Merge branch 'NetHack-3.6.2-beta01' into NetHack-3.6.2
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dat/knox.des
28
dat/knox.des
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# NetHack 3.6 knox.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.9 $
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# NetHack 3.6 knox.des $NHDT-Date: 1547262478 2019/01/12 03:07:58 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.12 $
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# Copyright (c) 1989 by Jean-Christophe Collet
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# Copyright (c) 1992 by Izchak Miller
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# NetHack may be freely redistributed. See license for details.
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@@ -70,6 +70,32 @@ REGION:(03,10,07,13),lit,"zoo",filled,irregular
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# arrival chamber; needs to be a real room to control migrating monsters,
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# and `unfilled' is a kludge to force an ordinary room to remain a room
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REGION:(06,15,09,16),unlit,"ordinary",unfilled
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# Run away! Or at least look away!
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#
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# Due to a quirk in how lit regions work, entering the arrival chamber
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# with a lit candle reveals the left and left-top walls even though
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# they're beyond the range of a candle's light, but the closer upper-right
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# corner shows as blank (legitmately since that spot two steps away
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# diagonally is beyond candle radius). Explicity lighting the problematic
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# spot hides that quirk. Without a light source, it doesn't become mapped
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# until you move next to it; with one, it becomes mapped when the spot
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# adjacent to it becomes lit, matching the observable behavior of the rest
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# of the entry chamber.
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REGION:(10,14,10,14),lit,"ordinary"
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# Unfortunately, a single lit spot actually lights a 3x3 area around that
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# spot, resulting in the wall corner showing even without a candle and
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# making some unexpected lit spots on that other side of the wall.
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# Making an explicitly unlit box around the lit spot hides _that_ quirk.
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REGION:(09,13,09,15),unlit,"ordinary"
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REGION:(09,13,11,13),unlit,"ordinary"
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REGION:(11,13,11,15),unlit,"ordinary"
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# (We don't need to close the box across the bottom.)
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#REGION:(09,15,11,15),unlit,"ordinary"
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# [Note: expanding unlit arrival region to (05,14,09,16) did not solve this
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# issue in other direction, to make the walls unlit and obey candle radius.]
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# We now take you back to your regularly scheduled level description....
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# Barracks
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REGION:(62,03,71,04),lit,"barracks",filled,irregular
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# Doors
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