New level compiler: des-file changes
This commit is contained in:
290
dat/Priest.des
290
dat/Priest.des
@@ -64,18 +64,18 @@ DOOR:closed,(52,14)
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# Unattended Altar - unaligned due to conflict - player must align it.
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ALTAR:(28,09),noalign,altar
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# High Priest
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MONSTER:'@',"Arch Priest",(28,10)
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MONSTER:('@',"Arch Priest"),(28,10)
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# The treasure of High Priest
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OBJECT:'(',"chest",(27,10)
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OBJECT:('(',"chest"),(27,10)
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# knight guards for the audience chamber
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MONSTER:'@',"acolyte",(32,07)
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MONSTER:'@',"acolyte",(32,08)
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MONSTER:'@',"acolyte",(32,11)
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MONSTER:'@',"acolyte",(32,12)
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MONSTER:'@',"acolyte",(33,07)
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MONSTER:'@',"acolyte",(33,08)
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MONSTER:'@',"acolyte",(33,11)
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MONSTER:'@',"acolyte",(33,12)
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MONSTER:('@',"acolyte"),(32,07)
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MONSTER:('@',"acolyte"),(32,08)
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MONSTER:('@',"acolyte"),(32,11)
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MONSTER:('@',"acolyte"),(32,12)
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MONSTER:('@',"acolyte"),(33,07)
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MONSTER:('@',"acolyte"),(33,08)
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MONSTER:('@',"acolyte"),(33,11)
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MONSTER:('@',"acolyte"),(33,12)
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# Non diggable walls
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NON_DIGGABLE:(00,00,75,19)
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# Random traps
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@@ -86,18 +86,18 @@ TRAP:random,random
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TRAP:random,random
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TRAP:random,random
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# Monsters on siege duty.
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MONSTER: 'Z',"human zombie",(37,01)
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MONSTER: 'Z',"human zombie",(37,18)
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MONSTER: 'Z',"human zombie",(03,03)
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MONSTER: 'Z',"human zombie",(65,04)
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MONSTER: 'Z',"human zombie",(12,11)
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MONSTER: 'Z',"human zombie",(60,12)
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MONSTER: 'Z',"human zombie",(14,08)
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MONSTER: 'Z',"human zombie",(55,00)
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MONSTER: 'Z',"human zombie",(18,18)
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MONSTER: 'Z',"human zombie",(59,10)
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MONSTER: 'Z',"human zombie",(13,09)
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MONSTER: 'Z',"human zombie",(01,17)
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MONSTER: ('Z',"human zombie"),(37,01)
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MONSTER: ('Z',"human zombie"),(37,18)
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MONSTER: ('Z',"human zombie"),(03,03)
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MONSTER: ('Z',"human zombie"),(65,04)
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MONSTER: ('Z',"human zombie"),(12,11)
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MONSTER: ('Z',"human zombie"),(60,12)
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MONSTER: ('Z',"human zombie"),(14,08)
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MONSTER: ('Z',"human zombie"),(55,00)
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MONSTER: ('Z',"human zombie"),(18,18)
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MONSTER: ('Z',"human zombie"),(59,10)
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MONSTER: ('Z',"human zombie"),(13,09)
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MONSTER: ('Z',"human zombie"),(01,17)
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#
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# The "locate" level for the quest.
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@@ -109,7 +109,7 @@ MONSTER: 'Z',"human zombie",(01,17)
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MAZE: "Pri-loca",' '
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FLAGS: hardfloor
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# This is a kludge to init the level as a lit field.
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INIT_MAP: '.' , '.' , false , false , lit , false
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INIT_MAP: mines, '.' , '.' , false , false , lit , false
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GEOMETRY:center,center
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MAP
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........................................
