Source:NetHack 3.6.1/dat/Priest.des

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

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 # 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"),$place[0],blessed,0,name:"The Mitre of Holiness"
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 OBJECT:random,random
 # Random traps
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:random,random
 TRAP:random,random
 # Random monsters.
 MONSTER:('&',"Nalzok"),$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