Source:NetHack 3.6.0/dat/Priest.des

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

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  1. # NetHack 3.6	Priest.des	$NHDT-Date: 1432512784 2015/05/25 00:13:04 $  $NHDT-Branch: master $:$NHDT-Revision: 1.11 $
  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.
  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.  
  40. REPLACE_TERRAIN:(0,0,10,19),'.','T',10%
  41. REPLACE_TERRAIN:(65,0,75,19),'.','T',10%
  42. TERRAIN:(05,04),'.'
  43.  
  44. # Portal arrival point
  45. BRANCH:(05,04,05,04),(0,0,0,0)
  46. # Stairs
  47. STAIR:(52,09),down
  48. # Doors
  49. DOOR:locked,(18,09)
  50. DOOR:locked,(18,10)
  51. DOOR:closed,(34,09)
  52. DOOR:closed,(34,10)
  53. DOOR:closed,(40,05)
  54. DOOR:closed,(46,05)
  55. DOOR:closed,(52,05)
  56. DOOR:locked,(38,07)
  57. DOOR:closed,(42,07)
  58. DOOR:closed,(46,07)
  59. DOOR:closed,(52,07)
  60. DOOR:locked,(38,12)
  61. DOOR:closed,(44,12)
  62. DOOR:closed,(48,12)
  63. DOOR:closed,(52,12)
  64. DOOR:closed,(40,14)
  65. DOOR:closed,(46,14)
  66. DOOR:closed,(52,14)
  67. # Unattended Altar - unaligned due to conflict - player must align it.
  68. ALTAR:(28,09),noalign,altar
  69. # High Priest
  70. MONSTER:('@',"Arch Priest"),(28,10)
  71. # The treasure of High Priest
  72. OBJECT:('(',"chest"),(27,10)
  73. # knight guards for the audience chamber
  74. MONSTER:('@',"acolyte"),(32,07)
  75. MONSTER:('@',"acolyte"),(32,08)
  76. MONSTER:('@',"acolyte"),(32,11)
  77. MONSTER:('@',"acolyte"),(32,12)
  78. MONSTER:('@',"acolyte"),(33,07)
  79. MONSTER:('@',"acolyte"),(33,08)
  80. MONSTER:('@',"acolyte"),(33,11)
  81. MONSTER:('@',"acolyte"),(33,12)
  82. # Non diggable walls
  83. NON_DIGGABLE:(18,03,55,16)
  84. # Random traps
  85. TRAP:"dart",(20,09)
  86. TRAP:"dart",(20,10)
  87. TRAP:random,random
  88. TRAP:random,random
  89. TRAP:random,random
  90. TRAP:random,random
  91. # Monsters on siege duty.
  92. MONSTER: ('Z',"human zombie"),(37,01)
  93. MONSTER: ('Z',"human zombie"),(37,18)
  94. MONSTER: ('Z',"human zombie"),(03,03)
  95. MONSTER: ('Z',"human zombie"),(65,04)
  96. MONSTER: ('Z',"human zombie"),(12,11)
  97. MONSTER: ('Z',"human zombie"),(60,12)
  98. MONSTER: ('Z',"human zombie"),(14,08)
  99. MONSTER: ('Z',"human zombie"),(55,00)
  100. MONSTER: ('Z',"human zombie"),(18,18)
  101. MONSTER: ('Z',"human zombie"),(59,10)
  102. MONSTER: ('Z',"human zombie"),(13,09)
  103. MONSTER: ('Z',"human zombie"),(01,17)
  104.  
  105. #
  106. #	The "locate" level for the quest.
  107. #
  108. #	Here you have to locate the Temple of Nalzok to go
  109. #	further towards your assigned quest.
  110. #
  111.  
  112. MAZE: "Pri-loca",' '
  113. FLAGS: hardfloor
  114. # This is a kludge to init the level as a lit field.
  115. INIT_MAP: mines, '.' , '.' , false , false , lit , false
  116. GEOMETRY:center,center
  117. MAP
  118. ........................................
  119. ........................................
  120. ..........----------+----------.........
  121. ..........|........|.|........|.........
  122. ..........|........|.|........|.........
  123. ..........|----.----.----.----|.........
  124. ..........+...................+.........
