Source:NetHack 3.6.0/dat/mines.des

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Below is the full text to mines.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/mines.des#line123]], for example.

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  1. # NetHack 3.6	mines.des	$NHDT-Date: 1432512783 2015/05/25 00:13:03 $  $NHDT-Branch: master $:$NHDT-Revision: 1.25 $
  2. #	Copyright (c) 1989-95 by Jean-Christophe Collet
  3. #	Copyright (c) 1991-95 by M. Stephenson
  4. # NetHack may be freely redistributed.  See license for details.
  5. #
  6.  
  7. #	The "fill" level for the mines.
  8. #
  9. #	This level is used to fill out any levels not occupied by
  10. #	specific levels as defined below.
  11. #
  12. MAZE: "minefill" , ' '
  13. INIT_MAP: mines, '.' , ' ' , true , true , random , true
  14. NOMAP
  15. #
  16. STAIR: random, up
  17. STAIR: random, down
  18. #
  19. OBJECT: '*', random
  20. OBJECT: '*', random
  21. OBJECT: '*', random
  22. OBJECT: '(', random
  23. OBJECT: random, random
  24. OBJECT: random, random
  25. OBJECT: random, random
  26. #
  27. MONSTER: ('G', "gnome"), random
  28. MONSTER: ('G', "gnome"), random
  29. MONSTER: ('G', "gnome"), random
  30. MONSTER: ('G', "gnome"), random
  31. MONSTER: ('G', "gnome"), random
  32. MONSTER: ('G', "gnome"), random
  33. MONSTER: ('G', "gnome"), random
  34. MONSTER: ('G', "gnome lord"), random
  35. MONSTER: ('h', "dwarf"), random
  36. MONSTER: ('h', "dwarf"), random
  37. MONSTER: 'G', random
  38. MONSTER: 'G', random
  39. MONSTER: 'h', random
  40. #
  41. TRAP: random, random
  42. TRAP: random, random
  43. TRAP: random, random
  44. TRAP: random, random
  45. TRAP: random, random
  46. TRAP: random, random
  47.  
  48.  
  49. # A tragic accident has occurred in Frontier Town....
  50. # 
  51. # Minetown variant 1
  52. # Orcish Town - a variant of Frontier Town that has been
  53. # overrun by orcs.  Note the barricades (iron bars).
  54. #
  55. LEVEL: "minetn-1"
  56. FLAGS:mazelevel
  57. INIT_MAP:mines,'.',' ',true,true,random,true
  58. GEOMETRY:center,center
  59. MAP
  60. .....................................
  61. .----------------F------------------.
  62. .|.................................|.
  63. .|.-------------......------------.|.
  64. .|.|...|...|...|......|..|...|...|.|.
  65. .F.|...|...|...|......|..|...|...|.|.
  66. .|.|...|...|...|......|..|...|...|.F.
  67. .|.|...|...|----......------------.|.
  68. .|.---------.......................|.
  69. .|.................................|.
  70. .|.---------.....--...--...........|.
  71. .|.|...|...|----.|.....|.---------.|.
  72. .|.|...|...|...|.|.....|.|..|....|.|.
  73. .|.|...|...|...|.|.....|.|..|....|.|.
  74. .|.|...|...|...|.|.....|.|..|....|.|.
  75. .|.-------------.-------.---------.|.
  76. .|.................................F.
  77. .-----------F------------F----------.
  78. .....................................
  79. ENDMAP
  80.  
  81. # Don't let the player fall into his likely death
  82. TELEPORT_REGION:levregion(01,01,20,19),levregion(20,00,70,19)
  83. REGION:(00,00,36,16),lit,"ordinary"
  84. STAIR:levregion(01,03,20,19),(00,00,36,15),up
  85. STAIR:levregion(61,03,75,19),(00,00,36,15),down
  86.  
  87. # shame we can't make polluted fountains
  88. FOUNTAIN:(16,09)
  89. FOUNTAIN:(25,09)
  90.  
  91. # the altar's defiled; useful for BUC but never coaligned
  92. ALTAR:(20,13),noalign,shrine
  93.  
  94. # set up the shop doors; could be broken down
  95. DOOR:random,(5,8)
  96. DOOR:random,(9,8)
  97. DOOR:random,(13,7)
  98. DOOR:random,(22,5)
  99. DOOR:random,(27,7)
  100. DOOR:random,(31,7)
  101. DOOR:random,(5,10)
  102. DOOR:random,(9,10)
  103. DOOR:random,(15,13)
  104. DOOR:random,(25,13)
  105. DOOR:random,(31,11)
  106.  
  107. # knock a few holes in the shop interior walls
  108. REPLACE_TERRAIN:(07,04,11,06),'|','.',18%
  109. REPLACE_TERRAIN:(25,04,29,06),'|','.',18%
  110. REPLACE_TERRAIN:(07,12,11,14),'|','.',18%
  111. REPLACE_TERRAIN:(28,12,28,14),'|','.',33%
  112.  
  113. # One spot each in most shops...
  114. $place = { (05,04),(09,05),(13,04),(26,04),(31,05),(30,14),(05,14),(10,13),(26,14),(27,13) }
  115. SHUFFLE:$place
  116.  
  117. # scatter some bodies
  118. OBJECT:('%',"corpse"),(20,12),montype:"aligned priest"
  119. OBJECT:('%',"corpse"),$place[0],montype:"shopkeeper"
  120. OBJECT:('%',"corpse"),$place[1],montype:"shopkeeper"
  121. OBJECT:('%',"corpse"),$place[2],montype:"shopkeeper"
  122. OBJECT:('%',"corpse"),$place[3],montype:"shopkeeper"
  123. OBJECT:('%',"corpse"),$place[4],montype:"shopkeeper"
  124. OBJECT:('%',"corpse"),random,montype:"watchman"
  125. OBJECT:('%',"corpse"),random,montype:"watchman"
  126. OBJECT:('%',"corpse"),random,montype:"watchman"
  127. OBJECT:('%',"corpse"),random,montype:"watchman"
  128. OBJECT:('%',"corpse"),random,montype:"watch captain"
  129.  
  130. # Rubble!
  131. LOOP [9 + 2d5] {
  132. [90%]: OBJECT:('`',"boulder"),random
  133. OBJECT:('*',"rock"),random
  134. }
  135.  
  136. # Guarantee 7 candles since we won't have Izchak available
  137. OBJECT:('(',"wax candle"),$place[0],quantity:1d2
  138. OBJECT:('(',"wax candle"),$place[1],quantity:2d2
  139. OBJECT:('(',"wax candle"),$place[2],quantity:1d2
  140. OBJECT:('(',"tallow candle"),$place[3],quantity:1d3
  141. OBJECT:('(',"tallow candle"),$place[2],quantity:1d2
  142. OBJECT:('(',"tallow candle"),$place[0],quantity:1d2
  143.  
