The level teleport arrival regions (which also apply when invoking the W quest artifact's temporary magic portal) on the Ft.Ludios level had the wrong bounding coordinates. While there, I've added a corridor between the welcome/zoo room and the empty room at the top. The doors are secret so monsters won't be able to use it until they've been discovered by the player (which happens with magic mapping as well as with searching). I put a giant in the formerly empty room, and made that room's original door secret too so that the giant won't smash it down to get out, then smash down the door between the zoo room and the main area around the fort.
130 lines
4.7 KiB
Plaintext
130 lines
4.7 KiB
Plaintext
# 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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# 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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#
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MAZE:"knox",' '
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FLAGS: noteleport
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GEOMETRY:center,center
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# Fort's entry is via a secret door rather than a drawbridge;
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# the moat must be manually circumvented.
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MAP
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----------------------------------------------------------------------------
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| |........|...............................................................|
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| |........|.................................................------------..|
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| --S----S--.................................................|..........|..|
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| # |........}}}}}}}....................}}}}}}}..........|..........|..|
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| # |........}-----}....................}-----}..........--+--+--...|..|
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| # ---........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
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| # |..........}---S------------------------S---}.................|...|..|
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| # |..........}}}|...............|..........|}}}.................+...|..|
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| --S----..........}|...............S..........|}...................|...|..|
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| |.....|..........}|...............|......\...S}...................|...|..|
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| |.....+........}}}|...............|..........|}}}.................+...|..|
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| |.....|........}---S------------------------S---}.................|...|..|
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| |.....|........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
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| |..-S----......}-----}....................}-----}..........--+--+--...|..|
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| |..|....|......}}}}}}}....................}}}}}}}..........|..........|..|
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| |..|....|..................................................|..........|..|
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| -----------................................................------------..|
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| |..............................................................|
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----------------------------------------------------------------------------
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ENDMAP
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# Non diggable walls
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NON_DIGGABLE:(00,00,75,19)
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# Portal arrival point
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BRANCH:(08,16,08,16),(0,0,0,0)
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# accessible via ^V in wizard mode; arrive near the portal
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TELEPORT_REGION:(06,15,09,16),(0,0,0,0),up
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TELEPORT_REGION:(06,15,09,16),(0,0,0,0),down
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# Throne room, with Croesus on the throne
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REGION:(37,08,46,11),lit,"throne"
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# 50% chance each to move throne and/or fort's entry secret door up one row
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IF [50%] {
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MONSTER:('@',"Croesus"),(43,10),hostile
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} ELSE {
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MONSTER:('@',"Croesus"),(43,09),hostile
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TERRAIN:(43,09), '\'
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TERRAIN:(43,10), '.'
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}
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IF [50%] {
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TERRAIN:(47,09), 'S'
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TERRAIN:(47,10), '|'
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}
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# The Vault
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# Using unfilled morgue for
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# identification in mkmaze.c
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REGION:(21,08,35,11),lit,"morgue",unfilled
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# Vault entrance also varies
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IF [50%] {
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TERRAIN:(36,09), '|'
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TERRAIN:(36,10), 'S'
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}
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# Corner towers
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REGION:(19,06,21,06),lit,"ordinary"
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REGION:(46,06,48,06),lit,"ordinary"
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REGION:(19,13,21,13),lit,"ordinary"
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REGION:(46,13,48,13),lit,"ordinary"
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# A welcoming committee
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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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# Barracks
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REGION:(62,03,71,04),lit,"barracks",filled,irregular
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# Doors
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DOOR:closed,(06,14)
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DOOR:closed,(09,03)
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DOOR:open,(63,05)
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DOOR:open,(66,05)
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DOOR:open,(68,08)
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DOOR:locked,(08,11)
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DOOR:open,(68,11)
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DOOR:closed,(63,14)
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DOOR:closed,(66,14)
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DOOR:closed,(04,03)
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DOOR:closed,(04,09)
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# Soldiers guarding the fort
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MONSTER:('@',"soldier"),(12,14)
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MONSTER:('@',"soldier"),(12,13)
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MONSTER:('@',"soldier"),(11,10)
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MONSTER:('@',"soldier"),(13,02)
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MONSTER:('@',"soldier"),(14,03)
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MONSTER:('@',"soldier"),(20,02)
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MONSTER:('@',"soldier"),(30,02)
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MONSTER:('@',"soldier"),(40,02)
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MONSTER:('@',"soldier"),(30,16)
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MONSTER:('@',"soldier"),(32,16)
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MONSTER:('@',"soldier"),(40,16)
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MONSTER:('@',"soldier"),(54,16)
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MONSTER:('@',"soldier"),(54,14)
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MONSTER:('@',"soldier"),(54,13)
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MONSTER:('@',"soldier"),(57,10)
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MONSTER:('@',"soldier"),(57,09)
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MONSTER:('@',"lieutenant"),(15,08)
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# Possible source of a boulder
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MONSTER:('H',"stone giant"),(03,01)
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# Four dragons guarding each side
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MONSTER:'D',(18,09)
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MONSTER:'D',(49,10)
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MONSTER:'D',(33,05)
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MONSTER:'D',(33,14)
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# Eels in the moat
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MONSTER:(';',"giant eel"),(17,08)
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MONSTER:(';',"giant eel"),(17,11)
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MONSTER:(';',"giant eel"),(48,08)
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MONSTER:(';',"giant eel"),(48,11)
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# The corner rooms treasures
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OBJECT:('*',"diamond"),(19,06)
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OBJECT:('*',"diamond"),(20,06)
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OBJECT:('*',"diamond"),(21,06)
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OBJECT:('*',"emerald"),(19,13)
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OBJECT:('*',"emerald"),(20,13)
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OBJECT:('*',"emerald"),(21,13)
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OBJECT:('*',"ruby"),(46,06)
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OBJECT:('*',"ruby"),(47,06)
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OBJECT:('*',"ruby"),(48,06)
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OBJECT:('*',"amethyst"),(46,13)
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OBJECT:('*',"amethyst"),(47,13)
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OBJECT:('*',"amethyst"),(48,13)
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