Source:NetHack 3.4.3/dat/Priest.des
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Below is the full text to dat/Priest.des from NetHack 3.4.3. To link to a particular line, write {{sourcecode|Priest.des|123}}, for example.
This file describes the layout of the priest quest.
License
1. # SCCS Id: @(#)Priest.des 3.4 2002/04/08 2. # Copyright (c) 1989 by Jean-Christophe Collet 3. # Copyright (c) 1991-2 by M. Stephenson 4. # NetHack may be freely redistributed. See license for details.
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.
Start level
5. # 6. # The "start" level for the quest. 7. # 8. # Here you meet your (besieged) class leader, High Priest 9. # and receive your quest assignment. 10. # 11. MAZE: "Pri-strt",' ' 12. FLAGS: noteleport,hardfloor 13. GEOMETRY:center,center 14. MAP 15. ............................................................................ 16. ............................................................................ 17. ............................................................................ 18. ....................------------------------------------.................... 19. ....................|................|.....|.....|.....|.................... 20. ....................|..------------..|--+-----+-----+--|.................... 21. ....................|..|..........|..|.................|.................... 22. ....................|..|..........|..|+---+---+-----+--|.................... 23. ..................---..|..........|......|...|...|.....|.................... 24. ..................+....|..........+......|...|...|.....|.................... 25. ..................+....|..........+......|...|...|.....|.................... 26. ..................---..|..........|......|...|...|.....|.................... 27. ....................|..|..........|..|+-----+---+---+--|.................... 28. ....................|..|..........|..|.................|.................... 29. ....................|..------------..|--+-----+-----+--|.................... 30. ....................|................|.....|.....|.....|.................... 31. ....................------------------------------------.................... 32. ............................................................................ 33. ............................................................................ 34. ............................................................................ 35. ENDMAP 36. # Dungeon Description 37. REGION:(00,00,75,19),lit,"ordinary" 38. REGION:(24,06,33,13),lit,"temple" 39. # Portal arrival point 40. BRANCH:(05,04,05,04),(0,0,0,0) 41. # Stairs 42. STAIR:(52,09),down 43. # Doors 44. DOOR:locked,(18,09) 45. DOOR:locked,(18,10) 46. DOOR:closed,(34,09) 47. DOOR:closed,(34,10) 48. DOOR:closed,(40,05) 49. DOOR:closed,(46,05) 50. DOOR:closed,(52,05) 51. DOOR:locked,(38,07) 52. DOOR:closed,(42,07) 53. DOOR:closed,(46,07) 54. DOOR:closed,(52,07) 55. DOOR:locked,(38,12) 56. DOOR:closed,(44,12) 57. DOOR:closed,(48,12) 58. DOOR:closed,(52,12) 59. DOOR:closed,(40,14) 60. DOOR:closed,(46,14) 61. DOOR:closed,(52,14) 62. # Unattended Altar - unaligned due to conflict - player must align it. 63. ALTAR:(28,09),noalign,altar 64. # High Priest 65. MONSTER:'@',"Arch Priest",(28,10) 66. # The treasure of High Priest 67. OBJECT:'(',"chest",(27,10) 68. # knight guards for the audience chamber 69. MONSTER:'@',"acolyte",(32,07) 70. MONSTER:'@',"acolyte",(32,08) 71. MONSTER:'@',"acolyte",(32,11) 72. MONSTER:'@',"acolyte",(32,12) 73. MONSTER:'@',"acolyte",(33,07) 74. MONSTER:'@',"acolyte",(33,08) 75. MONSTER:'@',"acolyte",(33,11) 76. MONSTER:'@',"acolyte",(33,12) 77. # Non diggable walls 78. NON_DIGGABLE:(00,00,75,19) 79. # Random traps 80. TRAP:"dart",(20,09) 81. TRAP:"dart",(20,10) 82. TRAP:random,random 83. TRAP:random,random 84. TRAP:random,random 85. TRAP:random,random 86. # Monsters on siege duty. 87. MONSTER: 'Z',"human zombie",(37,01) 88. MONSTER: 'Z',"human zombie",(37,18) 89. MONSTER: 'Z',"human zombie",(03,03) 90. MONSTER: 'Z',"human zombie",(65,04) 91. MONSTER: 'Z',"human zombie",(12,11) 92. MONSTER: 'Z',"human zombie",(60,12) 93. MONSTER: 'Z',"human zombie",(14,08) 94. MONSTER: 'Z',"human zombie",(55,00) 95. MONSTER: 'Z',"human zombie",(18,18) 96. MONSTER: 'Z',"human zombie",(59,10) 97. MONSTER: 'Z',"human zombie",(13,09) 98. MONSTER: 'Z',"human zombie",(01,17) 99.
Locate level
100. # 101. # The "locate" level for the quest. 102. # 103. # Here you have to locate the Temple of Nalzok to go 104. # further towards your assigned quest. 105. # 106. 107. MAZE: "Pri-loca",' ' 108. FLAGS: hardfloor 109. # This is a kludge to init the level as a lit field. 110. INIT_MAP: '.' , '.' , false , false , lit , false 111. GEOMETRY:center,center 112. MAP 113. ........................................ 114. ........................................ 115. ..........----------+----------......... 116. ..........|........|.|........|......... 117. ..........|........|.|........|......... 118. ..........|----.----.----.----|......... 119. ..........+...................+......... 120. ..........+...................+......... 121. ..........|----.----.----.----|......... 122. ..........|........|.|........|......... 123. ..........|........|.|........|......... 124. ..........----------+----------......... 125. ........................................ 126. ........................................ 127. ENDMAP 128. # Dungeon Description 129. REGION:(00,00,09,13),unlit,"morgue" 130. REGION:(09,00,30,01),unlit,"morgue" 131. REGION:(09,12,30,13),unlit,"morgue" 132. REGION:(31,00,39,13),unlit,"morgue" 133. REGION:(11,03,29,10),lit,"temple",filled,true 134. # The altar inside the temple 135. ALTAR:(20,07),noalign,shrine 136. MONSTER:'@',"aligned priest",(20,07),noalign,hostile 137. # Doors 138. DOOR:locked,(10,06) 139. DOOR:locked,(10,07) 140. DOOR:locked,(20,02) 141. DOOR:locked,(20,11) 142. DOOR:locked,(30,06) 143. DOOR:locked,(30,07) 144. # Stairs 145. # Note: The up stairs are *intentionally* off of the map. 146. STAIR:(43,05),up 147. STAIR:(20,06),down 148. # Non diggable walls 149. NON_DIGGABLE:(10,02,30,13) 150. # Objects (inside the antechambers). 151. OBJECT:random,random,(14,03) 152. OBJECT:random,random,(15,03) 153. OBJECT:random,random,(16,03) 154. OBJECT:random,random,(14,10) 155. OBJECT:random,random,(15,10) 156. OBJECT:random,random,(16,10) 157. OBJECT:random,random,(17,10) 158. OBJECT:random,random,(24,03) 159. OBJECT:random,random,(25,03) 160. OBJECT:random,random,(26,03) 161. OBJECT:random,random,(27,03) 162. OBJECT:random,random,(24,10) 163. OBJECT:random,random,(25,10) 164. OBJECT:random,random,(26,10) 165. OBJECT:random,random,(27,10) 166. # Random traps 167. TRAP:random,(15,04) 168. TRAP:random,(25,04) 169. TRAP:random,(15,09) 170. TRAP:random,(25,09) 171. TRAP:random,random 172. TRAP:random,random 173. # No random monsters - the morgue generation will put them in. 174.
Goal level
175. # 176. # The "goal" level for the quest. 177. # 178. # Here you meet Nalzok your nemesis monster. You have to 179. # defeat Nalzok in combat to gain the artifact you have 180. # been assigned to retrieve. 181. # 182. 183. MAZE: "Pri-goal", ' ' 184. INIT_MAP: 'L' , '.' , false , false , unlit , false 185. GEOMETRY:center,center 186. MAP 187. .L......L.LLL.......LL.... 188. .LLL.......L......LL...... 189. LL.LL.............L.LL.... 190. .......................... 191. ......................LL.. 192. ......................LLL. 193. LL........................ 194. .LL....................... 195. .LL................LL.L... 196. ..LL.....L.LL.......LLL... 197. .........LLL.........L.... 198. ENDMAP 199. # Dungeon Description 200. RANDOM_PLACES:(14,04),(13,07) 201. REGION:(00,00,25,10),unlit,"ordinary" 202. # Stairs 203. STAIR:(20,05),up 204. # Objects 205. OBJECT:'[',"helm of brilliance",place[0],blessed,0,"The Mitre of Holiness" 206. OBJECT:random,random,random 207. OBJECT:random,random,random 208. OBJECT:random,random,random 209. OBJECT:random,random,random 210. OBJECT:random,random,random 211. OBJECT:random,random,random 212. OBJECT:random,random,random 213. OBJECT:random,random,random 214. OBJECT:random,random,random 215. OBJECT:random,random,random 216. OBJECT:random,random,random 217. OBJECT:random,random,random 218. OBJECT:random,random,random 219. OBJECT:random,random,random 220. # Random traps 221. TRAP:"fire",random 222. TRAP:"fire",random 223. TRAP:"fire",random 224. TRAP:"fire",random 225. TRAP:random,random 226. TRAP:random,random 227. # Random monsters. 