# NetHack 3.6 yendor.des $NHDT-Date: 1432512783 2015/05/25 00:13:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.10 $ # Copyright (c) 1989 by Jean-Christophe Collet # Copyright (c) 1992 by M. Stephenson and Izchak Miller # NetHack may be freely redistributed. See license for details. # # The top (real) wizard level. # Keeping the Moat for old-time's sake MAZE:"wizard1",random FLAGS:noteleport,hardfloor GEOMETRY:center,center MAP ----------------------------. |.......|..|.........|.....|. |.......S..|.}}}}}}}.|.....|. |..--S--|..|.}}---}}.|---S-|. |..|....|..|.}--.--}.|..|..|. |..|....|..|.}|...|}.|..|..|. |..--------|.}--.--}.|..|..|. |..|.......|.}}---}}.|..|..|. |..S.......|.}}}}}}}.|..|..|. |..|.......|.........|..|..|. |..|.......|-----------S-S-|. |..|.......S...............|. ----------------------------. ENDMAP STAIR:levregion(01,00,79,20),(0,0,28,12),up STAIR:levregion(01,00,79,20),(0,0,28,12),down BRANCH:levregion(01,00,79,20),(0,0,28,12) TELEPORT_REGION:levregion(01,00,79,20),(0,0,27,12) # Make it a morgue for rm id in mkmaze.c # for the purpose of random sdoor placement REGION:(12,01,20,09),unlit,"morgue",unfilled # another region to constrain monster arrival REGION:(01,01,10,11),unlit,"ordinary",unfilled MAZEWALK:(28,05),east LADDER:(06,05),down # Non diggable walls # Walls inside the moat stay diggable NON_DIGGABLE:(00,00,11,12) NON_DIGGABLE:(11,00,21,00) NON_DIGGABLE:(11,10,27,12) NON_DIGGABLE:(21,00,27,10) # Non passable walls NON_PASSWALL:(00,00,11,12) NON_PASSWALL:(11,00,21,00) NON_PASSWALL:(11,10,27,12) NON_PASSWALL:(21,00,27,10) # The wizard and his guards MONSTER:('@',"Wizard of Yendor"),(16,05),asleep MONSTER:('d',"hell hound"),(15,05) MONSTER:('V',"vampire lord"),(17,05) # The local treasure OBJECT:('+',"Book of the Dead"),(16,05) # Surrounding terror MONSTER:(';',"kraken"),(14,02) MONSTER:(';',"giant eel"),(17,02) MONSTER:(';',"kraken"),(13,04) MONSTER:(';',"giant eel"),(13,06) MONSTER:(';',"kraken"),(19,04) MONSTER:(';',"giant eel"),(19,06) MONSTER:(';',"kraken"),(15,08) MONSTER:(';',"giant eel"),(17,08) MONSTER:(';',"piranha"),(15,02) MONSTER:(';',"piranha"),(19,08) # Random monsters MONSTER:'D',random MONSTER:'H',random MONSTER:'&',random MONSTER:'&',random MONSTER:'&',random MONSTER:'&',random # And to make things a little harder. TRAP:"board",(16,04) TRAP:"board",(16,06) TRAP:"board",(15,05) TRAP:"board",(17,05) # Random traps. TRAP:"spiked pit",random TRAP:"sleep gas",random TRAP:"anti magic",random TRAP:"magic",random # Some random loot. OBJECT:('*',"ruby"),random OBJECT:'!',random OBJECT:'!',random OBJECT:'?',random OBJECT:'?',random OBJECT:'+',random OBJECT:'+',random OBJECT:'+',random # The middle wizard level. MAZE:"wizard2",random FLAGS:noteleport,hardfloor GEOMETRY:center,center MAP ----------------------------. |.....|.S....|.............|. |.....|.-------S--------S--|. |.....|.|.........|........|. |..-S--S|.........|........|. |..|....|.........|------S-|. |..|....|.........|.....|..|. |-S-----|.........|.....|..|. |.......|.........|S--S--..|. |.......|.........|.|......|. |-----S----S-------.|......|. |............|....S.|......|. ----------------------------. ENDMAP STAIR:levregion(01,00,79,20),(0,0,28,12),up STAIR:levregion(01,00,79,20),(0,0,28,12),down BRANCH:levregion(01,00,79,20),(0,0,28,12) TELEPORT_REGION:levregion(01,00,79,20),(0,0,27,12) # entire tower in a region, constrains monster migration REGION:(01,01,26,11),unlit,"ordinary",unfilled REGION:(09,03,17,09),unlit,"zoo" DOOR:closed,(15,02) DOOR:closed,(11,10) MAZEWALK:(28,05),east LADDER:(12,01),up LADDER:(14,11),down # Non diggable walls everywhere NON_DIGGABLE:(00,00,27,12) # NON_PASSWALL:(00,00,06,12) NON_PASSWALL:(06,00,27,02) NON_PASSWALL:(16,02,27,12) NON_PASSWALL:(06,12,16,12) # Random traps. TRAP:"spiked pit",random TRAP:"sleep gas",random TRAP:"anti magic",random TRAP:"magic",random # Some random loot. OBJECT:'!',random OBJECT:'!',random OBJECT:'?',random OBJECT:'?',random OBJECT:'+',random # treasures OBJECT:'"',(04,06) # The bottom wizard level. # Memorialize the fakewiz setup. MAZE:"wizard3",random FLAGS:noteleport,hardfloor GEOMETRY:center,center MAP ----------------------------. |..