  144. # go ahead and leave a lamp next to one corpse to be suggestive
  145. # and some empty wands...
  146. OBJECT:('(',"oil lamp"),$place[2]
  147. OBJECT:('/',"striking"),$place[1],uncursed,0
  148. OBJECT:('/',"striking"),$place[3],uncursed,0
  149. OBJECT:('/',"striking"),$place[4],uncursed,0
  150. OBJECT:('/',"magic missile"),$place[4],uncursed,0
  151. OBJECT:('/',"magic missile"),$place[0],uncursed,0
  152.  
  153. # the Orcish Army
  154.  
  155. $inside = selection: floodfill(18,8)
  156. $near_temple = selection: filter(fillrect(17,8, 23,14), $inside)
  157.  
  158. LOOP [5 + 1d10] {
  159. IF [50%] {
  160. MONSTER: ('o', "orc-captain"), rndcoord($inside), hostile
  161. } ELSE {
  162. IF [80%] {
  163. MONSTER: ('o', "Uruk-hai"), rndcoord($inside), hostile
  164. } ELSE {
  165. MONSTER: ('o', "Mordor orc"), rndcoord($inside), hostile
  166. }
  167. }
  168. }
  169. # shamans can be hanging out in/near the temple
  170. LOOP [2d3] {
  171. MONSTER: ('o', "orc shaman"), rndcoord($near_temple), hostile
  172. }
  173. # these are not such a big deal
  174. # to run into outside the bars
  175. LOOP [9 + 2d5] {
  176. IF [90%] {
  177. MONSTER: ('o', "hill orc"), random, hostile
  178. } ELSE {
  179. MONSTER: ('o', "goblin"), random, hostile
  180. }
  181. }
  182.  
  183. # Hack to force full-level wallification
  184. NOMAP
  185. WALLIFY
  186.  
  187.  
  188. # Minetown variant 2
  189. # "Town Square"
  190. #
  191. LEVEL: "minetn-2"
  192. ROOM: "ordinary" , lit, (3,3), (center,center), (31,15) {
  193. FOUNTAIN: (17, 5)
  194. FOUNTAIN: (13, 8)
  195.  
  196. [75%]: SUBROOM: "ordinary", random, (2,0), (2,2) {
  197. ROOMDOOR: false, closed, west, random
  198. }
  199.  
  200. [75%]: SUBROOM: "ordinary", unlit, (5,0), (2,2) {
  201. ROOMDOOR: false, closed, south, random
  202. }
  203.  
  204. [75%]: SUBROOM: "ordinary", random, (8,0), (2,2) {
  205. ROOMDOOR: false, closed, east, random
  206. }
  207.  
  208. [75%]: SUBROOM: "ordinary", lit, (16,0), (2,2) {
  209. ROOMDOOR: false, closed, west, random
  210. }
  211.  
  212. [75%]: SUBROOM: "ordinary", unlit, (19,0), (2,2) {
  213. ROOMDOOR: false, closed, south, random
  214. }
  215.  
  216. [75%]: SUBROOM: "ordinary", random, (22,0), (2,2) {
  217. ROOMDOOR: false, locked, south, random
  218. MONSTER: ('G', "gnome"), random
  219. }
  220.  
  221. [75%]: SUBROOM: "ordinary", unlit, (25,0), (2,2) {
  222. ROOMDOOR: false, closed, east, random
  223. }
  224.  
  225. [75%]: SUBROOM: "ordinary", lit, (2,5), (2,2) {
  226. ROOMDOOR: false, closed, north, random
  227. }
  228.  
  229. [75%]: SUBROOM: "ordinary", lit, (5,5), (2,2) {
  230. ROOMDOOR: false, closed, south, random
  231. }
  232.  
  233. [75%]: SUBROOM: "ordinary", random, (8,5), (2,2) {
  234. ROOMDOOR: false, locked, north, random
  235. MONSTER: ('G', "gnome"), random
  236. }
  237.  
  238. SUBROOM: "shop" [90%] , lit, (2,10), (4,3) {
  239. ROOMDOOR: false, closed, west, random
  240. }
  241.  
  242. SUBROOM: "tool shop" [90%], lit, (23,10), (4,3) {
  243. ROOMDOOR: false, closed, east, random
  244. }
  245.  
  246. SUBROOM: "food shop" [90%], lit, (24,5), (3,4) {
  247. ROOMDOOR: false, closed, north, random
  248. }
  249.  
  250. SUBROOM: "candle shop", lit, (11,10), (4,3) {
  251. ROOMDOOR: false, closed, east, random
  252. }
  253.  
  254. [75%]: SUBROOM: "ordinary", unlit, (7,10), (3,3) {
  255. ROOMDOOR: false, locked, north, random
  256. MONSTER: ('G', "gnome"), random
  257. }
  258.  
  259. SUBROOM: "temple", lit, (19,5), (4,4) {
  260. ROOMDOOR: false, closed, north, random
  261. ALTAR:(02,02),align[0],shrine
  262. MONSTER: ('G', "gnomish wizard"), random
  263. MONSTER: ('G', "gnomish wizard"), random
  264. }
  265.  
  266. [75%]: SUBROOM: "ordinary", lit, (18,10), (4,3) {
  267. ROOMDOOR: false, locked, west, random
  268. MONSTER: ('G', "gnome lord"), random
  269. }
  270.  
  271. # The Town Watch
  272. MONSTER: ('@', "watchman"), random, peaceful
  273. MONSTER: ('@', "watchman"), random, peaceful
  274. MONSTER: ('@', "watchman"), random, peaceful
  275. MONSTER: ('@', "watchman"), random, peaceful
  276. MONSTER: ('@', "watch captain"), random, peaceful
  277.  
  278. }
  279.  
  280. ROOM: "ordinary" , random, random, random, random {
  281. STAIR: random, up
  282. }
  283.  
  284. ROOM: "ordinary" , random, random, random, random {
  285. STAIR: random, down
  286. TRAP: random, random
  287. MONSTER: ('G', "gnome"), random
  288. MONSTER: ('G', "gnome"), random
  289. }
  290.  
  291. ROOM: "ordinary" , random, random, random, random {
  292. MONSTER: ('h', "dwarf"), random
  293. }
  294.  
  295. ROOM: "ordinary" , random, random, random, random {
  296. TRAP: random, random
  297. MONSTER: ('G', "gnome"), random
  298. }
  299.  
  300. RANDOM_CORRIDORS
  301.  
  302.  
  303. # Minetown variant 3 by Kelly Bailey
  304. # "Alley Town"
  305. #
  306. LEVEL: "minetn-3"
  307. ROOM: "ordinary",lit,(3,3),(center,center),(31,15) {
  308. FOUNTAIN:(01,06)
  309. FOUNTAIN:(29,13)
  310.  
