and actually do so in the lua files. Before this, it was not possible to specify (for example) "scroll of teleportation" in des.object() because there is actually no object defined in objects.h named "scroll of teleportation", so find_objtype() failed to find it. Instead, one had to request "teleportation", but that is ambiguous, and find_objtype() would find the first defined item with that name instead (ring of teleportation). In cases of ambiguity, I referred to the des files from 3.6.6 (before the lua conversion).
257 lines
8.4 KiB
Lua
257 lines
8.4 KiB
Lua
-- NetHack 3.7 castle.des $NHDT-Date: 1432512783 2015/05/25 00:13:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.11 $
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-- Copyright (c) 1989 by Jean-Christophe Collet
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-- NetHack may be freely redistributed. See license for details.
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--
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--
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-- This is the stronghold level :
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-- there are several ways to enter it :
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-- - opening the drawbridge (wand of opening, knock spell, playing
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-- the appropriate tune)
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--
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-- - enter via the back entry (this suppose a ring of levitation, boots
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-- of water walking, etc.)
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--
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-- Note : If you don't play the right tune, you get indications like in the
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-- MasterMind game...
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--
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-- To motivate the player : there are 4 storerooms (armors, weapons, food and
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-- gems) and a wand of wishing in one of the 4 towers...
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des.level_init({ style="mazegrid", bg ="-" });
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des.level_flags("mazelevel", "noteleport", "noflipy")
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des.map([[
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}}}}}}}}}.............................................}}}}}}}}}
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}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}
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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---------}.....
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.....}|...{....+..........+.........\.S.................+......
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.....}|........------------...........---------S---------}.....
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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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}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}
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}}}}}}}}}.............................................}}}}}}}}}
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]]);
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-- Random registers initialisation
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local object = { "[", ")", "*", "%" };
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shuffle(object)
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local place = selection.new();
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place:set(04,02);
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place:set(58,02);
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place:set(04,14);
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place:set(58,14);
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local monster = { "L", "N", "E", "H", "M", "O", "R", "T", "X", "Z" }
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shuffle(monster)
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des.teleport_region({ region = {01,00,10,20}, region_islev=1, exclude={1,1,61,15}, dir="down" })
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des.teleport_region({ region = {69,00,79,20}, region_islev=1, exclude={1,1,61,15}, dir="up" })
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des.levregion({ region = {01,00,10,20}, region_islev=1, exclude={0,0,62,16}, type="stair-up" })
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des.feature("fountain", 10,08)
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-- Doors
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des.door("closed",07,03)
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des.door("closed",55,03)
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des.door("locked",32,04)
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des.door("locked",26,05)
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des.door("locked",46,05)
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des.door("locked",48,05)
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des.door("locked",47,07)
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des.door("closed",15,08)
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des.door("closed",26,08)
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des.door("locked",38,08)
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des.door("locked",56,08)
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des.door("locked",47,09)
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des.door("locked",26,11)
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des.door("locked",46,11)
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des.door("locked",48,11)
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des.door("locked",32,12)
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des.door("closed",07,13)
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des.door("closed",55,13)
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-- The drawbridge
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des.drawbridge({ dir="east", state="closed", x=05,y=08})
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-- Storeroom number 1
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des.object(object[1],39,05)
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des.object(object[1],40,05)
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des.object(object[1],41,05)
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des.object(object[1],42,05)
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des.object(object[1],43,05)
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des.object(object[1],44,05)
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des.object(object[1],45,05)
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des.object(object[1],39,06)
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des.object(object[1],40,06)
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des.object(object[1],41,06)
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des.object(object[1],42,06)
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des.object(object[1],43,06)
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des.object(object[1],44,06)
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des.object(object[1],45,06)
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-- Storeroom number 2
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des.object(object[2],49,05)
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des.object(object[2],50,05)
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des.object(object[2],51,05)
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des.object(object[2],52,05)
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des.object(object[2],53,05)
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des.object(object[2],54,05)
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des.object(object[2],55,05)
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des.object(object[2],49,06)
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des.object(object[2],50,06)
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des.object(object[2],51,06)
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des.object(object[2],52,06)
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des.object(object[2],53,06)
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des.object(object[2],54,06)
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des.object(object[2],55,06)
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-- Storeroom number 3
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des.object(object[3],39,10)
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des.object(object[3],40,10)
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des.object(object[3],41,10)
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des.object(object[3],42,10)
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des.object(object[3],43,10)
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des.object(object[3],44,10)
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des.object(object[3],45,10)
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des.object(object[3],39,11)
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des.object(object[3],40,11)
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des.object(object[3],41,11)
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des.object(object[3],42,11)
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des.object(object[3],43,11)
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des.object(object[3],44,11)
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des.object(object[3],45,11)
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-- Storeroom number 4
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des.object(object[4],49,10)
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des.object(object[4],50,10)
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des.object(object[4],51,10)
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des.object(object[4],52,10)
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des.object(object[4],53,10)
