65 lines
2.2 KiB
TOML
65 lines
2.2 KiB
TOML
[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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# field of view — its bubble should draw with NO tail until you can see it.
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hidden = """
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fn tick(me, dt) {
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if !me.waiting {
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say("Who's there?");
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delay(2);
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}
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}
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"""
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# A talker placed in the open near the player, so its bubble keeps its tail.
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lantern = """
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fn init(me) {
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say("A warm light\\nflickers here.");
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}
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fn bump(me, _dir) {
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say("The lantern\\nglows steadily.");
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}
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"""
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[boards.cave.map]
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name = "The Cave"
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width = 40
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height = 15
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dark = true
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floor = { generator = "stone" }
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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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# #
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# #
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# ########### #
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# # # #
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# @ # H # L #
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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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########################################
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"""
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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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"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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