  311. SUBROOM:"ordinary",random,(2,2),(2,2) {
  312. ROOMDOOR: false,closed,south,random
  313. }
  314.  
  315. SUBROOM:"tool shop" [30%], lit,(5,3),(2,3) {
  316. ROOMDOOR: false,closed,south,random
  317. }
  318.  
  319. SUBROOM:"ordinary",random,(2,10),(2,3) {
  320. ROOMDOOR: false, locked, north, random
  321. MONSTER: 'G',random
  322. }
  323.  
  324. SUBROOM:"ordinary",random,(5,9),(2,2) {
  325. ROOMDOOR: false,closed,north,random
  326. }
  327.  
  328. SUBROOM:"temple",lit,(10,2),(3,4) {
  329. ROOMDOOR: false,closed,east,random
  330. ALTAR:(1,1),align[0],shrine
  331. MONSTER: ('G', "gnomish wizard"), random
  332. MONSTER: ('G', "gnomish wizard"), random
  333. }
  334.  
  335. SUBROOM:"ordinary",random,(11,7),(2,2) {
  336. ROOMDOOR: false,closed,west,random
  337. }
  338.  
  339. SUBROOM:"shop",lit,(10,10),(3,3) {
  340. ROOMDOOR:false,closed,west,random
  341. }
  342.  
  343. SUBROOM:"ordinary",random,(14,8),(2,2) {
  344. ROOMDOOR:false,locked,north,random
  345. MONSTER: 'G',random
  346. }
  347.  
  348. SUBROOM:"ordinary",random,(14,11),(2,2) {
  349. ROOMDOOR:false,closed,south,random
  350. }
  351.  
  352. SUBROOM:"tool shop" [40%],lit,(17,10),(3,3) {
  353. ROOMDOOR:false,closed,north,random
  354. }
  355.  
  356. SUBROOM:"ordinary",random,(21,11),(2,2) {
  357. ROOMDOOR:false,locked,east,random
  358. MONSTER:'G',random
  359. }
  360.  
  361. SUBROOM:"food shop" [90%],lit,(26,8),(3,2) {
  362. ROOMDOOR:false,closed,west,random
  363. }
  364.  
  365. SUBROOM:"ordinary",random,(16,2),(2,2) {
  366. ROOMDOOR:false,closed,west,random
  367. }
  368.  
  369. SUBROOM:"ordinary",random,(19,2),(2,2) {
  370. ROOMDOOR:false,closed,north,random
  371. }
  372.  
  373. SUBROOM:"wand shop" [30%],lit,(19,5),(3,2) {
  374. ROOMDOOR:false,closed,west,random
  375. }
  376.  
  377. SUBROOM: "candle shop",lit,(25,2),(3,3) {
  378. ROOMDOOR:false,closed,south,random
  379. }
  380.  
  381. MONSTER: ('@', "watchman"), random, peaceful
  382. MONSTER: ('@', "watchman"), random, peaceful
  383. MONSTER: ('@', "watchman"), random, peaceful
  384. MONSTER: ('@', "watchman"), random, peaceful
  385. MONSTER: ('@', "watch captain"), random, peaceful
  386.  
  387. }
  388.  
  389. ROOM: "ordinary", random, random, random, random {
  390. STAIR: random, up
  391. }
  392.  
  393. ROOM: "ordinary" , random, random, random, random {
  394. STAIR: random, down
  395. TRAP: random, random
  396. MONSTER: ('G', "gnome"), random
  397. MONSTER: ('G', "gnome"), random
  398. }
  399.  
  400. ROOM: "ordinary" , random, random, random, random {
  401. MONSTER: ('h', "dwarf"), random
  402. }
  403.  
  404. ROOM: "ordinary" , random, random, random, random {
  405. TRAP: random, random
  406. MONSTER: ('G', "gnome"), random
  407. }
  408.  
  409. RANDOM_CORRIDORS
  410.  
  411.  
  412. # Minetown variant 4 by Kelly Bailey
  413. # "College Town"
  414. #
  415. LEVEL: "minetn-4"
  416. ROOM: "ordinary",lit,(3,3),(center,center),(30,15) {
  417. FOUNTAIN:(08,07)
  418. FOUNTAIN:(18,07)
  419.  
  420. SUBROOM:"book shop",lit,(4,2),(3,3) {
  421. ROOMDOOR: false,closed,south,random
  422. }
  423.  
  424. SUBROOM:"ordinary",random,(8,2),(2,2) {
  425. ROOMDOOR: false,closed,south,random
  426. }
  427.  
  428. SUBROOM:"temple",lit,(11,3),(5,4) {
  429. ROOMDOOR: false,closed,south,random
  430. ALTAR:(2,1),align[0],shrine
  431. MONSTER: ('G', "gnomish wizard"), random
  432. MONSTER: ('G', "gnomish wizard"), random
  433. }
  434.  
  435. SUBROOM:"ordinary",random,(19,2),(2,2) {
  436. ROOMDOOR: false,closed,south,random
  437. MONSTER: 'G', random
  438. }
  439.  
  440. SUBROOM:"candle shop",lit,(22,2),(3,3) {
  441. ROOMDOOR:false,closed,south,random
  442. }
  443.  
  444. SUBROOM:"ordinary",random,(26,2),(2,2) {
  445. ROOMDOOR:false,locked,east,random
  446. MONSTER: 'G',random
  447. }
  448.  
  449. SUBROOM:"tool shop" [90%],lit,(4,10),(3,3) {
  450. ROOMDOOR:false,closed,north,random
  451. }
  452.  
  453. SUBROOM:"ordinary",random,(8,11),(2,2) {
  454. ROOMDOOR:false,locked,south,random
  455. MONSTER: ('k',"kobold shaman"),random
  456. MONSTER: ('k',"kobold shaman"),random
  457. MONSTER: ('f',"kitten"),random
  458. MONSTER: 'f',random
  459. }
  460.  
  461. SUBROOM:"food shop" [90%],lit,(11,11),(3,2) {
  462. ROOMDOOR:false,closed,east,random
  463. }
  464.  
  465. SUBROOM:"ordinary",random,(17,11),(2,2) {
  466. ROOMDOOR:false,closed,west,random
  467. }
  468.  
  469. SUBROOM:"ordinary",random,(20,10),(2,2) {
  470. ROOMDOOR:false,locked,north,random
  471. MONSTER:'G',random
  472. }
  473.  
  474. SUBROOM:"shop" [90%],lit,(23,10),(3,3) {
  475. ROOMDOOR:false,closed,north,random
  476. }
  477.  
  478. MONSTER: ('@', "watchman"), random, peaceful
  479. MONSTER: ('@', "watchman"), random, peaceful
  480. MONSTER: ('@', "watchman"), random, peaceful
  481. MONSTER: ('@', "watchman"), random, peaceful
  482. MONSTER: ('@', "watch captain"), random, peaceful
  483.  