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@@ -132,10 +132,10 @@ REGION:(00,00,09,13),unlit,"morgue"
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REGION:(09,00,30,01),unlit,"morgue"
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REGION:(09,12,30,13),unlit,"morgue"
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REGION:(31,00,39,13),unlit,"morgue"
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REGION:(11,03,29,10),lit,"temple",filled,true
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REGION:(11,03,29,10),lit,"temple",filled,irregular
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# The altar inside the temple
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ALTAR:(20,07),noalign,shrine
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MONSTER:'@',"aligned priest",(20,07),noalign,hostile
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MONSTER:('@',"aligned priest"),(20,07),noalign,hostile
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# Doors
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DOOR:locked,(10,06)
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DOOR:locked,(10,07)
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@@ -150,21 +150,21 @@ STAIR:(20,06),down
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# Non diggable walls
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NON_DIGGABLE:(10,02,30,13)
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# Objects (inside the antechambers).
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OBJECT:random,random,(14,03)
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OBJECT:random,random,(15,03)
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OBJECT:random,random,(16,03)
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OBJECT:random,random,(14,10)
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OBJECT:random,random,(15,10)
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OBJECT:random,random,(16,10)
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OBJECT:random,random,(17,10)
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OBJECT:random,random,(24,03)
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OBJECT:random,random,(25,03)
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OBJECT:random,random,(26,03)
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OBJECT:random,random,(27,03)
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OBJECT:random,random,(24,10)
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OBJECT:random,random,(25,10)
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OBJECT:random,random,(26,10)
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OBJECT:random,random,(27,10)
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OBJECT:random,(14,03)
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OBJECT:random,(15,03)
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OBJECT:random,(16,03)
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OBJECT:random,(14,10)
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OBJECT:random,(15,10)
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OBJECT:random,(16,10)
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OBJECT:random,(17,10)
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OBJECT:random,(24,03)
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OBJECT:random,(25,03)
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OBJECT:random,(26,03)
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OBJECT:random,(27,03)
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OBJECT:random,(24,10)
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OBJECT:random,(25,10)
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OBJECT:random,(26,10)
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OBJECT:random,(27,10)
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# Random traps
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TRAP:random,(15,04)
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TRAP:random,(25,04)
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@@ -183,7 +183,7 @@ TRAP:random,random
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#
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MAZE: "Pri-goal", ' '
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INIT_MAP: 'L' , '.' , false , false , unlit , false
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INIT_MAP: mines, 'L' , '.' , false , false , unlit , false
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GEOMETRY:center,center
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MAP
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.L......L.LLL.......LL....
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@@ -199,26 +199,28 @@ LL........................
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.........LLL.........L....
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ENDMAP
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# Dungeon Description
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RANDOM_PLACES:(14,04),(13,07)
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$place = { (14,04),(13,07) }
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SHUFFLE: $place
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REGION:(00,00,25,10),unlit,"ordinary"
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# Stairs
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STAIR:(20,05),up
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# Objects
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OBJECT:'[',"helm of brilliance",place[0],blessed,0,"The Mitre of Holiness"
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:random,random,random
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OBJECT:('[',"helm of brilliance"),$place[0],blessed,0,name:"The Mitre of Holiness"
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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OBJECT:random,random
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# Random traps
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TRAP:"fire",random
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TRAP:"fire",random
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@@ -227,34 +229,34 @@ TRAP:"fire",random
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TRAP:random,random
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TRAP:random,random
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# Random monsters.
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MONSTER:'&',"Nalzok",place[0]
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',"human zombie",random
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MONSTER:'Z',random,random
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MONSTER:'Z',random,random
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MONSTER:'W',"wraith",random
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MONSTER:'W',"wraith",random
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MONSTER:'W',"wraith",random
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MONSTER:'W',"wraith",random
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MONSTER:'W',"wraith",random
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MONSTER:'W',"wraith",random
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MONSTER:'W',"wraith",random
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MONSTER:'W',"wraith",random
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MONSTER:'W',random,random
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MONSTER:('&',"Nalzok"),$place[0]
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:('Z',"human zombie"),random
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MONSTER:'Z',random
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MONSTER:'Z',random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:('W',"wraith"),random
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MONSTER:'W',random
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#
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# The "fill" levels for the quest.
