1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337
|
# SCCS Id: @(#)Priest.des 3.4 2002/04/08
# Copyright (c) 1989 by Jean-Christophe Collet
# Copyright (c) 1991-2 by M. Stephenson
# NetHack may be freely redistributed. See license for details.
#
# The "start" level for the quest.
#
# Here you meet your (besieged) class leader, High Priest
# and receive your quest assignment.
#
MAZE: "Pri-strt",' '
FLAGS: noteleport,hardfloor
GEOMETRY:center,center
MAP
............................................................................
............................................................................
............................................................................
....................------------------------------------....................
....................|................|.....|.....|.....|....................
....................|..------------..|--+-----+-----+--|....................
....................|..|..........|..|.................|....................
....................|..|..........|..|+---+---+-----+--|....................
..................---..|..........|......|...|...|.....|....................
..................+....|..........+......|...|...|.....|....................
..................+....|..........+......|...|...|.....|....................
..................---..|..........|......|...|...|.....|....................
....................|..|..........|..|+-----+---+---+--|....................
....................|..|..........|..|.................|....................
....................|..------------..|--+-----+-----+--|....................
....................|................|.....|.....|.....|....................
....................------------------------------------....................
............................................................................
............................................................................
............................................................................
ENDMAP
# Dungeon Description
REGION:(00,00,75,19),lit,"ordinary"
REGION:(24,06,33,13),lit,"temple"
# Portal arrival point
BRANCH:(05,04,05,04),(0,0,0,0)
# Stairs
STAIR:(52,09),down
# Doors
DOOR:locked,(18,09)
DOOR:locked,(18,10)
DOOR:closed,(34,09)
DOOR:closed,(34,10)
DOOR:closed,(40,05)
DOOR:closed,(46,05)
DOOR:closed,(52,05)
DOOR:locked,(38,07)
DOOR:closed,(42,07)
DOOR:closed,(46,07)
DOOR:closed,(52,07)
DOOR:locked,(38,12)
DOOR:closed,(44,12)
DOOR:closed,(48,12)
DOOR:closed,(52,12)
DOOR:closed,(40,14)
DOOR:closed,(46,14)
DOOR:closed,(52,14)
# Unattended Altar - unaligned due to conflict - player must align it.
ALTAR:(28,09),noalign,altar
# High Priest
MONSTER:'@',"Arch Priest",(28,10)
# The treasure of High Priest
OBJECT:'(',"chest",(27,10)
# knight guards for the audience chamber
MONSTER:'@',"acolyte",(32,07)
MONSTER:'@',"acolyte",(32,08)
MONSTER:'@',"acolyte",(32,11)
MONSTER:'@',"acolyte",(32,12)
MONSTER:'@',"acolyte",(33,07)
MONSTER:'@',"acolyte",(33,08)
MONSTER:'@',"acolyte",(33,11)
MONSTER:'@',"acolyte",(33,12)
# Non diggable walls
NON_DIGGABLE:(00,00,75,19)
# Random traps
TRAP:"dart",(20,09)
TRAP:"dart",(20,10)
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
# Monsters on siege duty.
MONSTER: 'Z',"human zombie",(37,01)
MONSTER: 'Z',"human zombie",(37,18)
MONSTER: 'Z',"human zombie",(03,03)
MONSTER: 'Z',"human zombie",(65,04)
MONSTER: 'Z',"human zombie",(12,11)
MONSTER: 'Z',"human zombie",(60,12)
MONSTER: 'Z',"human zombie",(14,08)
MONSTER: 'Z',"human zombie",(55,00)
MONSTER: 'Z',"human zombie",(18,18)
MONSTER: 'Z',"human zombie",(59,10)
MONSTER: 'Z',"human zombie",(13,09)
MONSTER: 'Z',"human zombie",(01,17)
#
# The "locate" level for the quest.
#
# Here you have to locate the Temple of Nalzok to go
# further towards your assigned quest.
#
MAZE: "Pri-loca",' '
FLAGS: hardfloor
# This is a kludge to init the level as a lit field.
INIT_MAP: '.' , '.' , false , false , lit , false
GEOMETRY:center,center
MAP
........................................
........................................
..........----------+----------.........
..........|........|.|........|.........
..........|........|.|........|.........
..........|----.----.----.----|.........
..........+...................+.........
..........+...................+.........
..........|----.----.----.----|.........
..........|........|.|........|.........
..........|........|.|........|.........
..........----------+----------.........
........................................
........................................