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des.object(object[4],54,10)
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des.object(object[4],55,10)
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des.object(object[4],49,11)
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des.object(object[4],50,11)
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des.object(object[4],51,11)
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des.object(object[4],52,11)
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des.object(object[4],53,11)
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des.object(object[4],54,11)
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des.object(object[4],55,11)
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-- THE WAND OF WISHING in 1 of the 4 towers
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local loc = place:rndcoord(1);
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des.object({ id = "chest", trapped = 0, locked = 1, coord = loc ,
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contents = function()
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des.object("wishing");
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end
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});
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-- Prevent monsters from eating it. (@'s never eat objects)
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des.engraving({ coord = loc, type="burn", text="Elbereth" })
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des.object({ id = "scroll of scare monster", coord = loc, buc="cursed" })
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-- The treasure of the lord
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des.object("chest",37,08)
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-- Traps
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des.trap("trap door",40,08)
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des.trap("trap door",44,08)
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des.trap("trap door",48,08)
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des.trap("trap door",52,08)
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des.trap("trap door",55,08)
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-- Soldiers guarding the entry hall
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des.monster("soldier",08,06)
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des.monster("soldier",09,05)
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des.monster("soldier",11,05)
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des.monster("soldier",12,06)
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des.monster("soldier",08,10)
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des.monster("soldier",09,11)
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des.monster("soldier",11,11)
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des.monster("soldier",12,10)
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des.monster("lieutenant",09,08)
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-- Soldiers guarding the towers
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des.monster("soldier",03,02)
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des.monster("soldier",05,02)
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des.monster("soldier",57,02)
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des.monster("soldier",59,02)
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des.monster("soldier",03,14)
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des.monster("soldier",05,14)
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des.monster("soldier",57,14)
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des.monster("soldier",59,14)
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-- The four dragons that are guarding the storerooms
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des.monster("D",47,05)
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des.monster("D",47,06)
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des.monster("D",47,10)
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des.monster("D",47,11)
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-- Sea monsters in the moat
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des.monster("giant eel",05,07)
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des.monster("giant eel",05,09)
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des.monster("giant eel",57,07)
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des.monster("giant eel",57,09)
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des.monster("shark",05,00)
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des.monster("shark",05,16)
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des.monster("shark",57,00)
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des.monster("shark",57,16)
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-- The throne room and the court monsters
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des.monster(monster[10],27,05)
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des.monster(monster[1],30,05)
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des.monster(monster[2],33,05)
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des.monster(monster[3],36,05)
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des.monster(monster[4],28,06)
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des.monster(monster[5],31,06)
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des.monster(monster[6],34,06)
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des.monster(monster[7],37,06)
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des.monster(monster[8],27,07)
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des.monster(monster[9],30,07)
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des.monster(monster[10],33,07)
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des.monster(monster[1],36,07)
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des.monster(monster[2],28,08)
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des.monster(monster[3],31,08)
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des.monster(monster[4],34,08)
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des.monster(monster[5],27,09)
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des.monster(monster[6],30,09)
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des.monster(monster[7],33,09)
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des.monster(monster[8],36,09)
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des.monster(monster[9],28,10)
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des.monster(monster[10],31,10)
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des.monster(monster[1],34,10)
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des.monster(monster[2],37,10)
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des.monster(monster[3],27,11)
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des.monster(monster[4],30,11)
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des.monster(monster[5],33,11)
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des.monster(monster[6],36,11)
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-- MazeWalks
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des.mazewalk(00,10,"west")
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des.mazewalk(62,06,"east")
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-- Non diggable walls
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des.non_diggable(selection.area(00,00,62,16))
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-- Subrooms:
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-- Entire castle area
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des.region(selection.area(00,00,62,16),"unlit")
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-- Courtyards
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des.region(selection.area(00,05,05,11),"lit")
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des.region(selection.area(57,05,62,11),"lit")
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-- Throne room
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des.region({ region={27,05, 37,11},lit=1,type="throne", filled=2 })
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-- Antechamber
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des.region(selection.area(07,05,14,11),"lit")
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-- Storerooms
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des.region(selection.area(39,05,45,06),"lit")
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des.region(selection.area(39,10,45,11),"lit")
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des.region(selection.area(49,05,55,06),"lit")
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des.region(selection.area(49,10,55,11),"lit")
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-- Corners
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des.region(selection.area(02,02,06,03),"lit")
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des.region(selection.area(56,02,60,03),"lit")
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des.region(selection.area(02,13,06,14),"lit")
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des.region(selection.area(56,13,60,14),"lit")
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-- Barracks
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des.region({ region={16,05, 25,06},lit=1,type="barracks", filled=1 })
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des.region({ region={16,10, 25,11},lit=1,type="barracks", filled=1 })
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-- Hallways
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des.region(selection.area(08,03,54,03),"unlit")
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des.region(selection.area(08,13,54,13),"unlit")
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des.region(selection.area(16,08,25,08),"unlit")
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des.region(selection.area(39,08,55,08),"unlit")
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-- Storeroom alcoves
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des.region(selection.area(47,05,47,06),"unlit")
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des.region(selection.area(47,10,47,11),"unlit")
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