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@@ -267,73 +269,85 @@ MONSTER:'W',random,random
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LEVEL: "Pri-fila"
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#
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ROOM: "ordinary" , random, random, random, random
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STAIR: random, up
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OBJECT: random,random,random
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MONSTER: 'Z', "human zombie", random
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ROOM: "ordinary" , random, random, random, random {
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STAIR: random, up
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OBJECT: random,random
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MONSTER: ('Z', "human zombie"), random
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}
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ROOM: "ordinary" , random, random, random, random
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OBJECT: random, random, random
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OBJECT: random,random,random
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ROOM: "ordinary" , random, random, random, random {
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OBJECT: random, random
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OBJECT: random,random
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}
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ROOM: "ordinary" , random, random, random, random
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OBJECT: random, random, random
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TRAP: random, random
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OBJECT: random,random,random
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MONSTER: 'Z', "human zombie", random
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ROOM: "ordinary" , random, random, random, random {
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OBJECT: random, random
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TRAP: random, random
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OBJECT: random,random
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MONSTER: ('Z', "human zombie"), random
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}
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ROOM: "morgue" , random, random, random, random
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STAIR: random, down
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OBJECT: random, random, random
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TRAP: random, random
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ROOM: "morgue" , random, random, random, random {
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STAIR: random, down
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OBJECT: random, random
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TRAP: random, random
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}
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ROOM: "ordinary" , random, random, random, random
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OBJECT: random, random, random
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OBJECT: random, random, random
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TRAP: random, random
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MONSTER: 'W', "wraith", random
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ROOM: "ordinary" , random, random, random, random {
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OBJECT: random, random
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OBJECT: random, random
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TRAP: random, random
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MONSTER: ('W', "wraith"), random
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}
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ROOM: "morgue" , random, random, random, random
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OBJECT: random, random, random
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TRAP: random, random
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ROOM: "morgue" , random, random, random, random {
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OBJECT: random, random
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TRAP: random, random
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}
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RANDOM_CORRIDORS
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LEVEL: "Pri-filb"
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#
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ROOM: "ordinary" , random, random, random, random
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STAIR: random, up
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OBJECT: random,random,random
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MONSTER: 'Z', "human zombie", random
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MONSTER: 'W', "wraith", random
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ROOM: "ordinary" , random, random, random, random {
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STAIR: random, up
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OBJECT: random,random
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MONSTER: ('Z', "human zombie"), random
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MONSTER: ('W', "wraith"), random
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}
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ROOM: "morgue" , random, random, random, random
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OBJECT: random, random, random
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OBJECT: random, random, random
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OBJECT: random,random,random
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ROOM: "morgue" , random, random, random, random {
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OBJECT: random, random
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OBJECT: random, random
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OBJECT: random,random
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}
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ROOM: "ordinary" , random, random, random, random
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OBJECT: random, random, random
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TRAP: random, random
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OBJECT: random,random,random
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MONSTER: 'Z', "human zombie", random
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MONSTER: 'W', "wraith", random
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ROOM: "ordinary" , random, random, random, random {
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OBJECT: random, random
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TRAP: random, random
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OBJECT: random,random
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MONSTER: ('Z', "human zombie"), random
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MONSTER: ('W', "wraith"), random
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}
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ROOM: "morgue" , random, random, random, random
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STAIR: random, down
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OBJECT: random, random, random
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OBJECT: random, random, random
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TRAP: random, random
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ROOM: "morgue" , random, random, random, random {
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STAIR: random, down
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OBJECT: random, random
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OBJECT: random, random
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TRAP: random, random
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}
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ROOM: "ordinary" , random, random, random, random
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OBJECT: random, random, random
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OBJECT: random, random, random
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TRAP: random, random
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MONSTER: 'Z', "human zombie", random
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MONSTER: 'W', "wraith", random
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ROOM: "ordinary" , random, random, random, random {
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OBJECT: random, random
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OBJECT: random, random
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TRAP: random, random
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MONSTER: ('Z', "human zombie"), random
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MONSTER: ('W', "wraith"), random
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}
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ROOM: "morgue" , random, random, random, random
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OBJECT: random, random, random
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TRAP: random, random
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ROOM: "morgue" , random, random, random, random {
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OBJECT: random, random
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TRAP: random, random
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}
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RANDOM_CORRIDORS
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Reference in New Issue
Block a user