lighting
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+11
-6
@@ -1,6 +1,9 @@
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[world]
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name = "Dark Maze"
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start = "cave"
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# The player's own torch is small, so external lights clearly matter. Remove this
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# line to fall back to the default radius of 10.
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torch = 4
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[scripts]
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# An always-talking object. Placed behind a wall so it starts out of the player's
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@@ -31,9 +34,10 @@ height = 15
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dark = true
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floor = { generator = "stone" }
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# A room the player stands in, with a wall dividing it. The 'H' object sits in
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# the far chamber behind the wall (out of sight until you walk around); the 'L'
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# lantern sits in the open with the player.
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# The 'H' object glows magenta inside a walled chamber: its light fills that room
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# but the player can't see in until they line up with the gap in the wall. 'L' is
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# an amber lantern out in the open, and 'T' is a wall torch (glowing terrain) off
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# in a far corner — a warm point of light you'll only reach by walking to it.
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[boards.cave.grid]
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content = """
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########################################
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@@ -46,7 +50,7 @@ content = """
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# #### ###### #
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# #
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# #
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# #
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# T #
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# #
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# #
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# #
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@@ -55,5 +59,6 @@ content = """
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[boards.cave.grid.palette]
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"#" = { kind = "wall", tile = "#", fg = "#808080", bg = "#404040" }
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"@" = { kind = "player" }
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"H" = { kind = "object", tile = 2, fg = "#cc66cc", bg = "#000000", solid = true, name = "hidden", script_name = "hidden" }
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"L" = { kind = "object", tile = 15, fg = "#ffdd88", bg = "#000000", solid = true, name = "lantern", script_name = "lantern" }
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"T" = { kind = "torch" } # glowing terrain: emits its own warm light
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"H" = { kind = "object", tile = 2, fg = "#cc66cc", bg = "#000000", solid = true, light = 5, name = "hidden", script_name = "hidden" }
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"L" = { kind = "object", tile = 15, fg = "#ffcc55", bg = "#000000", solid = true, light = 6, name = "lantern", script_name = "lantern" }
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