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local dungeon_styles= { | |
{ | |
-- tower of hera | |
-- palette = 'dungeon.tower_of_hera.1'; | |
tier_introduction = 3, | |
tileset = 'dungeon.tower_of_hera', | |
floor = { | |
scope = 'room', | |
{ | |
high = { 'floor.a.12.high', 'floor.a.6.high' }, | |
low = { 'floor.a.13.low.' }, | |
p = 0.75, | |
}, | |
{ | |
high = { 'floor.b.12.high', }, | |
low = { 'floor.a.13.low', }, | |
p = 0.25, | |
}, | |
}, | |
wall_pillars = { | |
scope = 'room', | |
{ | |
socket = { 'pillar.4', }, | |
socketless = { 'pillar.4.socketless' }, | |
} | |
}, | |
drapes = { | |
scope = 'room', | |
{ nil }, | |
statues = { | |
scope = 'room', | |
{ 'statue.1', p = 0.25 }, | |
{ 'statue.2'}, | |
}, | |
wall_statues = { | |
scope = 'room', | |
{ 'wall_statue.6' }, | |
}, | |
barrier = { | |
scope = 'dungeon', | |
{ 'barrier.1' }, | |
}, | |
hole = { | |
scope = 'room', | |
{ 'hole' }, | |
} | |
big_barrier = { | |
scope = 'dungeon', | |
{ 'big_barrier.3' }, | |
}, | |
stage = { | |
scope = 'dungeon', | |
{ 'stage.1' }, | |
}, | |
entrance = { | |
scope = 'dungeon', | |
{ 'entrance.1' }, | |
}, | |
entrance_statue = { | |
scope = 'dungeon', | |
{ 'entrance_statue.4' }, | |
}, | |
music = { | |
scope = 'dungeon', | |
{ 'dungeon_light' }, | |
}, | |
destructibles = { | |
pot = 'entities/vase', | |
stone1 = 'entities/stone_white', | |
stone2 = 'entities/stone_black', | |
}, | |
}, | |
}, |
How's floor
supposed to be interpreted? For each room (or dungeon, depending on scope), choose a candidate. For each room (always, independent of scope), choose a high and a low floor from this candidate? In that case, maybe the floors of most styles should be dungeon scoped? Or is there a better interpretation?
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Then we need not declare displacements. Updating