  484. }
  485.  
  486. ROOM: "ordinary" , random, random, random, random {
  487. STAIR: random, up
  488. }
  489.  
  490. ROOM: "ordinary" , random, random, random, random {
  491. STAIR: random, down
  492. TRAP: random, random
  493. MONSTER: ('G', "gnome"), random
  494. MONSTER: ('G', "gnome"), random
  495. }
  496.  
  497. ROOM: "ordinary" , random, random, random, random {
  498. MONSTER: ('h', "dwarf"), random
  499. }
  500.  
  501. ROOM: "ordinary" , random, random, random, random {
  502. TRAP: random, random
  503. MONSTER: ('G', "gnome"), random
  504. }
  505.  
  506. RANDOM_CORRIDORS
  507.  
  508.  
  509. # "Grotto Town" by Kelly Bailey
  510. #
  511. MAZE: "minetn-5",' '
  512. GEOMETRY:center,center
  513. MAP
  514. -----         ---------                                                    
  515. |...---  ------.......--    -------                       ---------------  
  516. |.....----.........--..|    |.....|          -------      |.............|  
  517. --..-....-.----------..|    |.....|          |.....|     --+---+--.----+-  
  518. --.--.....----     ----    |.....|  ------  --....----  |..-...--.-.+..|  
  519. ---.........----  -----   ---+---  |..+.|   ---..-..----..---+-..---..|  
  520. ----.-....|..----...--    |.|    |..|.|    ---+-.....-+--........--+-  
  521. -----..|....-.....---- |.|    |..|.------......--................|  
  522. ------ |..|.............---.--   ----.+..|-.......--..--------+--..--  
  523. |....| --......---...........-----  |.|..|-...{....---|.........|..--  
  524. |....|  |........-...-...........----.|..|--.......|  |.........|...|  
  525. ---+--------....-------...---......--.-------....---- -----------...|  
  526. ------.---...--...--..-..--...-..---...|.--..-...-....------- |.......--  
  527. |..|-.........-..---..-..---.....--....|........---...-|....| |.-------   
  528. |..+...............-+---+-----..--..........--....--...+....| |.|...S.    
  529. -----.....{....----...............-...........--...-...-|....| |.|...|     
  530. |..............-- --+--.---------.........--..-........------- |.--+-------
  531. -+-----.........| |...|.|....|  --.......------...|....---------.....|....|
  532. |...| --..------- |...|.+....|   ---...---    --..|...--......-...{..+..-+|
  533. |...|  ----       ------|....|     -----       -----.....----........|..|.|
  534. -----                   ------                     -------  ---------------
  535. ENDMAP
  536.  
  537. IF [75%] {
  538. IF [50%] {
  539. TERRAIN:line (25,8),(25,9), '|'
  540. } ELSE {
  541. TERRAIN:line (16,13),(17,13), '-'
  542. }
  543. }
  544. IF [75%] {
  545. IF [50%] {
  546. TERRAIN:line (36,10),(36,11), '|'
  547. } ELSE {
  548. TERRAIN:line (32,15),(33,15), '-'
  549. }
  550. }
  551. IF [50%] {
  552. TERRAIN:fillrect (21,4,22,5), '.'
  553. TERRAIN:line (14,9),(14,10), '|'
  554. }
  555. IF [50%] {
  556. TERRAIN:(46,13), '|'
  557. TERRAIN:line (43,5),(47,5), '-'
  558. TERRAIN:line (42,6),(46,6), '.'
  559. TERRAIN:line (46,7),(47,7), '.'
  560. }
  561. [50%]: TERRAIN:fillrect (69,11,71,11), '-'
  562.  
  563. STAIR:(01,01),up
  564. STAIR:(46,03),down
  565. FOUNTAIN:(50,09)
  566. FOUNTAIN:(10,15)
  567. FOUNTAIN:(66,18)
  568.  
  569. REGION:(00,00,74,20),unlit,"ordinary"
  570. REGION:(09,13,11,17),lit,"ordinary"
  571. REGION:(08,14,12,16),lit,"ordinary"
  572. REGION:(49,07,51,11),lit,"ordinary"
  573. REGION:(48,08,52,10),lit,"ordinary"
  574. REGION:(64,17,68,19),lit,"ordinary"
  575. REGION:(37,13,39,17),lit,"ordinary"
  576. REGION:(36,14,40,17),lit,"ordinary"
  577. REGION:(59,02,72,10),lit,"ordinary"
  578.  
  579. MONSTER: ('@', "watchman"), random, peaceful
  580. MONSTER: ('@', "watchman"), random, peaceful
  581. MONSTER: ('@', "watchman"), random, peaceful
  582. MONSTER: ('@', "watchman"), random, peaceful
  583. MONSTER: ('@', "watch captain"), random, peaceful
  584. MONSTER: ('G', "gnome"), random
  585. MONSTER: ('G', "gnome"), random
  586. MONSTER: ('G', "gnome"), random
  587. MONSTER: ('G', "gnome"), random
  588. MONSTER: ('G', "gnome"), random
  589. MONSTER: ('G', "gnome"), random
  590. MONSTER: ('G', "gnome lord"), random
  591. MONSTER: ('G', "gnome lord"), random
  592. MONSTER: ('h', "dwarf"), random
  593. MONSTER: ('h', "dwarf"), random
  594. MONSTER: ('h', "dwarf"), random
  595.  
  596. # The shops
  597. REGION:(25,17,28,19),lit,"candle shop"
  598. DOOR:closed,(24,18)
  599. REGION:(59,9,67,10),lit,"shop"
  600. DOOR:closed,(66,08)
  601. REGION:(57,13,60,15),lit,"tool shop"
  602. DOOR:closed,(56,14)
  603. REGION:(05,09,08,10),lit,"food shop"
  604. DOOR:closed,(07,11)
  605. # Gnome homes
  606. DOOR:closed,(04,14)
  607. DOOR:locked,(01,17)
  608. MONSTER: ('G', "gnomish wizard"), (02,19)
  609. DOOR:locked,(20,16)
  610. MONSTER: 'G', (20,18)
  611. DOOR:random,(21,14)
  612. DOOR:random,(25,14)
  613. DOOR:random,(42,08)
  614. DOOR:locked,(40,05)
  615. MONSTER: 'G', (38,07)
  616. DOOR:random,(59,03)
  617. DOOR:random,(58,06)
  618. DOOR:random,(63,03)
  619. DOOR:random,(63,05)
  620. DOOR:locked,(71,03)
  621. DOOR:locked,(71,06)
  622. DOOR:closed,(69,04)
  623. DOOR:closed,(67,16)
  624. MONSTER: ('G', "gnomish wizard"), (67,14)
  625. OBJECT: '=', (70,14)
  626. DOOR:locked,(69,18)
  627. MONSTER: ('G', "gnome lord"), (71,19)
  628. DOOR:locked,(73,18)
  629. OBJECT: ('(', "chest"), (73,19)
  630. DOOR:locked,(50,06)
  631. OBJECT: '(', (50,03)
  632. OBJECT: ('`', "statue"), (38,15), montype:"gnome king", 1
  633. # Temple
  634. REGION:(29,02,33,04),lit,"temple"
  635. DOOR:closed,(31,05)
  636. ALTAR:(31,03),align[0],shrine
  637.  
