Files
nethack/dat/knox.des
PatR 117334b20e Ft.Ludios entrance (fort's entry, not level entry)
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.
2016-04-22 02:12:10 -07:00

126 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----......}-----}....................}-----}..........--+--+--...|..|
| |..|....|......}}}}}}}....................}}}}}}}..........|..........|..|
| |..|....|..................................................|..........|..|
| -----------................................................------------..|
| |..............................................................|
----------------------------------------------------------------------------
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:(06,16,09,17),(0,0,0,0),up
TELEPORT_REGION:(06,16,09,17),(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)
# 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)
# 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)