Redo the Ft.Ludios entry hack to suppress the lit walls on the left and top rather than to light the upper-right corner. Only noticeable if carrying a lit candle. Usually, that is. This simpler hack could be detected visually from the treasure room side of the walls involved but normally won't be.
154 lines
6.0 KiB
Plaintext
154 lines
6.0 KiB
Plaintext
# NetHack 3.6 knox.des $NHDT-Date: 1547343821 2019/01/13 01:43:41 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.13 $
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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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# 3.6.2: Entering level carrying a lit candle would show the whole entry
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# chamber except for its top right corner even though some of the revealed
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# spots are farther away than that is. This is because the lit treasure zoo
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# is forcing the walls around it to be lit too (see light_region(sp_lev.c)),
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# and lit walls show up when light reaches the spot next to them. The unlit
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# corner is beyond candle range and isn't flagged as lit so it doesn't show
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# up until light reaches it rather than when light gets next to it.
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#
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# Force left and top walls of the arrival chamber to be unlit in order to
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# hide this lighting quirk.
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REGION:(05,14,05,17),unlit,"ordinary"
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REGION:(05,14,09,14),unlit,"ordinary"
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# (Entering the treasure zoo while blind and then regaining sight might
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# expose the new oddity of these walls not appearing when on the lit side
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# but that's even less likely to occur than the rare instance of entering
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# the level with a candle. They'll almost always be mapped from the arrival
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# side before entering the treasure zoo.
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#
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# A prior workaround lit the top right corner wall and then jumped through
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# hoops to suppress the extra light in the 3x3 lit area that produced.
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# This is simpler and makes the short range candle light behave more like
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# it is expected to work.)
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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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