  125. ..........+...................+.........
  126. ..........|----.----.----.----|.........
  127. ..........|........|.|........|.........
  128. ..........|........|.|........|.........
  129. ..........----------+----------.........
  130. ........................................
  131. ........................................
  132. ENDMAP
  133. # Dungeon Description
  134. REGION:(00,00,09,13),unlit,"morgue"
  135. REGION:(09,00,30,01),unlit,"morgue"
  136. REGION:(09,12,30,13),unlit,"morgue"
  137. REGION:(31,00,39,13),unlit,"morgue"
  138. REGION:(11,03,29,10),lit,"temple",filled,irregular
  139. # The altar inside the temple
  140. ALTAR:(20,07),noalign,shrine
  141. MONSTER:('@',"aligned priest"),(20,07),noalign,hostile
  142. # Doors
  143. DOOR:locked,(10,06)
  144. DOOR:locked,(10,07)
  145. DOOR:locked,(20,02)
  146. DOOR:locked,(20,11)
  147. DOOR:locked,(30,06)
  148. DOOR:locked,(30,07)
  149. # Stairs
  150. # Note:  The up stairs are *intentionally* off of the map.
  151. STAIR:(43,05),up
  152. STAIR:(20,06),down
  153. # Non diggable walls
  154. NON_DIGGABLE:(10,02,30,13)
  155. # Objects (inside the antechambers).
  156. OBJECT:random,(14,03)
  157. OBJECT:random,(15,03)
  158. OBJECT:random,(16,03)
  159. OBJECT:random,(14,10)
  160. OBJECT:random,(15,10)
  161. OBJECT:random,(16,10)
  162. OBJECT:random,(17,10)
  163. OBJECT:random,(24,03)
  164. OBJECT:random,(25,03)
  165. OBJECT:random,(26,03)
  166. OBJECT:random,(27,03)
  167. OBJECT:random,(24,10)
  168. OBJECT:random,(25,10)
  169. OBJECT:random,(26,10)
  170. OBJECT:random,(27,10)
  171. # Random traps
  172. TRAP:random,(15,04)
  173. TRAP:random,(25,04)
  174. TRAP:random,(15,09)
  175. TRAP:random,(25,09)
  176. TRAP:random,random
  177. TRAP:random,random
  178. # No random monsters - the morgue generation will put them in.
  179.  
  180. #
  181. #	The "goal" level for the quest.
  182. #
  183. #	Here you meet Nalzok your nemesis monster.  You have to
  184. #	defeat Nalzok in combat to gain the artifact you have
  185. #	been assigned to retrieve.
  186. #
  187.  
  188. MAZE: "Pri-goal", ' '
  189. INIT_MAP: mines, 'L' , '.' , false , false , unlit , false
  190. GEOMETRY:center,center
  191. MAP
  192. xxxxxx..xxxxxx...xxxxxxxxx
  193. xxxx......xx......xxxxxxxx
  194. xx.xx.............xxxxxxxx
  195. x....................xxxxx
  196. ......................xxxx
  197. ......................xxxx
  198. xx........................
  199. xxx......................x
  200. xxx................xxxxxxx
  201. xxxx.....x.xx.......xxxxxx
  202. xxxxx...xxxxxx....xxxxxxxx
  203. ENDMAP
  204. # Dungeon Description
  205. $place = { (14,04),(13,07) }
  206. SHUFFLE: $place
  207.  
  208. REGION:(00,00,25,10),unlit,"ordinary"
  209. # Stairs
  210. STAIR:(20,05),up
  211. # Objects
  212. OBJECT:('[',"helm of brilliance"),$place[0],blessed,0,name:"The Mitre of Holiness"
  213. OBJECT:random,random
  214. OBJECT:random,random
  215. OBJECT:random,random
  216. OBJECT:random,random
  217. OBJECT:random,random
  218. OBJECT:random,random
  219. OBJECT:random,random
  220. OBJECT:random,random
  221. OBJECT:random,random
  222. OBJECT:random,random
  223. OBJECT:random,random
  224. OBJECT:random,random
  225. OBJECT:random,random
  226. OBJECT:random,random
  227. # Random traps
  228. TRAP:"fire",random
  229. TRAP:"fire",random
  230. TRAP:"fire",random
  231. TRAP:"fire",random
  232. TRAP:random,random
  233. TRAP:random,random
  234. # Random monsters.
