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.
B4OL3ONAGXH7AKFUAMQSWSHSTLRK3BJI4A3D22W7MKTCAMDGIP6AC {{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 desireddgn.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.")endfunction 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.")endfunction 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_disPLACE: Dis:7TAGS: disORIENT: northTAGS: no_rotateLFLAGS: no_tele_controlMARKER: O = lua:item_pickup_change_flags { \level_flags="!no_tele_control", item="iron rune of Zot" \}MONS: Dispater, Fiend, Ice Fiend, iron devil, metal gargoyleMONS: iron dragon
NAME: dis_oldORIENT: northMONS: 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_statueMARKER: O = lua:item_pickup_change_flags { \level_flags="!no_tele_control", item="iron rune of Zot" \}MONS: DispaterMONS: fiendMONS: ice fiendMONS: iron devilMONS: metal gargoyleMONS: iron dragonMONS: iron trollKMONS: 8 = iron golemKFEAT: 8 = .
NAME: dis_muORIENT: northKFEAT: o = granite_statueMONS: Dispater, fiend, ice fiend, iron devil, metal gargoyle, iron dragonMONS: iron trollKMONS: 8 = iron golemKFEAT: 8 = .
COLOUR: v : redCOLOUR: . : darkgreyCOLOUR: c : darkgreyCOLOUR: 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 : redCOLOUR: . : darkgreyCOLOUR: c : darkgreyCOLOUR: 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 : lightcyanCOLOUR: x : lightgreyCOLOUR: . : white
: coc_setup(_G)
LFLAGS: no_tele_controlMARKER: 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 : lightcyanCOLOUR: x : lightgreyCOLOUR: . : 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:= / *:xKFEAT: % = .KMONS: % = soul eater / shadow demon / shadow wraith / nothing w:20KITEM: % = | / $SUBST: 4 = 3333444455566778COLOUR: x : darkgrey
NSUBST: " = 1:= / *:xKFEAT: % = .KMONS: % = soul eater / shadow demon / shadow wraith / nothing w:20KITEM: % = | / $SUBST: 4 = 3333444455566778: tar_setup(_G)