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