if percent(99) then
des.terrain({ selection=ring, typ="}", lit=1 })
else
des.terrain({ selection=ring, typ="L", lit=1 })
end
-- The 4 fountains are on the outside corners
des.feature("fountain", 2,1)
des.feature("fountain", 8,1)
des.feature("fountain", 2,7)
des.feature("fountain", 8,7)
-- statues of the 4 elements - appropriately neutral
statuelocs = { {5,0},{5,8},{0,4},{10,4} }
shuffle(statuelocs)
des.object({ id = "statue", coord = statuelocs[1], montype = "water elemental", historic = 1 })
des.object({ id = "statue", coord = statuelocs[2], montype = "earth elemental", historic = 1 })
des.object({ id = "statue", coord = statuelocs[3], montype = "fire elemental", historic = 1 })
des.object({ id = "statue", coord = statuelocs[4], montype = "air elemental", historic = 1 })
des.monster("Oracle", 5, 4)
des.monster()
des.monster()
end
})
des.room({ contents = function()
des.stair("up")
des.object()
end
})
des.room({ contents = function()
des.stair("down")
des.object()
des.trap()
des.monster()
des.monster()
end
})
des.room({ contents = function()
des.object()
des.object()
des.monster()
end
})
des.room({ contents = function()
des.object()
des.trap()
des.monster()
end
})
des.room({ contents = function()
des.object()
des.trap()
des.monster()
end
})
des.random_corridors()