|............S..........|. |..|..------------------S--|. |..|..|.........|..........|. |..S..|.}}}}}}}.|..........|. |..|..|.}}---}}.|-S--------|. |..|..|.}--.--}.|..|.......|. |..|..|.}|...|}.|..|.......|. |..---|.}--.--}.|..|.......|. |.....|.}}---}}.|..|.......|. |.....S.}}}}}}}.|..|.......|. |.....|.........|..|.......|. ----------------------------. ENDMAP STAIR:levregion(01,00,79,20),(0,0,28,12),up STAIR:levregion(01,00,79,20),(0,0,28,12),down BRANCH:levregion(01,00,79,20),(0,0,28,12) TELEPORT_REGION:levregion(01,00,79,20),(0,0,27,12) PORTAL:(25,11,25,11),(0,0,0,0),"fakewiz1" MAZEWALK:(28,09),east REGION:(07,03,15,11),unlit,"morgue",unfilled REGION:(17,06,18,11),unlit,"beehive" # make the entry chamber a real room; it affects monster arrival; # `unfilled' is a kludge to force an ordinary room to remain a room REGION:(20,06,26,11),unlit,"ordinary",unfilled { ROOMDOOR:true, closed, north|west, random } DOOR:closed,(18,05) LADDER:(11,07),up # Non diggable walls # Walls inside the moat stay diggable NON_DIGGABLE:(00,00,06,12) NON_DIGGABLE:(06,00,27,02) NON_DIGGABLE:(16,02,27,12) NON_DIGGABLE:(06,12,16,12) # NON_PASSWALL:(00,00,06,12) NON_PASSWALL:(06,00,27,02) NON_PASSWALL:(16,02,27,12) NON_PASSWALL:(06,12,16,12) # MONSTER:'L',(10,07) MONSTER:('V',"vampire lord"),(12,07) # Some surrounding horrors MONSTER:(';',"kraken"),(08,05) MONSTER:(';',"giant eel"),(08,08) MONSTER:(';',"kraken"),(14,05) MONSTER:(';',"giant eel"),(14,08) # Other monsters MONSTER:'L',random MONSTER:'D',random MONSTER:'D',(26,09) MONSTER:'&',random MONSTER:'&',random MONSTER:'&',random # And to make things a little harder. TRAP:"board",(10,07) TRAP:"board",(12,07) TRAP:"board",(11,06) TRAP:"board",(11,08) # Some loot OBJECT:')',random OBJECT:'!',random OBJECT:'?',random OBJECT:'?',random OBJECT:'(',random # treasures OBJECT:'"',(11,07) # The former decoy wizard levels. # There are two of these, and we need to # distinguish between them for the portal. MAZE:"fakewiz1",random GEOMETRY:center,center MAP ......... .}}}}}}}. .}}---}}. .}--.--}. .}|...|}. .}--.--}. .}}---}}. .}}}}}}}. ENDMAP STAIR:levregion(01,00,79,20),(0,0,8,7),up STAIR:levregion(01,00,79,20),(0,0,8,7),down BRANCH:levregion(01,00,79,20),(0,0,8,7) TELEPORT_REGION:levregion(01,00,79,20),(2,2,6,6) PORTAL:(4,4,4,4),(0,0,0,0),"wizard3" MAZEWALK:(08,05),east REGION:(04,03,06,06),unlit,"ordinary",unfilled,irregular MONSTER:'L',(04,04) MONSTER:('V',"vampire lord"),(03,04) MONSTER:(';',"kraken"),(06,06) # And to make things a little harder. TRAP:"board",(04,03) TRAP:"board",(04,05) TRAP:"board",(03,04) TRAP:"board",(05,04) MAZE:"fakewiz2",random GEOMETRY:center,center MAP ......... .}}}}}}}. .}}---}}. .}--.--}. .}|...|}. .}--.--}. .}}---}}. .}}}}}}}. ENDMAP STAIR:levregion(01,00,79,20),(0,0,8,7),up STAIR:levregion(01,00,79,20),(0,0,8,7),down BRANCH:levregion(01,00,79,20),(0,0,8,7) TELEPORT_REGION:levregion(01,00,79,20),(2,2,6,6) MAZEWALK:(08,05),east REGION:(04,03,06,06),unlit,"ordinary",unfilled,irregular MONSTER:'L',(04,04) MONSTER:('V',"vampire lord"),(03,04) MONSTER:(';',"kraken"),(06,06) # And to make things a little harder. TRAP:"board",(04,03) TRAP:"board",(04,05) TRAP:"board",(03,04) TRAP:"board",(05,04) # treasures OBJECT:'"',(04,04)