-- NetHack 3.7 Priest.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.11 $ -- Copyright (c) 1989 by Jean-Christophe Collet -- Copyright (c) 1991-2 by M. Stephenson -- NetHack may be freely redistributed. See license for details. -- des.level_init({ style = "solidfill", fg = " " }); des.level_flags("mazelevel", "hardfloor", "noflip") -- This is a kludge to init the level as a lit field. des.level_init({ style="mines", fg=".", bg=".", smoothed=false, joined=false, lit=1, walled=false }) des.map([[ ........................................ ........................................ ..........----------+----------......... ..........|........|.|........|......... ..........|........|.|........|......... ..........|----.----.----.----|......... ..........+...................+......... ..........+...................+......... ..........|----.----.----.----|......... ..........|........|.|........|......... ..........|........|.|........|......... ..........----------+----------......... ........................................ ........................................ ]]); -- Dungeon Description des.region({ region={00,00, 09,13}, lit=0, type="morgue", filled=1 }) des.region({ region={09,00, 30,01}, lit=0, type="morgue", filled=1 }) des.region({ region={09,12, 30,13}, lit=0, type="morgue", filled=1 }) des.region({ region={31,00, 39,13}, lit=0, type="morgue", filled=1 }) des.region({ region={11,03, 29,10}, lit=1, type="temple", filled=1, irregular=1 }) -- The altar inside the temple des.altar({ x=20,y=07, align="noalign", type="shrine" }) des.monster({ id = "aligned cleric", x=20, y=07, align="noalign", peaceful = 0 }) -- Doors des.door("locked",10,06) des.door("locked",10,07) des.door("locked",20,02) des.door("locked",20,11) des.door("locked",30,06) des.door("locked",30,07) -- Stairs -- Note: The up stairs are *intentionally* off of the map. des.stair("up", 43,05) des.stair("down", 20,06) -- Non diggable walls des.non_diggable(selection.area(10,02,30,13)) -- Objects (inside the antechambers). des.object({ coord = { 14, 03 } }) des.object({ coord = { 15, 03 } }) des.object({ coord = { 16, 03 } }) des.object({ coord = { 14, 10 } }) des.object({ coord = { 15, 10 } }) des.object({ coord = { 16, 10 } }) des.object({ coord = { 17, 10 } }) des.object({ coord = { 24, 03 } }) des.object({ coord = { 25, 03 } }) des.object({ coord = { 26, 03 } }) des.object({ coord = { 27, 03 } }) des.object({ coord = { 24, 10 } }) des.object({ coord = { 25, 10 } }) des.object({ coord = { 26, 10 } }) des.object({ coord = { 27, 10 } }) -- Random traps des.trap({ coord = { 15,04 } }) des.trap({ coord = { 25,04 } }) des.trap({ coord = { 15,09 } }) des.trap({ coord = { 25,09 } }) des.trap() des.trap() -- No random monsters - the morgue generation will put them in.