Skip to content

Instantly share code, notes, and snippets.

@sandstrand
Last active November 8, 2016 20:48
Show Gist options
  • Save sandstrand/5491b134a44789296bf0382d64afec24 to your computer and use it in GitHub Desktop.
Save sandstrand/5491b134a44789296bf0382d64afec24 to your computer and use it in GitHub Desktop.
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',
},
},
},
@sandstrand
Copy link
Author

Then we need not declare displacements. Updating

@mattias-p
Copy link

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?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment