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

References