228. MONSTER:'&',"Nalzok",place[0] 229. MONSTER:'Z',"human zombie",random 230. MONSTER:'Z',"human zombie",random 231. MONSTER:'Z',"human zombie",random 232. MONSTER:'Z',"human zombie",random 233. MONSTER:'Z',"human zombie",random 234. MONSTER:'Z',"human zombie",random 235. MONSTER:'Z',"human zombie",random 236. MONSTER:'Z',"human zombie",random 237. MONSTER:'Z',"human zombie",random 238. MONSTER:'Z',"human zombie",random 239. MONSTER:'Z',"human zombie",random 240. MONSTER:'Z',"human zombie",random 241. MONSTER:'Z',"human zombie",random 242. MONSTER:'Z',"human zombie",random 243. MONSTER:'Z',"human zombie",random 244. MONSTER:'Z',"human zombie",random 245. MONSTER:'Z',random,random 246. MONSTER:'Z',random,random 247. MONSTER:'W',"wraith",random 248. MONSTER:'W',"wraith",random 249. MONSTER:'W',"wraith",random 250. MONSTER:'W',"wraith",random 251. MONSTER:'W',"wraith",random 252. MONSTER:'W',"wraith",random 253. MONSTER:'W',"wraith",random 254. MONSTER:'W',"wraith",random 255. MONSTER:'W',random,random 256. 257. # 258. # The "fill" levels for the quest. 259. # 260. # These levels are used to fill out any levels not occupied by specific 261. # levels as defined above. "filla" is the upper filler, between the 262. # start and locate levels, and "fillb" the lower between the locate 263. # and goal levels. 264. # 265. 266. LEVEL: "Pri-fila" 267. # 268. ROOM: "ordinary" , random, random, random, random 269. STAIR: random, up 270. OBJECT: random,random,random 271. MONSTER: 'Z', "human zombie", random 272. 273. ROOM: "ordinary" , random, random, random, random 274. OBJECT: random, random, random 275. OBJECT: random,random,random 276. 277. ROOM: "ordinary" , random, random, random, random 278. OBJECT: random, random, random 279. TRAP: random, random 280. OBJECT: random,random,random 281. MONSTER: 'Z', "human zombie", random 282. 283. ROOM: "morgue" , random, random, random, random 284. STAIR: random, down 285. OBJECT: random, random, random 286. TRAP: random, random 287. 288. ROOM: "ordinary" , random, random, random, random 289. OBJECT: random, random, random 290. OBJECT: random, random, random 291. TRAP: random, random 292. MONSTER: 'W', "wraith", random 293. 294. ROOM: "morgue" , random, random, random, random 295. OBJECT: random, random, random 296. TRAP: random, random 297. 298. RANDOM_CORRIDORS 299. 300. LEVEL: "Pri-filb" 301. # 302. ROOM: "ordinary" , random, random, random, random 303. STAIR: random, up 304. OBJECT: random,random,random 305. MONSTER: 'Z', "human zombie", random 306. MONSTER: 'W', "wraith", random 307. 308. ROOM: "morgue" , random, random, random, random 309. OBJECT: random, random, random 310. OBJECT: random, random, random 311. OBJECT: random,random,random 312. 313. ROOM: "ordinary" , random, random, random, random 314. OBJECT: random, random, random 315. TRAP: random, random 316. OBJECT: random,random,random 317. MONSTER: 'Z', "human zombie", random 318. MONSTER: 'W', "wraith", random 319. 320. ROOM: "morgue" , random, random, random, random 321. STAIR: random, down 322. OBJECT: random, random, random 323. OBJECT: random, random, random 324. TRAP: random, random 325. 326. ROOM: "ordinary" , random, random, random, random 327. OBJECT: random, random, random 328. OBJECT: random, random, random 329. TRAP: random, random 330. MONSTER: 'Z', "human zombie", random 331. MONSTER: 'W', "wraith", random 332. 333. ROOM: "morgue" , random, random, random, random 334. OBJECT: random, random, random 335. TRAP: random, random 336. 337. RANDOM_CORRIDORS