  638.  
  639. # "Bustling Town" by Kelly Bailey
  640. #
  641. MAZE: "minetn-6",' '
  642. FLAGS: inaccessibles
  643. INIT_MAP:mines,'.','-',true,true,lit,true
  644. GEOMETRY:center,top
  645. MAP
  646. .-----................----------------.-
  647. .|...|................|...|..|...|...|..
  648. .|...+..--+--.........|...|..|...|...|..
  649. .|...|..|...|..-----..|...|..|-+---+--..
  650. .-----..|...|--|...|..--+---+-.........|
  651. ........|...|..|...+.............-----..
  652. ........-----..|...|......--+-...|...|..
  653. .----...|...|+------..{...|..|...+...|..
  654. .|..+...|...|.............|..|...|...|..
  655. .|..|...|...|-+-.....---+-------------.|
  656. .----...--+--..|..-+-|..................
  657. ...|........|..|..|..|----....---------.
  658. ...|..T.....----..|..|...+....|......|-.
  659. ...|-....{........|..|...|....+......|-.
  660. ...--..-....T.....--------....|......|-.
  661. .......--.....................----------
  662. ENDMAP
  663.  
  664. REGION:(00,00,38,15),lit,"ordinary"
  665. STAIR:levregion(01,03,20,19),(0,0,39,15),up
  666. STAIR:levregion(61,03,75,19),(0,0,39,15),down
  667. FOUNTAIN:(22,07)
  668. FOUNTAIN:(09,13)
  669. REGION:(13,5,14,6),unlit,"ordinary"
  670. REGION:(9,7,11,9),lit,"candle shop"
  671. REGION:(16,4,18,6),lit,"tool shop"
  672. REGION:(23,1,25,3),lit,"shop"
  673. REGION:(22,12,24,13),lit,"food shop"
  674. REGION:(31,12,36,14),lit,"temple"
  675. ALTAR:(35,13),align[0],shrine
  676.  
  677. DOOR:closed,(5,2)
  678. DOOR:locked,(4,8)
  679. DOOR:closed,(10,2)
  680. DOOR:closed,(10,10)
  681. DOOR:locked,(13,7)
  682. DOOR:locked,(14,9)
  683. DOOR:closed,(19,5)
  684. DOOR:closed,(19,10)
  685. DOOR:closed,(24,4)
  686. DOOR:closed,(24,9)
  687. DOOR:closed,(25,12)
  688. DOOR:closed,(28,4)
  689. DOOR:locked,(28,6)
  690. DOOR:closed,(30,13)
  691. DOOR:closed,(31,3)
  692. DOOR:closed,(35,3)
  693. DOOR:closed,(33,7)
  694.  
  695. MONSTER: ('G', "gnome"), random
  696. MONSTER: ('G', "gnome"), random
  697. MONSTER: ('G', "gnome"), random
  698. MONSTER: ('G', "gnome"), random
  699. MONSTER: ('G', "gnome"), random
  700. MONSTER: ('G', "gnome"), random
  701. MONSTER: ('G', "gnome"), (14,6)
  702. MONSTER: ('G', "gnome lord"), (14,5)
  703. MONSTER: ('G', "gnome"), (27,8)
  704. MONSTER: ('G', "gnome lord"), random
  705. MONSTER: ('G', "gnome lord"), random
  706. MONSTER: ('h', "dwarf"), random
  707. MONSTER: ('h', "dwarf"), random
  708. MONSTER: ('h', "dwarf"), random
  709. MONSTER: ('@', "watchman"), random, peaceful
  710. MONSTER: ('@', "watchman"), random, peaceful
  711. MONSTER: ('@', "watchman"), random, peaceful
  712. MONSTER: ('@', "watch captain"), random, peaceful
  713. MONSTER: ('@', "watch captain"), random, peaceful
  714.  
  715.  
  716. # "Bazaar Town" by Kelly Bailey
  717. #
  718. LEVEL: "minetn-7"
  719. ROOM: "ordinary" , lit, (3,3), (center,center), (30,15) {
  720. FOUNTAIN: (12, 07)
  721. FOUNTAIN: (11, 13)
  722.  
  723. [75%]: SUBROOM: "ordinary", random, (2,2), (4,2) {
  724. ROOMDOOR: false, closed, south, random
  725. }
  726.  
  727. [75%]: SUBROOM: "ordinary", random, (7,2), (2,2) {
  728. ROOMDOOR: false, closed, north, random
  729. }
  730.  
  731. [75%]: SUBROOM: "ordinary", random, (7,5), (2,2) {
  732. ROOMDOOR: false, closed, south, random
  733. }
  734.  
  735. [75%]: SUBROOM: "ordinary", lit, (10,2), (3,4) {
  736. MONSTER:('G',"gnome"),random
  737. MONSTER:('Y',"monkey"),random
  738. MONSTER:('Y',"monkey"),random
  739. MONSTER:('Y',"monkey"),random
  740. ROOMDOOR: false, closed, south, random
  741. }
  742.  
  743. [75%]: SUBROOM: "ordinary", random, (14,2), (4,2) {
  744. ROOMDOOR: false, closed, south, 0
  745. MONSTER: 'n', random
  746. }
  747.  
  748. [75%]: SUBROOM: "ordinary", random, (16,5), (2,2) {
  749. ROOMDOOR: false, closed, south, random
  750. }
  751.  
  752. [75%]: SUBROOM: "ordinary", unlit, (19,2), (2,2) {
  753. ROOMDOOR: false, locked, east, random
  754. MONSTER: ('G',"gnome king"),random
  755. }
  756.  
  757. SUBROOM: "food shop" [50%], lit, (19,5), (2,3) {
  758. ROOMDOOR: false, closed, south, random
  759. }
  760.  
  761. [75%]: SUBROOM: "ordinary", random, (2,7), (2,2) {
  762. ROOMDOOR: false, closed, east, random
  763. }
  764.  
  765. SUBROOM: "tool shop" [50%], lit, (2,10), (2,3) {
  766. ROOMDOOR: false, closed, south, random
  767. }
  768.  
  769. SUBROOM: "candle shop", lit, (5,10),(3,3) {
  770. ROOMDOOR: false, closed, north, random
  771. }
  772.  
