1 # NetHack 3.6 knox.des $NHDT-Date: 1547343821 2019/01/13 01:43:41 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.13 $
2 # Copyright (c) 1989 by Jean-Christophe Collet
3 # Copyright (c) 1992 by Izchak Miller
4 # NetHack may be freely redistributed. See license for details.
9 # Fort's entry is via a secret door rather than a drawbridge;
10 # the moat must be manually circumvented.
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17 | # |........}-----}....................}-----}..........--+--+--...|..|
18 | # ---........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
19 | # |..........}---S------------------------S---}.................|...|..|
20 | # |..........}}}|...............|..........|}}}.................+...|..|
21 | --S----..........}|...............S..........|}...................|...|..|
22 | |.....|..........}|...............|......\...S}...................|...|..|
23 | |.....+........}}}|...............|..........|}}}.................+...|..|
24 | |.....|........}---S------------------------S---}.................|...|..|
25 | |.....|........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
26 | |..-S----......}-----}....................}-----}..........--+--+--...|..|
27 | |..|....|......}}}}}}}....................}}}}}}}..........|..........|..|
28 | |..|....|..................................................|..........|..|
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31 ----------------------------------------------------------------------------
34 NON_DIGGABLE:(00,00,75,19)
35 # Portal arrival point
36 BRANCH:(08,16,08,16),(0,0,0,0)
37 # accessible via ^V in wizard mode; arrive near the portal
38 TELEPORT_REGION:(06,15,09,16),(0,0,0,0),up
39 TELEPORT_REGION:(06,15,09,16),(0,0,0,0),down
40 # Throne room, with Croesus on the throne
41 REGION:(37,08,46,11),lit,"throne"
42 # 50% chance each to move throne and/or fort's entry secret door up one row
44 MONSTER:('@',"Croesus"),(43,10),hostile
46 MONSTER:('@',"Croesus"),(43,09),hostile
55 # Using unfilled morgue for
56 # identification in mkmaze.c
57 REGION:(21,08,35,11),lit,"morgue",unfilled
58 # Vault entrance also varies
64 REGION:(19,06,21,06),lit,"ordinary"
65 REGION:(46,06,48,06),lit,"ordinary"
66 REGION:(19,13,21,13),lit,"ordinary"
67 REGION:(46,13,48,13),lit,"ordinary"
68 # A welcoming committee
69 REGION:(03,10,07,13),lit,"zoo",filled,irregular
70 # arrival chamber; needs to be a real room to control migrating monsters,
71 # and `unfilled' is a kludge to force an ordinary room to remain a room
72 REGION:(06,15,09,16),unlit,"ordinary",unfilled
74 # 3.6.2: Entering level carrying a lit candle would show the whole entry
75 # chamber except for its top right corner even though some of the revealed
76 # spots are farther away than that is. This is because the lit treasure zoo
77 # is forcing the walls around it to be lit too (see light_region(sp_lev.c)),
78 # and lit walls show up when light reaches the spot next to them. The unlit
79 # corner is beyond candle range and isn't flagged as lit so it doesn't show
80 # up until light reaches it rather than when light gets next to it.
82 # Force left and top walls of the arrival chamber to be unlit in order to
83 # hide this lighting quirk.
84 REGION:(05,14,05,17),unlit,"ordinary"
85 REGION:(05,14,09,14),unlit,"ordinary"
86 # (Entering the treasure zoo while blind and then regaining sight might
87 # expose the new oddity of these walls not appearing when on the lit side
88 # but that's even less likely to occur than the rare instance of entering
89 # the level with a candle. They'll almost always be mapped from the arrival
90 # side before entering the treasure zoo.
92 # A prior workaround lit the top right corner wall and then jumped through
93 # hoops to suppress the extra light in the 3x3 lit area that produced.
94 # This is simpler and makes the short range candle light behave more like
95 # it is expected to work.)
98 REGION:(62,03,71,04),lit,"barracks",filled,irregular
111 # Soldiers guarding the fort
112 MONSTER:('@',"soldier"),(12,14)
113 MONSTER:('@',"soldier"),(12,13)
114 MONSTER:('@',"soldier"),(11,10)
115 MONSTER:('@',"soldier"),(13,02)
116 MONSTER:('@',"soldier"),(14,03)
117 MONSTER:('@',"soldier"),(20,02)
118 MONSTER:('@',"soldier"),(30,02)
119 MONSTER:('@',"soldier"),(40,02)
120 MONSTER:('@',"soldier"),(30,16)
121 MONSTER:('@',"soldier"),(32,16)
122 MONSTER:('@',"soldier"),(40,16)
123 MONSTER:('@',"soldier"),(54,16)
124 MONSTER:('@',"soldier"),(54,14)
125 MONSTER:('@',"soldier"),(54,13)
126 MONSTER:('@',"soldier"),(57,10)
127 MONSTER:('@',"soldier"),(57,09)
128 MONSTER:('@',"lieutenant"),(15,08)
129 # Possible source of a boulder
130 MONSTER:('H',"stone giant"),(03,01)
131 # Four dragons guarding each side
137 MONSTER:(';',"giant eel"),(17,08)
138 MONSTER:(';',"giant eel"),(17,11)
139 MONSTER:(';',"giant eel"),(48,08)
140 MONSTER:(';',"giant eel"),(48,11)
141 # The corner rooms treasures
142 OBJECT:('*',"diamond"),(19,06)
143 OBJECT:('*',"diamond"),(20,06)
144 OBJECT:('*',"diamond"),(21,06)
145 OBJECT:('*',"emerald"),(19,13)
146 OBJECT:('*',"emerald"),(20,13)
147 OBJECT:('*',"emerald"),(21,13)
148 OBJECT:('*',"ruby"),(46,06)
149 OBJECT:('*',"ruby"),(47,06)
150 OBJECT:('*',"ruby"),(48,06)
151 OBJECT:('*',"amethyst"),(46,13)
152 OBJECT:('*',"amethyst"),(47,13)
153 OBJECT:('*',"amethyst"),(48,13)