Swap out Frontier Town with Orctown
This commit is contained in:
committed by
Pasi Kallinen
parent
56699486a0
commit
b1835cc65d
+116
-83
@@ -48,99 +48,132 @@ TRAP: random, random
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TRAP: random, random
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TRAP: random, random
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# A tragic accident has occurred in Frontier Town....
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#
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# Minetown variant 1
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# Minetown variant 1
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# "Frontier Town"
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# Orcish Town - a variant of Frontier Town that has been
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# overrun by orcs. Note the barricades (iron bars).
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#
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#
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LEVEL: "minetn-1"
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LEVEL: "minetn-1"
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FLAGS:mazelevel
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INIT_MAP:mines,'.',' ',true,true,random,true
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GEOMETRY:center,center
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MAP
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.....................................
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.----------------F------------------.
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.|.................................|.
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.|.-------------......------------.|.
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.|.|...|...|...|......|..|...|...|.|.
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.F.|...|...|...|......|..|...|...|.|.
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.|.|...|...|...|......|..|...|...|.F.
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.|.|...|...|----......------------.|.
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.|.---------.......................|.
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.|.................................|.
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.|.---------.....--...--...........|.
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.|.|...|...|----.|.....|.---------.|.
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.|.|...|...|...|.|.....|.|..|....|.|.
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.|.|...|...|...|.|.....|.|..|....|.|.
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.|.|...|...|...|.|.....|.|..|....|.|.
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.|.-------------.-------.---------.|.
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.|.................................F.
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.-----------F------------F----------.
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.....................................
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ENDMAP
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ROOM: "ordinary" , lit, (3,3), (center,center), (31,15) {
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# Don't let the player fall into his likely death
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FOUNTAIN: (13, 7)
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TELEPORT_REGION:levregion(01,01,20,19),levregion(20,00,70,19)
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FOUNTAIN: (20, 7)
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REGION:(00,00,36,16),lit,"ordinary"
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STAIR:levregion(01,03,20,19),(00,00,36,15),up
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STAIR:levregion(61,03,75,19),(00,00,36,15),down
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# The Town Watch
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# shame we can't make polluted fountains
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MONSTER: ('@', "watchman"), random, peaceful
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FOUNTAIN:(16,09)
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MONSTER: ('@', "watchman"), random, peaceful
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FOUNTAIN:(25,09)
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MONSTER: ('@', "watchman"), random, peaceful
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MONSTER: ('@', "watchman"), random, peaceful
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MONSTER: ('@', "watch captain"), random, peaceful
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SUBROOM: "shop" [90%] , lit, (2,2), (3,4) {
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# the altar's defiled; useful for BUC but never coaligned
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ROOMDOOR: false, closed, south, random
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ALTAR:(20,13),noalign,shrine
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# set up the shop doors; could be broken down
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DOOR:random,(5,8)
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DOOR:random,(9,8)
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DOOR:random,(13,7)
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DOOR:random,(22,5)
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DOOR:random,(27,7)
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DOOR:random,(31,7)
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DOOR:random,(5,10)
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DOOR:random,(9,10)
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DOOR:random,(15,13)
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DOOR:random,(25,13)
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DOOR:random,(31,11)
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# knock a few holes in the shop interior walls
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REPLACE_TERRAIN:(07,04,11,06),'|','.',18%
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REPLACE_TERRAIN:(25,04,29,06),'|','.',18%
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REPLACE_TERRAIN:(07,12,11,14),'|','.',18%
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REPLACE_TERRAIN:(28,12,28,14),'|','.',33%
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# One spot each in most shops...
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$place = { (05,04),(09,05),(13,04),(26,04),(31,05),(30,14),(05,14),(10,13),(26,14),(27,13) }
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SHUFFLE:$place
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# scatter some bodies
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OBJECT:('%',"corpse"),(20,12),montype:"aligned priest"
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OBJECT:('%',"corpse"),$place[0],montype:"shopkeeper"
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OBJECT:('%',"corpse"),$place[1],montype:"shopkeeper"
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OBJECT:('%',"corpse"),$place[2],montype:"shopkeeper"
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OBJECT:('%',"corpse"),$place[3],montype:"shopkeeper"
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OBJECT:('%',"corpse"),$place[4],montype:"shopkeeper"
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OBJECT:('%',"corpse"),random,montype:"watchman"
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OBJECT:('%',"corpse"),random,montype:"watchman"
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OBJECT:('%',"corpse"),random,montype:"watchman"
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OBJECT:('%',"corpse"),random,montype:"watchman"
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OBJECT:('%',"corpse"),random,montype:"watch captain"
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# Rubble!