  235. MONSTER:('&',"Nalzok"),$place[0]
  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',"human zombie"),random
  246. MONSTER:('Z',"human zombie"),random
  247. MONSTER:('Z',"human zombie"),random
  248. MONSTER:('Z',"human zombie"),random
  249. MONSTER:('Z',"human zombie"),random
  250. MONSTER:('Z',"human zombie"),random
  251. MONSTER:('Z',"human zombie"),random
  252. MONSTER:'Z',random
  253. MONSTER:'Z',random
  254. MONSTER:('W',"wraith"),random
  255. MONSTER:('W',"wraith"),random
  256. MONSTER:('W',"wraith"),random
  257. MONSTER:('W',"wraith"),random
  258. MONSTER:('W',"wraith"),random
  259. MONSTER:('W',"wraith"),random
  260. MONSTER:('W',"wraith"),random
  261. MONSTER:('W',"wraith"),random
  262. MONSTER:'W',random
  263.  
  264. #
  265. #	The "fill" levels for the quest.
  266. #
  267. #	These levels are used to fill out any levels not occupied by specific
  268. #	levels as defined above. "filla" is the upper filler, between the
  269. #	start and locate levels, and "fillb" the lower between the locate
  270. #	and goal levels.
  271. #
  272.  
  273. LEVEL: "Pri-fila"
  274. #
  275. ROOM: "ordinary" , random, random, random, random {
  276. STAIR: random, up
  277. OBJECT: random,random
  278. MONSTER: ('Z', "human zombie"), random
  279. }
  280.  
  281. ROOM: "ordinary" , random, random, random, random {
  282. OBJECT: random, random
  283. OBJECT: random,random
  284. }
  285.  
  286. ROOM: "ordinary" , random, random, random, random {
  287. OBJECT: random, random
  288. TRAP: random, random
  289. OBJECT: random,random
  290. MONSTER: ('Z', "human zombie"), random
  291. }
  292.  
  293. ROOM: "morgue" , random, random, random, random {
  294. STAIR: random, down
  295. OBJECT: random, random
  296. TRAP: random, random
  297. }
  298.  
  299. ROOM: "ordinary" , random, random, random, random {
  300. OBJECT: random, random
  301. OBJECT: random, random
  302. TRAP: random, random
  303. MONSTER: ('W', "wraith"), random
  304. }
  305.  
  306. ROOM: "morgue" , random, random, random, random {
  307. OBJECT: random, random
  308. TRAP: random, random
  309. }
  310.  
  311. RANDOM_CORRIDORS
  312.  
  313. LEVEL: "Pri-filb"
  314. #
  315. ROOM: "ordinary" , random, random, random, random {
  316. STAIR: random, up
  317. OBJECT: random,random
  318. MONSTER: ('Z', "human zombie"), random
  319. MONSTER: ('W', "wraith"), random
  320. }
  321.  
  322. ROOM: "morgue" , random, random, random, random {
  323. OBJECT: random, random
  324. OBJECT: random, random
  325. OBJECT: random,random
  326. }
  327.  
  328. ROOM: "ordinary" , random, random, random, random {
  329. OBJECT: random, random
  330. TRAP: random, random
  331. OBJECT: random,random
  332. MONSTER: ('Z', "human zombie"), random
  333. MONSTER: ('W', "wraith"), random
  334. }
  335.  
  336. ROOM: "morgue" , random, random, random, random {
  337. STAIR: random, down
  338. OBJECT: random, random
  339. OBJECT: random, random
  340. TRAP: random, random
  341. }
  342.  
  343. ROOM: "ordinary" , random, random, random, random {
  344. OBJECT: random, random
  345. OBJECT: random, random
  346. TRAP: random, random
  347. MONSTER: ('Z', "human zombie"), random
  348. MONSTER: ('W', "wraith"), random
  349. }
  350.  
  351. ROOM: "morgue" , random, random, random, random {
  352. OBJECT: random, random
  353. TRAP: random, random
  354. }
  355.  
  356. RANDOM_CORRIDORS