# Etagen sind Registry-Eintraege (Ticket 10). Ausgewaehlt wird durchgehend # ueber TAGS, nie ueber IDs — sonst kann ein Mod keinen eigenen Eingangsraum # beisteuern, ohne die ganze Tabelle zu ueberschreiben. # # `core:merchant` steht unter `required`, nicht unter `prefabs`: Ticket 07 hat # Backtracking ausgeschlossen, der Haendler muss also garantiert auftauchen. # # Es gibt keine Zahl "5" im Code — findet die Engine keine Etage mit der # naechsten Nummer, ist der Lauf gewonnen. [[floors]] id = "floor_1" number = 1 size = [72, 34] rooms = 7 required = ["core:entrance", "core:stairs", "core:merchant"] prefabs = [ { tag = "core:normal", weight = 10 } ] creatures = [ { id = "core:rat", weight = 10 } ] [[floors]] id = "floor_2" number = 2 size = [72, 34] rooms = 8 required = ["core:entrance", "core:stairs", "core:merchant"] prefabs = [ { tag = "core:normal", weight = 10 }, { tag = "core:treasure", weight = 2 } ] creatures = [ { id = "core:rat", weight = 6 }, { id = "core:skeleton", weight = 6 } ] [[floors]] id = "floor_3" number = 3 size = [80, 38] rooms = 9 required = ["core:entrance", "core:stairs", "core:merchant"] prefabs = [ { tag = "core:normal", weight = 10 }, { tag = "core:treasure", weight = 3 } ] creatures = [ { id = "core:rat", weight = 3 }, { id = "core:skeleton", weight = 8 }, { id = "core:ghoul", weight = 3 } ] [[floors]] id = "floor_4" number = 4 size = [80, 38] rooms = 10 required = ["core:entrance", "core:stairs", "core:merchant"] prefabs = [ { tag = "core:normal", weight = 10 }, { tag = "core:treasure", weight = 3 } ] creatures = [ { id = "core:skeleton", weight = 6 }, { id = "core:ghoul", weight = 8 } ] [[floors]] id = "floor_5" number = 5 size = [88, 40] rooms = 11 required = ["core:entrance", "core:stairs", "core:merchant"] prefabs = [ { tag = "core:normal", weight = 10 }, { tag = "core:treasure", weight = 4 } ] creatures = [ { id = "core:ghoul", weight = 8 }, { id = "core:bone_lord", weight = 2 } ]