-
Notifications
You must be signed in to change notification settings - Fork 450
/
knox.des
153 lines (151 loc) · 6.04 KB
/
knox.des
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
# 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 $
# 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
# 3.6.2: Entering level carrying a lit candle would show the whole entry
# chamber except for its top right corner even though some of the revealed
# spots are farther away than that is. This is because the lit treasure zoo
# is forcing the walls around it to be lit too (see light_region(sp_lev.c)),
# and lit walls show up when light reaches the spot next to them. The unlit
# corner is beyond candle range and isn't flagged as lit so it doesn't show
# up until light reaches it rather than when light gets next to it.
#
# Force left and top walls of the arrival chamber to be unlit in order to
# hide this lighting quirk.
REGION:(05,14,05,17),unlit,"ordinary"
REGION:(05,14,09,14),unlit,"ordinary"
# (Entering the treasure zoo while blind and then regaining sight might
# expose the new oddity of these walls not appearing when on the lit side
# but that's even less likely to occur than the rare instance of entering
# the level with a candle. They'll almost always be mapped from the arrival
# side before entering the treasure zoo.
#
# A prior workaround lit the top right corner wall and then jumped through
# hoops to suppress the extra light in the 3x3 lit area that produced.
# This is simpler and makes the short range candle light behave more like
# it is expected to work.)
# 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)