*Next version shouldnt be too hard: No new dungeon BUGFIX: the shop door creation bug and dissolving body parts (TTY only?) BUGFIX: Mustard gas hostility bug Insect clouds Fire Mood system Having the bones ghosts look like the original characters = IVAN 0.51
System would indicate in graphic if person is mounted on horse or not. Same system also show if person mounted on boar, elephant, polar bear etc. Or if person mounted on ass. Ivan find mounting on ass funny.
Level ENNER_BEAST_LEVEL; { LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell in the level!"; IgnoreDefaultSpecialSquares = false; Size = 60, 30; Items = 35:70; GenerateMonsters = false; CanGenerateBone = false; Room { Pos = 25,1; Size = 1,1; Type = ROOM_NORMAL; WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0; GenerateDoor = false; AllowLockedDoors = false; AllowBoobyTrappedDoors = false; GenerateLanterns = false; GenerateFountains = false; AltarPossible = false; Flags = 0; GTerrainMap { Pos = 0,-1; Size = 10,30; Types { # = WATER liquidterrain(UNDERGROUND_LAKE); } } { #####..... .#####.... ..#####... ...#####.. ...#####.. ...#####.. ..#####... .#####.... .#####.... ..#####... ..#####... ...#####.. ...#####.. ....#####. .....##### .....##### .....##### .....##### .....##### .....##### ....#####. ...#####.. ...#####.. ...#####.. ....#####. ....#####. ...#####.. ...#####.. ...#####.. ..#####... } Square, Random; { Character = ennerbeast; } } Square, Random; { Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; } } Square, Random; { Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; } Times = 2:6; } Square, Random NOT_WALKABLE|NOT_IN_ROOM; { Items == stone; Times = 25:50; } Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN; { OTerrain = stairs(STAIRS_UP); EntryIndex = STAIRS_UP; AttachRequired = true; } Square, BoundedRandom 38, 2, 58, 28, HAS_NO_OTERRAIN; { OTerrain = stairs(STAIRS_DOWN); EntryIndex = STAIRS_DOWN; AttachRequired = true; } Square, Random; { Items == bone; Times = 20; } Square, Random; { Items == skull; Times = 5; } Square, Random NOT_IN_ROOM; { Character = ghost; Times = 15; } }
System would indicate in graphic if person is mounted on horse or not. Same system also show if person mounted on boar, elephant, polar bear etc. Or if person mounted on ass. Ivan find mounting on ass funny.
Level ENNER_BEAST_LEVEL; { LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell in the level!"; IgnoreDefaultSpecialSquares = false; Size = 60, 30; Items = 35:70; Room { Pos = 25,1; Size = 10,27; Type = ROOM_NORMAL; WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0; FloorSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0; GenerateDoor = false; AllowLockedDoors = false; AllowBoobyTrappedDoors = false; GenerateLanterns = false; GenerateFountains = false; AltarPossible = false; Square, Pos 0, -1; { OTerrain = 0; } Square, Pos 1, -1; { OTerrain = 0; } Square, Pos 2, -1; { OTerrain = 0; } Square, Pos 3, -1; { OTerrain = 0; } Square, Pos 4, -1; { OTerrain = 0; } Square, Pos 2, 28; { OTerrain = 0; } Square, Pos 3, 28; { OTerrain = 0; } Square, Pos 4, 28; { OTerrain = 0; } Square, Pos 5, 28; { OTerrain = 0; } Square, Pos 6, 28; { OTerrain = 0; } GTerrainMap { Pos = 0,-1; Size = 10,30; Types { # = WATER liquidterrain(UNDERGROUND_LAKE); _ = GRAVEL solidterrain(GROUND); } } { #####_____ _#####____ __#####___ ___#####__ ___#####__ ___#####__ __#####___ _#####____ _#####____ __#####___ __#####___ ___#####__ ___#####__ ____#####_ _____##### _____##### _____##### _____##### _____##### _____##### ____#####_ ___#####__ ___#####__ ___#####__ ____#####_ ____#####_ ___#####__ ___#####__ ___#####__ __#####___ } Square, Random; { Character = ennerbeast; } } Square, Random; { Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; } } Square, Random; { Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; } Times = 2:6; } Square, Random NOT_WALKABLE|NOT_IN_ROOM; { Items == stone; Times = 25:50; } Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN; { OTerrain = stairs(STAIRS_UP); EntryIndex = STAIRS_UP; AttachRequired = true; } Square, BoundedRandom 38, 2, 58, 28, HAS_NO_OTERRAIN; { OTerrain = stairs(STAIRS_DOWN); EntryIndex = STAIRS_DOWN; AttachRequired = true; } Square, Random; { Items == bone; Times = 20; } Square, Random; { Items == skull; Times = 5; } }
Level ENNER_BEAST_LEVEL; { LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell here!"; IgnoreDefaultSpecialSquares = true; Size = 60, 30; Items = 35:70; Room { Pos = 25,1; Size = 10,27; Type = ROOM_NORMAL; WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0; FloorSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0; GenerateDoor = false; AllowLockedDoors = false; AllowBoobyTrappedDoors = false; GenerateLanterns = false; GenerateFountains = false; GenerateTunnel = true; AltarPossible = false; Square, Pos 0, -1; { OTerrain = 0; } Square, Pos 1, -1; { OTerrain = 0; } Square, Pos 2, -1; { OTerrain = 0; } Square, Pos 3, -1; { OTerrain = 0; } Square, Pos 4, -1; { OTerrain = 0; } Square, Pos 5, -1; { OTerrain = 0; } Square, Pos 2, 28; { OTerrain = 0; } Square, Pos 3, 28; { OTerrain = 0; } Square, Pos 4, 28; { OTerrain = 0; } Square, Pos 5, 28; { OTerrain = 0; } Square, Pos 6, 28; { OTerrain = 0; } GTerrainMap { Pos = 0,-1; Size = 10,30; Types { # = WATER liquidterrain(UNDERGROUND_LAKE); _ = GRAVEL solidterrain(GROUND); } } { #####_____ _#####____ __#####___ ___#####__ ___#####__ ___#####__ __#####___ _#####____ _#####____ __#####___ __#####___ ___#####__ ___#####__ ____#####_ _____##### _____##### _____##### _____##### _____##### _____##### ____#####_ ___#####__ ___#####__ ___#####__ ____#####_ ____#####_ ___#####__ ___#####__ ___#####__ __#####___ } Square, Pos 5, 27; { Character = ennerbeast; } } Square, Random; { Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; } } Square, Random; { Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; } Times = 2:6; } Square, Random NOT_WALKABLE|NOT_IN_ROOM; { Items == stone; Times = 25:50; } Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN; { OTerrain = stairs(STAIRS_UP); EntryIndex = STAIRS_UP; } Square, BoundedRandom 38, 2, 58, 28, HAS_NO_OTERRAIN; { OTerrain = stairs(STAIRS_DOWN); EntryIndex = STAIRS_DOWN; } Square, Random; { Items == bone; Times = 20; } Square, Random; { Items == skull; Times = 5; } }