# NetHack 3.6 Priest.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.11 $ # 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" REPLACE_TERRAIN:(0,0,10,19),'.','T',10% REPLACE_TERRAIN:(65,0,75,19),'.','T',10% TERRAIN:(05,04),'.' # 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:(18,03,55,16) # 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: mines, '.' , '.' , 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,irregular # 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,(14,03) OBJECT:random,(15,03) OBJECT:random,(16,03) OBJECT:random,(14,10) OBJECT:random,(15,10) OBJECT:random,(16,10) OBJECT:random,(17,10) OBJECT:random,(24,03) OBJECT:random,(25,03) OBJECT:random,(26,03) OBJECT:random,(27,03) OBJECT:random,(24,10) OBJECT:random,(25,10) OBJECT:random,(26,10) OBJECT: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: mines, 'L' , '.' , false , false , unlit , false GEOMETRY:center,center MAP xxxxxx..xxxxxx...xxxxxxxxx xxxx......xx......xxxxxxxx xx.xx.............xxxxxxxx x....................xxxxx ......................xxxx ......................xxxx xx........................ xxx......................x xxx................xxxxxxx xxxx.....x.xx.......xxxxxx xxxxx...xxxxxx....xxxxxxxx ENDMAP # Dungeon Description $place = { (14,04),(13,07) } SHUFFLE: $place REGION:(00,00,25,10),unlit,"ordinary" # Stairs STAIR:(20,05),up # Objects OBJECT:('[',"helm of brilliance"),$place[0],blessed,0,name:"Ȃ銥" OBJECT:random,random OBJECT:random,random OBJECT:random,random OBJECT:random,random OBJECT:random,random OBJECT:random,random OBJECT:random,random OBJECT:random,random OBJECT:random,random OBJECT:random,random OBJECT:random,random OBJECT:random,random OBJECT:random,random OBJECT: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 MONSTER:'Z',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 # # 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 MONSTER: ('Z', "human zombie"), random } ROOM: "ordinary" , random, random, random, random { OBJECT: random, random OBJECT: random,random } ROOM: "ordinary" , random, random, random, random { OBJECT: random, random TRAP: random, random OBJECT: random,random MONSTER: ('Z', "human zombie"), random } ROOM: "morgue" , random, random, random, random { STAIR: random, down OBJECT: random, random TRAP: random, random } ROOM: "ordinary" , random, random, random, random { OBJECT: random, random OBJECT: random, random TRAP: random, random MONSTER: ('W', "wraith"), random } ROOM: "morgue" , random, random, random, random { OBJECT: random, random TRAP: random, random } RANDOM_CORRIDORS LEVEL: "Pri-filb" # ROOM: "ordinary" , random, random, random, random { STAIR: random, up OBJECT: random,random MONSTER: ('Z', "human zombie"), random MONSTER: ('W', "wraith"), random } ROOM: "morgue" , random, random, random, random { OBJECT: random, random OBJECT: random, random OBJECT: random,random } ROOM: "ordinary" , random, random, random, random { OBJECT: random, random TRAP: random, random OBJECT: random,random MONSTER: ('Z', "human zombie"), random MONSTER: ('W', "wraith"), random } ROOM: "morgue" , random, random, random, random { STAIR: random, down OBJECT: random, random OBJECT: random, random TRAP: random, random } ROOM: "ordinary" , random, random, random, random { OBJECT: random, random OBJECT: random, random TRAP: random, random MONSTER: ('Z', "human zombie"), random MONSTER: ('W', "wraith"), random } ROOM: "morgue" , random, random, random, random { OBJECT: random, random TRAP: random, random } RANDOM_CORRIDORS