  773. [75%]: SUBROOM: "ordinary", random, (11,10), (2,2) {
  774. ROOMDOOR: false, locked, west, random
  775. MONSTER: 'G',random
  776. }
  777.  
  778. SUBROOM: "shop" [60%], lit, (14,10), (2,3) {
  779. ROOMDOOR: false, closed, north, random
  780. }
  781.  
  782. [75%]: SUBROOM: "ordinary", random, (17,11), (4,2) {
  783. ROOMDOOR: false, closed, north, random
  784. }
  785.  
  786. [75%]: SUBROOM: "ordinary", random, (22,11), (2,2) {
  787. ROOMDOOR: false, closed, south, random
  788. SINK: (00,00)
  789. }
  790.  
  791. SUBROOM: "food shop" [50%], lit, (25,11), (3,2) {
  792. ROOMDOOR: false, closed, east, random
  793. }
  794.  
  795. SUBROOM: "tool shop" [30%], lit, (25,2), (3,3) {
  796. ROOMDOOR: false, closed, west, random
  797. }
  798.  
  799. SUBROOM: "temple", lit, (24,6), (4,4) {
  800. ROOMDOOR: false, closed, west, random
  801. ALTAR:(02,01),align[0],shrine
  802. MONSTER: ('G', "gnomish wizard"), random
  803. MONSTER: ('G', "gnomish wizard"), random
  804. }
  805.  
  806. MONSTER: ('@', "watchman"), random, peaceful
  807. MONSTER: ('@', "watchman"), random, peaceful
  808. MONSTER: ('@', "watchman"), random, peaceful
  809. MONSTER: ('@', "watchman"), random, peaceful
  810. MONSTER: ('@', "watch captain"), random, peaceful
  811. MONSTER:('G',"gnome"),random
  812. MONSTER:('G',"gnome"),random
  813. MONSTER:('G',"gnome"),random
  814. MONSTER:('G',"gnome lord"),random
  815. MONSTER:('Y',"monkey"),random
  816. MONSTER:('Y',"monkey"),random
  817.  
  818. }
  819.  
  820. ROOM: "ordinary" , random, random, random, random {
  821. STAIR: random, up
  822. }
  823.  
  824. ROOM: "ordinary" , random, random, random, random {
  825. STAIR: random, down
  826. TRAP: random, random
  827. MONSTER: ('G', "gnome"), random
  828. MONSTER: ('G', "gnome"), random
  829. }
  830.  
  831. ROOM: "ordinary" , random, random, random, random {
  832. MONSTER: ('h', "dwarf"), random
  833. }
  834.  
  835. ROOM: "ordinary" , random, random, random, random {
  836. TRAP: random, random
  837. MONSTER: ('G', "gnome"), random
  838. }
  839.  
  840. RANDOM_CORRIDORS
  841.  
  842.  
  843. # Mine end level variant 1
  844. # "Mimic of the Mines"
  845. #
  846. MAZE: "minend-1", ' '
  847. GEOMETRY:center,center
  848. #1234567890123456789012345678901234567890123456789012345678901234567890
  849. MAP
  850. ------------------------------------------------------------------   ------
  851. |                        |.......|     |.......-...|       |.....|.       |
  852. |    ---------        ----.......-------...........|       ---...-S-      |
  853. |    |.......|        |..........................-S-      --.......|      |
  854. |    |......-------   ---........................|.       |.......--      |
  855. |    |..--........-----..........................|.       -.-..----       |
  856. |    --..--.-----........-.....................---        --..--          |
  857. |     --..--..| -----------..................---.----------..--           |
  858. |      |...--.|    |..S...S..............---................--            |
  859. |     ----..-----  ------------........--- ------------...---             |
  860. |     |.........--            ----------              ---...-- -----      |
  861. |    --.....---..--                           --------  --...---...--     |
  862. | ----..-..-- --..---------------------      --......--  ---........|     |
  863. |--....-----   --..-..................---    |........|    |.......--     |
  864. |.......|       --......................S..  --......--    ---..----      |
  865. |--.--.--        ----.................---     ------..------...--         |
  866. | |....S..          |...............-..|         ..S...........|          |
  867. --------            --------------------           ------------------------
  868. ENDMAP
  869.  
  870. # Dungeon Description
  871. $place = { (08,16),(13,07),(21,08),(41,14),(50,04),(50,16),(66,01) }
  872. SHUFFLE: $place
  873.  
  874. REGION:(26,01,32,01),unlit,"ordinary",filled,irregular
  875. REGION:(20,08,21,08),unlit,"ordinary"
  876. REGION:(23,08,25,08),unlit,"ordinary"
  877. # Secret doors
  878. DOOR:locked,(07,16)
  879. DOOR:locked,(22,08)
  880. DOOR:locked,(26,08)
  881. DOOR:locked,(40,14)
  882. DOOR:locked,(50,03)
  883. DOOR:locked,(51,16)
  884. DOOR:locked,(66,02)
  885. # Stairs
  886. STAIR:(36,04),up
  887. # Non diggable walls
  888. NON_DIGGABLE:(00,00,74,17)
  889. # Niches
  890. # Note: $place[6] empty
  891. OBJECT:('*',"diamond"),$place[0]
  892. OBJECT:('*',"emerald"),$place[0]
  893. OBJECT:('*',"worthless piece of violet glass"),$place[0]
  894. MONSTER:'m',$place[0], m_object "luckstone"
  895. OBJECT:('*',"worthless piece of white glass"),$place[1]
  896. OBJECT:('*',"emerald"),$place[1]
  897. OBJECT:('*',"amethyst"),$place[1]
  898. MONSTER:'m',$place[1], m_object "loadstone"
  899. OBJECT:('*',"diamond"),$place[2]
  900. OBJECT:('*',"worthless piece of green glass"),$place[2]
  901. OBJECT:('*',"amethyst"),$place[2]
  902. MONSTER:'m',$place[2], m_object "flint"
  903. OBJECT:('*',"worthless piece of white glass"),$place[3]
  904. OBJECT:('*',"emerald"),$place[3]
  905. OBJECT:('*',"worthless piece of violet glass"),$place[3]
  906. MONSTER:'m',$place[3], m_object "touchstone"
  907. OBJECT:('*',"worthless piece of red glass"),$place[4]
  908. OBJECT:('*',"ruby"),$place[4]
  909. OBJECT:('*',"loadstone"),$place[4]
  910. OBJECT:('*',"ruby"),$place[5]
  911. OBJECT:('*',"worthless piece of red glass"),$place[5]
  912. OBJECT:('*',"luckstone"),$place[5]
  913. # Random objects
  914. OBJECT:'*',random
  915. OBJECT:'*',random
  916. OBJECT:'*',random
  917. OBJECT:'*',random
  918. OBJECT:'*',random
  919. OBJECT:'*',random
  920. OBJECT:'*',random
  921. OBJECT:'(',random
  922. OBJECT:'(',random
  923. OBJECT:random,random
  924. OBJECT:random,random
  925. OBJECT:random,random
  926. # Random traps
  927. TRAP:random,random
  928. TRAP:random,random
  929. TRAP:random,random
  930. TRAP:random,random
  931. TRAP:random,random
  932. TRAP:random,random
  933. # Random monsters
  934. MONSTER:('G',"gnome king"),random
  935. MONSTER:('G',"gnome lord"),random
  936. MONSTER:('G',"gnome lord"),random
  937. MONSTER:('G',"gnome lord"),random
  938. MONSTER:('G',"gnomish wizard"),random
  939. MONSTER:('G',"gnomish wizard"),random
  940. MONSTER:('G',"gnome"),random
  941. MONSTER:('G',"gnome"),random
  942. MONSTER:('G',"gnome"),random
  943. MONSTER:('G',"gnome"),random
  944. MONSTER:('G',"gnome"),random
  945. MONSTER:('G',"gnome"),random
  946. MONSTER:('G',"gnome"),random
  947. MONSTER:('G',"gnome"),random
  948. MONSTER:('G',"gnome"),random
  949. MONSTER:('h',"hobbit"),random
  950. MONSTER:('h',"hobbit"),random
  951. MONSTER:('h',"dwarf"),random
  952. MONSTER:('h',"dwarf"),random
  953. MONSTER:('h',"dwarf"),random
  954. MONSTER:'h',random
  955.  
