Files
nethack/dat/knox.des
PatR 5addbf88dd knox level tweaks
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.
2016-05-29 17:24:47 -07:00

130 lines
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# NetHack 3.6 knox.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.9 $
# Copyright (c) 1989 by Jean-Christophe Collet
# Copyright (c) 1992 by Izchak Miller
# NetHack may be freely redistributed. See license for details.
#
MAZE:"knox",' '
FLAGS: noteleport
GEOMETRY:center,center
# Fort's entry is via a secret door rather than a drawbridge;
# the moat must be manually circumvented.
MAP
----------------------------------------------------------------------------
| |........|...............................................................|
| |........|.................................................------------..|
| --S----S--.................................................|..........|..|
| # |........}}}}}}}....................}}}}}}}..........|..........|..|
| # |........}-----}....................}-----}..........--+--+--...|..|
| # ---........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
| # |..........}---S------------------------S---}.................|...|..|
| # |..........}}}|...............|..........|}}}.................+...|..|
| --S----..........}|...............S..........|}...................|...|..|
| |.....|..........}|...............|......\...S}...................|...|..|
| |.....+........}}}|...............|..........|}}}.................+...|..|
| |.....|........}---S------------------------S---}.................|...|..|
| |.....|........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
| |..-S----......}-----}....................}-----}..........--+--+--...|..|
| |..|....|......}}}}}}}....................}}}}}}}..........|..........|..|
| |..|....|..................................................|..........|..|
| -----------................................................------------..|
| |..............................................................|
----------------------------------------------------------------------------
ENDMAP
# Non diggable walls
NON_DIGGABLE:(00,00,75,19)
# Portal arrival point
BRANCH:(08,16,08,16),(0,0,0,0)
# accessible via ^V in wizard mode; arrive near the portal
TELEPORT_REGION:(06,15,09,16),(0,0,0,0),up
TELEPORT_REGION:(06,15,09,16),(0,0,0,0),down
# Throne room, with Croesus on the throne
REGION:(37,08,46,11),lit,"throne"
# 50% chance each to move throne and/or fort's entry secret door up one row
IF [50%] {
MONSTER:('@',"Croesus"),(43,10),hostile
} ELSE {
MONSTER:('@',"Croesus"),(43,09),hostile
TERRAIN:(43,09), '\'
TERRAIN:(43,10), '.'
}
IF [50%] {
TERRAIN:(47,09), 'S'
TERRAIN:(47,10), '|'
}
# The Vault
# Using unfilled morgue for
# identification in mkmaze.c
REGION:(21,08,35,11),lit,"morgue",unfilled
# Vault entrance also varies
IF [50%] {
TERRAIN:(36,09), '|'
TERRAIN:(36,10), 'S'
}
# Corner towers
REGION:(19,06,21,06),lit,"ordinary"
REGION:(46,06,48,06),lit,"ordinary"
REGION:(19,13,21,13),lit,"ordinary"
REGION:(46,13,48,13),lit,"ordinary"
# A welcoming committee
REGION:(03,10,07,13),lit,"zoo",filled,irregular
# arrival chamber; needs to be a real room to control migrating monsters,
# and `unfilled' is a kludge to force an ordinary room to remain a room
REGION:(06,15,09,16),unlit,"ordinary",unfilled
# Barracks
REGION:(62,03,71,04),lit,"barracks",filled,irregular
# Doors
DOOR:closed,(06,14)
DOOR:closed,(09,03)
DOOR:open,(63,05)
DOOR:open,(66,05)
DOOR:open,(68,08)
DOOR:locked,(08,11)
DOOR:open,(68,11)
DOOR:closed,(63,14)
DOOR:closed,(66,14)
DOOR:closed,(04,03)
DOOR:closed,(04,09)
# Soldiers guarding the fort
MONSTER:('@',"soldier"),(12,14)
MONSTER:('@',"soldier"),(12,13)
MONSTER:('@',"soldier"),(11,10)
MONSTER:('@',"soldier"),(13,02)
MONSTER:('@',"soldier"),(14,03)
MONSTER:('@',"soldier"),(20,02)
MONSTER:('@',"soldier"),(30,02)
MONSTER:('@',"soldier"),(40,02)
MONSTER:('@',"soldier"),(30,16)
MONSTER:('@',"soldier"),(32,16)
MONSTER:('@',"soldier"),(40,16)
MONSTER:('@',"soldier"),(54,16)
MONSTER:('@',"soldier"),(54,14)
MONSTER:('@',"soldier"),(54,13)
MONSTER:('@',"soldier"),(57,10)
MONSTER:('@',"soldier"),(57,09)
MONSTER:('@',"lieutenant"),(15,08)
# Possible source of a boulder
MONSTER:('H',"stone giant"),(03,01)
# Four dragons guarding each side
MONSTER:'D',(18,09)
MONSTER:'D',(49,10)
MONSTER:'D',(33,05)
MONSTER:'D',(33,14)
# Eels in the moat
MONSTER:(';',"giant eel"),(17,08)
MONSTER:(';',"giant eel"),(17,11)
MONSTER:(';',"giant eel"),(48,08)
MONSTER:(';',"giant eel"),(48,11)
# The corner rooms treasures
OBJECT:('*',"diamond"),(19,06)
OBJECT:('*',"diamond"),(20,06)
OBJECT:('*',"diamond"),(21,06)
OBJECT:('*',"emerald"),(19,13)
OBJECT:('*',"emerald"),(20,13)
OBJECT:('*',"emerald"),(21,13)
OBJECT:('*',"ruby"),(46,06)
OBJECT:('*',"ruby"),(47,06)
OBJECT:('*',"ruby"),(48,06)
OBJECT:('*',"amethyst"),(46,13)
OBJECT:('*',"amethyst"),(47,13)
OBJECT:('*',"amethyst"),(48,13)