ENDMAP
# Dungeon Description
REGION:(00,00,09,13),unlit,"morgue"
REGION:(09,00,30,01),unlit,"morgue"
REGION:(09,12,30,13),unlit,"morgue"
REGION:(31,00,39,13),unlit,"morgue"
REGION:(11,03,29,10),lit,"temple",filled,true
# The altar inside the temple
ALTAR:(20,07),noalign,shrine
MONSTER:'@',"aligned priest",(20,07),noalign,hostile
# Doors
DOOR:locked,(10,06)
DOOR:locked,(10,07)
DOOR:locked,(20,02)
DOOR:locked,(20,11)
DOOR:locked,(30,06)
DOOR:locked,(30,07)
# Stairs
# Note: The up stairs are *intentionally* off of the map.
STAIR:(43,05),up
STAIR:(20,06),down
# Non diggable walls
NON_DIGGABLE:(10,02,30,13)
# Objects (inside the antechambers).
OBJECT:random,random,(14,03)
OBJECT:random,random,(15,03)
OBJECT:random,random,(16,03)
OBJECT:random,random,(14,10)
OBJECT:random,random,(15,10)
OBJECT:random,random,(16,10)
OBJECT:random,random,(17,10)
OBJECT:random,random,(24,03)
OBJECT:random,random,(25,03)
OBJECT:random,random,(26,03)
OBJECT:random,random,(27,03)
OBJECT:random,random,(24,10)
OBJECT:random,random,(25,10)
OBJECT:random,random,(26,10)
OBJECT:random,random,(27,10)
# Random traps
TRAP:random,(15,04)
TRAP:random,(25,04)
TRAP:random,(15,09)
TRAP:random,(25,09)
TRAP:random,random
TRAP:random,random
# No random monsters - the morgue generation will put them in.
#
# The "goal" level for the quest.
#
# Here you meet Nalzok your nemesis monster. You have to
# defeat Nalzok in combat to gain the artifact you have
# been assigned to retrieve.
#
MAZE: "Pri-goal", ' '
INIT_MAP: 'L' , '.' , false , false , unlit , false
GEOMETRY:center,center
MAP
.L......L.LLL.......LL....
.LLL.......L......LL......
LL.LL.............L.LL....
..........................
......................LL..
......................LLL.
LL........................
.LL.......................
.LL................LL.L...
..LL.....L.LL.......LLL...
.........LLL.........L....
ENDMAP
# Dungeon Description
RANDOM_PLACES:(14,04),(13,07)
REGION:(00,00,25,10),unlit,"ordinary"
# Stairs
STAIR:(20,05),up
# Objects
OBJECT:'[',"helm of brilliance",place[0],blessed,0,"The Mitre of Holiness"
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
# Random traps
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:random,random
TRAP:random,random
# Random monsters.
MONSTER:'&',"Nalzok",place[0]
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',"human zombie",random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',random,random
#
# The "fill" levels for the quest.
#
# These levels are used to fill out any levels not occupied by specific
# levels as defined above. "filla" is the upper filler, between the
# start and locate levels, and "fillb" the lower between the locate
# and goal levels.
#
LEVEL: "Pri-fila"
#
ROOM: "ordinary" , random, random, random, random
STAIR: random, up
OBJECT: random,random,random
MONSTER: 'Z', "human zombie", random
ROOM: "ordinary" , random, random, random, random
OBJECT: random, random, random
OBJECT: random,random,random
ROOM: "ordinary" , random, random, random, random
OBJECT: random, random, random
TRAP: random, random
OBJECT: random,random,random
MONSTER: 'Z', "human zombie", random
ROOM: "morgue" , random, random, random, random
STAIR: random, down
OBJECT: random, random, random
TRAP: random, random
ROOM: "ordinary" , random, random, random, random
OBJECT: random, random, random
OBJECT: random, random, random
TRAP: random, random
MONSTER: 'W', "wraith", random
ROOM: "morgue" , random, random, random, random
OBJECT: random, random, random
TRAP: random, random
RANDOM_CORRIDORS
LEVEL: "Pri-filb"
#
ROOM: "ordinary" , random, random, random, random
STAIR: random, up
OBJECT: random,random,random
MONSTER: 'Z', "human zombie", random
MONSTER: 'W', "wraith", random
ROOM: "morgue" , random, random, random, random
OBJECT: random, random, random
OBJECT: random, random, random
OBJECT: random,random,random
ROOM: "ordinary" , random, random, random, random
OBJECT: random, random, random
TRAP: random, random
OBJECT: random,random,random
MONSTER: 'Z', "human zombie", random
MONSTER: 'W', "wraith", random
ROOM: "morgue" , random, random, random, random
STAIR: random, down
OBJECT: random, random, random
OBJECT: random, random, random
TRAP: random, random
ROOM: "ordinary" , random, random, random, random
OBJECT: random, random, random
OBJECT: random, random, random
TRAP: random, random
MONSTER: 'Z', "human zombie", random
MONSTER: 'W', "wraith", random
ROOM: "morgue" , random, random, random, random
OBJECT: random, random, random
TRAP: random, random
RANDOM_CORRIDORS
|