Source:NetHack 3.6.1/dat/yendor.des

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Below is the full text to yendor.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/yendor.des#line123]], for example.

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

 # 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)