  956.  
  957. # Mine end level variant 2
  958. # "Gnome King's Wine Cellar"
  959. #
  960. MAZE: "minend-2", ' '
  961. GEOMETRY:center,center
  962. MAP
  963. ---------------------------------------------------------------------------
  964. |...................................................|                     |
  965. |.|---------S--.--|...|--------------------------|..|                     |
  966. |.||---|   |.||-| |...|..........................|..|                     |
  967. |.||...| |-|.|.|---...|.............................|                ..   |
  968. |.||...|-|.....|....|-|..........................|..|.               ..   |
  969. |.||.....|-S|..|....|............................|..|..                   |
  970. |.||--|..|..|..|-|..|----------------------------|..|-.                   |
  971. |.|   |..|..|....|..................................|...                  |
  972. |.|   |..|..|----|..-----------------------------|..|....                 |
  973. |.|---|..|--|.......|----------------------------|..|.....                |
  974. |...........|----.--|......................|     |..|.......              |
  975. |-----------|...|.| |------------------|.|.|-----|..|.....|..             |
  976. |-----------|.{.|.|--------------------|.|..........|.....|....           |
  977. |...............|.S......................|-------------..-----...         |
  978. |.--------------|.|--------------------|.|.........................       |
  979. |.................|                    |.....................|........    |
  980. ---------------------------------------------------------------------------
  981. ENDMAP
  982.  
  983. IF [50%] {
  984. TERRAIN:(55,14),'-'
  985. TERRAIN:(56,14),'-'
  986. TERRAIN:(61,15),'|'
  987. TERRAIN:(52,5), 'S'
  988. DOOR:locked, (52,5)
  989. }
  990. IF [50%] {
  991. TERRAIN:(18,1), '|'
  992. TERRAIN:rect (7,12, 8,13), '.'
  993. }
  994. IF [50%] {
  995. TERRAIN:(49,4), '|'
  996. TERRAIN:(21,5), '.'
  997. }
  998. IF [50%] {
  999. IF [50%] {
  1000. TERRAIN:(22,1), '|'
  1001. } ELSE {
  1002. TERRAIN:(50,7), '-'
  1003. TERRAIN:(51,7), '-'
  1004. }
  1005. }
  1006.  
  1007.  
  1008. # Dungeon Description
  1009. FOUNTAIN:(14,13)
  1010. REGION:(23,03,48,06),lit,"ordinary"
  1011. REGION:(21,06,22,06),lit,"ordinary"
  1012. REGION:(14,04,14,04),unlit,"ordinary"
  1013. REGION:(10,05,14,08),unlit,"ordinary"
  1014. REGION:(10,09,11,09),unlit,"ordinary"
  1015. REGION:(15,08,16,08),unlit,"ordinary"
  1016. # Secret doors
  1017. DOOR:locked,(12,02)
  1018. DOOR:locked,(11,06)
  1019. # Stairs
  1020. STAIR:(36,04),up
  1021. # Non diggable walls
  1022. NON_DIGGABLE:(00,00,52,17)
  1023. NON_DIGGABLE:(53,00,74,00)
  1024. NON_DIGGABLE:(53,17,74,17)
  1025. NON_DIGGABLE:(74,01,74,16)
  1026. NON_DIGGABLE:(53,07,55,07)
  1027. NON_DIGGABLE:(53,14,61,14)
  1028. # The Gnome King's wine cellar.
  1029. # the Trespassers sign is a long-running joke
  1030. ENGRAVING:(12,03),engrave,"You are now entering the Gnome King's wine cellar."
  1031. ENGRAVING:(12,04),engrave,"Trespassers will be persecuted!"
  1032. OBJECT:('!',"booze"),(10,07)
  1033. OBJECT:('!',"booze"),(10,07)
  1034. OBJECT:'!',(10,07)
  1035. OBJECT:('!',"booze"),(10,08)
  1036. OBJECT:('!',"booze"),(10,08)
  1037. OBJECT:'!',(10,08)
  1038. OBJECT:('!',"booze"),(10,09)
  1039. OBJECT:('!',"booze"),(10,09)
  1040. OBJECT:('!',"object detection"),(10,09)
  1041. # Objects
  1042. # The Treasure chamber...
  1043. OBJECT:('*',"diamond"),(69,04)
  1044. OBJECT:'*',(69,04)
  1045. OBJECT:('*',"diamond"),(69,04)
  1046. OBJECT:'*',(69,04)
  1047. OBJECT:('*',"emerald"),(70,04)
  1048. OBJECT:'*',(70,04)
  1049. OBJECT:('*',"emerald"),(70,04)
  1050. OBJECT:'*',(70,04)
  1051. OBJECT:('*',"emerald"),(69,05)
  1052. OBJECT:'*',(69,05)
  1053. OBJECT:('*',"ruby"),(69,05)
  1054. OBJECT:'*',(69,05)
  1055. OBJECT:('*',"ruby"),(70,05)
  1056. OBJECT:('*',"amethyst"),(70,05)
  1057. OBJECT:'*',(70,05)
  1058. OBJECT:('*',"amethyst"),(70,05)
  1059. OBJECT:('*',"luckstone"),(70,05)
  1060. # Scattered gems...
