The code to apply an automatic annotation to the knox level was looking for a drawbridge like on the castle level, but knox doesn't have any drawbridge. Look for its door instead. (It's initially a secret door, so won't be revealed via magic mapping. It needs to be found or destroyed to get mapped as a door or empty doorway in order to trigger the annotation.) Also, give a tiny bit of variation to the knox level layout. It used to have both the throne and the secret door on the lower of two similar rows and the door into the treasure vault on the upper one. Now each of the three can be on either of those two rows (independently of each other), making eight possibilities. This doesn't accomplish much, other than to make the secret door locations not always be at the same fixed spot.
126 lines
4.6 KiB
Plaintext
126 lines
4.6 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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| -------+--.................................................|..........|..|
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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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| |.....+........}}}|...............|..........|}}}.................+...|..|
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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:(06,16,09,17),(0,0,0,0),up
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TELEPORT_REGION:(06,16,09,17),(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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# 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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# 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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