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LOOP [9 + 2d5] {
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OBJECT[90%]:('`',"boulder"),random
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OBJECT:('*',"rock"),random
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}
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}
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SUBROOM: "tool shop" [90%], lit, (2,9), (3,4) {
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# Guarantee 7 candles since we won't have Izchak available
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ROOMDOOR: false, closed, north, random
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OBJECT:('(',"wax candle"),$place[0],quantity:1d2
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OBJECT:('(',"wax candle"),$place[1],quantity:2d2
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OBJECT:('(',"wax candle"),$place[2],quantity:1d2
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OBJECT:('(',"tallow candle"),$place[3],quantity:1d3
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OBJECT:('(',"tallow candle"),$place[2],quantity:1d2
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OBJECT:('(',"tallow candle"),$place[0],quantity:1d2
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# go ahead and leave a lamp next to one corpse to be suggestive
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# and some empty wands...
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OBJECT:('(',"oil lamp"),$place[2]
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OBJECT:('/',"striking"),$place[1],uncursed,0
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OBJECT:('/',"striking"),$place[3],uncursed,0
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OBJECT:('/',"striking"),$place[4],uncursed,0
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OBJECT:('/',"magic missile"),$place[4],uncursed,0
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OBJECT:('/',"magic missile"),$place[0],uncursed,0
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# the Orcish Army
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$inside = selection: floodfill(18,8)
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$near_temple = selection: filter(fillrect(17,8, 23,14), $inside)
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LOOP [5 + 1d10] {
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MONSTER[50%]: ('o', "orc-captain"), rndcoord($inside), hostile
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MONSTER[80%]: ('o', "Uruk-hai"), rndcoord($inside), hostile
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MONSTER: ('o', "Mordor orc"), rndcoord($inside), hostile
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}
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# shamans can be hanging out in/near the temple
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LOOP [2d3] {
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MONSTER: ('o', "orc shaman"), rndcoord($near_temple), hostile
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}
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# these are not such a big deal
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# to run into outside the bars
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LOOP [9 + 2d5] {
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MONSTER[90%]: ('o', "hill orc"), random, hostile
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MONSTER: ('o', "goblin"), random, hostile
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}
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}
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SUBROOM: "ordinary", unlit, (6,2), (3,4) {
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WALLIFY:(1,0, 70,20)
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ROOMDOOR: false, closed, south, random
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}
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SUBROOM: "ordinary", lit, (6,9), (3,4) {
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ROOMDOOR: false, closed, north, random
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}
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SUBROOM: "food shop" [90%], lit, (10,2), (2,3) {
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ROOMDOOR: false, closed, south, random
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}
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SUBROOM: "candle shop", lit, (22,2), (3,3) {
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ROOMDOOR: false, closed, south, random
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}
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SUBROOM: "ordinary", unlit, (10,10), (2,3) {
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ROOMDOOR: false, locked, east, random
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MONSTER: ('G', "gnome"), random
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}
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SUBROOM: "ordinary", lit, (19,2), (2,3) {
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ROOMDOOR: false, locked, west, random
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MONSTER: ('G', "gnome"), random
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}
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SUBROOM: "temple", lit, (15,9), (4,4) {
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ROOMDOOR: false, closed, north, random
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ALTAR:(02,02),align[0],shrine
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MONSTER: ('G', "gnomish wizard"), random
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MONSTER: ('G', "gnomish wizard"), random
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}
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SUBROOM: "ordinary", lit, (22,10), (2,3) {
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ROOMDOOR: false, locked, west, random
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}
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SUBROOM: "ordinary", lit, (26,2), (3,3) {
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ROOMDOOR: false, closed, south, random
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MONSTER: ('G', "gnome lord"), random
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}
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SUBROOM: "ordinary", unlit, (25,10), (4,3) {
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ROOMDOOR: false, closed, north, random
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}
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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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}
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ROOM: "ordinary" , random, random, random, random {
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STAIR: random, down
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TRAP: random, random
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MONSTER: ('G', "gnome"), random
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MONSTER: ('G', "gnome"), random
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}
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ROOM: "ordinary" , random, random, random, random {
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MONSTER: ('h', "dwarf"), random
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}
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ROOM: "ordinary" , random, random, random, random {
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TRAP: random, random
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MONSTER: ('G', "gnome"), random
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}
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RANDOM_CORRIDORS
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# Minetown variant 2
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# Minetown variant 2
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