-- NetHack 3.7 gehennom.des $NHDT-Date: 1432512783 2015/05/25 00:13:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.13 $ -- Copyright (c) 1989 by Jean-Christophe Collet -- Copyright (c) 1992 by M. Stephenson and Izchak Miller -- NetHack may be freely redistributed. See license for details. -- -- des.level_init({ style = "solidfill", fg = " " }); des.level_flags("mazelevel", "noteleport", "hardfloor", "nommap"); des.map([[ ---------------------------------------------------------------------------- |...S.|..|.....| |.....-| |................| |...............| |...| |---|.|.--.---.| |......--- ----..........-----.-----....---........---.-.| | |.|.|..| |.| --........| |.............| |.......---| |-...........--| | |...S..| |.| |.......-----.......------| |--------..---......------- | |----------- |.| |-......| |....|...-- |...-----................---- | |.....S....---.| |.......| |....|...| |..............----------- | |.....|.|......| |.....--- |......--- |....---.......| | |.....|.|------| |....-- --....-- |-------- ----....--------------- | |.....|--......---BBB-| |...-- |.......| |..................| | |..........||........-| --...| |.......| |...||.............| | |.....|...-||-........------....| |.......---- |...||.............-- | |.....|--......---...........--------..........| |.......---------...-- | |.....| |------| |--.......--| |..B......----- -----....| |.| |....--- | |.....| |......--| ------..| |----..B......| |.--------.-- |-.....---| |------ |........| |.|....| |.....----BBBB---------...........---.........| | |........| |...|..| |.....| |-.............--------...........---| | --.....-----------.| |....-----.....---------- |.........---- | | |..|..B...........| |.|..........|.| |.|........| | ---------------------------------------------------------------------------- ]]); -- Make the path somewhat unpredictable -- If you get "lucky", you may have to go through all three graveyards. if percent(50) then des.terrain(selection.line(50,8, 53,8), '-') des.terrain(selection.line(40,8, 43,8), 'B') end if percent(50) then des.terrain({ x=27, y=12, typ='|' }) des.terrain(selection.line(27,3, 29,3), 'B') des.terrain({ x=28, y=2, typ='-' }) end if percent(50) then des.terrain(selection.line(16,10, 16,11), '|') des.terrain(selection.line(9,13, 14,13), 'B') end -- Dungeon Description -- The shrine to Moloch. des.region({ region={01,06, 05,14},lit=1,type="temple",filled=2 }) -- The Morgues des.region({ region={19,01, 24,08},lit=0,type="morgue",filled=1,irregular=1 }) des.region({ region={09,14, 16,18},lit=0,type="morgue",filled=1,irregular=1 }) des.region({ region={37,09, 43,14},lit=0,type="morgue",filled=1,irregular=1 }) -- Stairs des.stair("down", 01,01) -- Branch location des.levregion({ type="branch", region={66,17,66,17} }) des.teleport_region({ region = {58,09,72,18}, dir="down" }) -- Secret Doors des.door("locked",04,01) des.door("locked",08,04) des.door("locked",06,06) -- The altar of Moloch. des.altar({ x=03,y=10,align="noalign", type="shrine" }) -- Non diggable walls - everywhere! des.non_diggable(selection.area(00,00,75,19)) -- Objects -- **LOTS** of dead bodies (all human). -- note: no priest(esse)s or monks - maybe Moloch has a *special* -- fate reserved for members of *those* classes. -- des.object({ id="corpse",montype="archeologist" }) des.object({ id="corpse",montype="archeologist" }) des.object({ id="corpse",montype="barbarian" }) des.object({ id="corpse",montype="barbarian" }) des.object({ id="corpse",montype="caveman" }) des.object({ id="corpse",montype="cavewoman" }) des.object({ id="corpse",montype="healer" }) des.object({ id="corpse",montype="healer" }) des.object({ id="corpse",montype="knight" }) des.object({ id="corpse",montype="knight" }) des.object({ id="corpse",montype="ranger" }) des.object({ id="corpse",montype="ranger" }) des.object({ id="corpse",montype="rogue" }) des.object({ id="corpse",montype="rogue" }) des.object({ id="corpse",montype="samurai" }) des.object({ id="corpse",montype="samurai" }) des.object({ id="corpse",montype="tourist" }) des.object({ id="corpse",montype="tourist" }) des.object({ id="corpse",montype="valkyrie" }) des.object({ id="corpse",montype="valkyrie" }) des.object({ id="corpse",montype="wizard" }) des.object({ id="corpse",montype="wizard" }) -- -- Some random weapons and armor. -- des.object("[") des.object("[") des.object("[") des.object("[") des.object(")") des.object(")") des.object(")") des.object(")") -- -- Some random loot. -- des.object("ruby") des.object("*") des.object("*") des.object("!") des.object("!") des.object("!") des.object("?") des.object("?") des.object("?") des.object("/") des.object("/") des.object("=") des.object("=") des.object("+") des.object("+") des.object("(") des.object("(") des.object("(") -- (Not so) Random traps. des.trap("spiked pit", 05,02) des.trap("spiked pit", 14,05) des.trap("sleep gas", 03,01) des.trap("board", 21,12) des.trap("board") des.trap("dart", 60,01) des.trap("dart", 26,17) des.trap("anti magic") des.trap("anti magic") des.trap("magic") des.trap("magic") -- Random monsters. -- The ghosts. des.monster("ghost") des.monster("ghost") des.monster("ghost") des.monster("ghost") des.monster("ghost") des.monster("ghost") -- Add a few bats for atmosphere. des.monster("vampire bat") des.monster("vampire bat") des.monster("vampire bat") -- And a lich for good measure. des.monster("L") -- Some undead nasties for good measure des.monster("V") des.monster("V") des.monster("V") des.monster("Z") des.monster("Z") des.monster("Z") des.monster("Z") des.monster("M") des.monster("M") des.monster("M") des.monster("M")