  1061. OBJECT:'*',random
  1062. OBJECT:'*',random
  1063. OBJECT:'*',random
  1064. OBJECT:'*',random
  1065. OBJECT:'*',random
  1066. OBJECT:'*',random
  1067. OBJECT:'*',random
  1068. OBJECT:'(',random
  1069. OBJECT:'(',random
  1070. OBJECT:random,random
  1071. OBJECT:random,random
  1072. OBJECT:random,random
  1073. # Random traps
  1074. TRAP:random,random
  1075. TRAP:random,random
  1076. TRAP:random,random
  1077. TRAP:random,random
  1078. TRAP:random,random
  1079. TRAP:random,random
  1080. # Random monsters.
  1081. MONSTER:('G',"gnome king"),random
  1082. MONSTER:('G',"gnome lord"),random
  1083. MONSTER:('G',"gnome lord"),random
  1084. MONSTER:('G',"gnome lord"),random
  1085. MONSTER:('G',"gnomish wizard"),random
  1086. MONSTER:('G',"gnomish wizard"),random
  1087. MONSTER:('G',"gnome"),random
  1088. MONSTER:('G',"gnome"),random
  1089. MONSTER:('G',"gnome"),random
  1090. MONSTER:('G',"gnome"),random
  1091. MONSTER:('G',"gnome"),random
  1092. MONSTER:('G',"gnome"),random
  1093. MONSTER:('G',"gnome"),random
  1094. MONSTER:('G',"gnome"),random
  1095. MONSTER:('G',"gnome"),random
  1096. MONSTER:('h',"hobbit"),random
  1097. MONSTER:('h',"hobbit"),random
  1098. MONSTER:('h',"dwarf"),random
  1099. MONSTER:('h',"dwarf"),random
  1100. MONSTER:('h',"dwarf"),random
  1101. MONSTER:'h',random
  1102.  
  1103.  
  1104. # "Catacombs" by Kelly Bailey
  1105. # Relies on some very specific behavior of MAZEWALK.
  1106. #
  1107. MAZE:"minend-3",'-'
  1108. FLAGS:nommap
  1109. GEOMETRY:center,bottom
  1110. MAP
  1111. - - - - - - - - - - -- -- - - . - - - - - - - - - -- - - -- - - - - . - - |
  1112. ------...---------.-----------...-----.-------.-------     ----------------|
  1113. - - - - - - - - - - - . - - - . - - - - - - - - - - -- - -- - . - - - - - |
  1114. ------------.---------...-------------------------.---   ------------------|
  1115. - - - - - - - - - - . . - - --- - . - - - - - - - - -- -- - - - - |.....| |
  1116. --.---------------.......------------------------------- ----------|.....S-|
  1117. - - - - |.. ..| - ....... . - - - - |.........| - - - --- - - - - |.....| |
  1118. ----.----|.....|------.......--------|.........|--------------.------------|
  1119. - - - - |..{..| - - -.... . --- - -.S.........S - - - - - - - - - - - - - |
  1120. ---------|.....|--.---...------------|.........|---------------------------|
  1121. - - - - |.. ..| - - - . - - - - - - |.........| - --- . - - - - - - - - - |
  1122. ----------------------...-------.---------------------...------------------|
  1123. ---..| - - - - - - - - . --- - - - - - - - - - - - - - . - - --- - - --- - |
  1124. -.S..|----.-------.------- ---------.-----------------...----- -----.-------
  1125. ---..| - - - - - - - -- - - -- . - - - - - . - - - . - . - - -- -- - - - -- 
  1126. -.S..|--------.---.---       -...---------------...{.---------   ---------  
  1127. --|. - - - - - - - -- - - - -- . - - - --- - - - . . - - - - -- - - - - - - 
  1128. ENDMAP
  1129.  
  1130. $place = { (1,15),(68,6),(1,13) }
  1131. SHUFFLE: $place
  1132.  
  1133. NON_DIGGABLE:(67,3,73,7)
  1134. NON_DIGGABLE:(0,12,2,16)
  1135. FOUNTAIN:(12,08)
  1136. FOUNTAIN:(51,15)
  1137. REGION:(0,0,75,16),unlit,"ordinary"
  1138. REGION:(38,6,46,10),lit,"ordinary"
  1139. DOOR:closed,(37,8)
  1140. DOOR:closed,(47,8)
  1141. DOOR:closed,(73,5)
  1142. DOOR:closed,(2,15)
  1143. MAZEWALK:(36,8),west
  1144. STAIR:(42,8),up
  1145. WALLIFY
  1146.  
  1147. # Objects
  1148. OBJECT:('*',"diamond"),random
  1149. OBJECT:'*',random
  1150. OBJECT:('*',"diamond"),random
  1151. OBJECT:'*',random
  1152. OBJECT:('*',"emerald"),random
  1153. OBJECT:'*',random
  1154. OBJECT:('*',"emerald"),random
  1155. OBJECT:'*',random
  1156. OBJECT:('*',"emerald"),random
  1157. OBJECT:'*',random
  1158. OBJECT:('*',"ruby"),random
  1159. OBJECT:'*',random
  1160. OBJECT:('*',"ruby"),random
  1161. OBJECT:('*',"amethyst"),random
  1162. OBJECT:'*',random
  1163. OBJECT:('*',"amethyst"),random
  1164. OBJECT:('*',"luckstone"),$place[0]
  1165. OBJECT:('*',"flint"),$place[1]
  1166. OBJECT:'?',random
  1167. OBJECT:'?',random
  1168. OBJECT:'?',random
  1169. OBJECT:'?',random
  1170. OBJECT:'?',random
  1171. OBJECT:'+',random
  1172. OBJECT:'+',random
  1173. OBJECT:'+',random
  1174. OBJECT:'+',random
  1175. OBJECT:random,random
  1176. OBJECT:random,random
  1177. OBJECT:random,random
  1178. TRAP:random,random
  1179. TRAP:random,random
  1180. TRAP:random,random
  1181. TRAP:random,random
  1182. TRAP:random,random
  1183. TRAP:random,random
  1184. TRAP:random,random
  1185. # One-time annoyance factor
  1186. TRAP:"level teleport",$place[0]
  1187. TRAP:"level teleport",$place[1]
  1188. MONSTER:'M',random
  1189. MONSTER:'M',random
  1190. MONSTER:'M',random
  1191. MONSTER:'M',random
  1192. MONSTER:'M',random
  1193. MONSTER:('M',"ettin mummy"),random
  1194. MONSTER:'V',random
  1195. MONSTER:'Z',random
  1196. MONSTER:'Z',random
  1197. MONSTER:'Z',random
  1198. MONSTER:'Z',random
  1199. MONSTER:'Z',random
  1200. MONSTER:'V',random
  1201. MONSTER:'e',random
  1202. MONSTER:'e',random
  1203. MONSTER:'e',random
  1204. MONSTER:'e',random
  1205.  
  1206.  
  1207. # end mines.des