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notnotdnethack/dat/Priest.des
NeroOneTrueKing 8294f37fdc Make Priest quest fill slightly more interesting!
You can now specify a chance on ordinary rooms. If an ordinary room's chance fails, then the room isn't created at all.
2022-10-17 01:29:45 -05:00

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Text

# SCCS Id: @(#)Priest.des 3.4 2002/04/08
# Copyright (c) 1989 by Jean-Christophe Collet
# Copyright (c) 1991-2 by M. Stephenson
# NetHack may be freely redistributed. See license for details.
#
# The "start" level for the quest.
#
# Here you meet your (besieged) class leader, High Priest
# and receive your quest assignment.
#
MAZE: "Pri-strt",' '
FLAGS: noteleport,hardfloor
GEOMETRY:center,center
MAP
............................................................................
............................................................................
............................................................................
....................------------------------------------....................
....................|................|.....|.....|.....|....................
....................|..------------..|--+-----+-----+--|....................
....................|..|..........|..|.................|....................
....................|..|..........|..|+---+---+-----+--|....................
..................---..|..........|......|...|...|.....|....................
..................+....|..........+......|...|...|.....|....................
..................+....|..........+......|...|...|.....|....................
..................---..|..........|......|...|...|.....|....................
....................|..|..........|..|+-----+---+---+--|....................
....................|..|..........|..|.................|....................
....................|..------------..|--+-----+-----+--|....................
....................|................|.....|.....|.....|....................
....................------------------------------------....................
............................................................................
............................................................................
............................................................................
ENDMAP
# Dungeon Description
REGION:(00,00,75,19),lit,"ordinary"
REGION:(24,06,33,13),lit,"temple"
# Portal arrival point
BRANCH:(05,04,05,04),(0,0,0,0)
# Stairs
STAIR:(52,09),down
# Doors
DOOR:locked,(18,09)
DOOR:locked,(18,10)
DOOR:closed,(34,09)
DOOR:closed,(34,10)
DOOR:closed,(40,05)
DOOR:closed,(46,05)
DOOR:closed,(52,05)
DOOR:locked,(38,07)
DOOR:closed,(42,07)
DOOR:closed,(46,07)
DOOR:closed,(52,07)
DOOR:locked,(38,12)
DOOR:closed,(44,12)
DOOR:closed,(48,12)
DOOR:closed,(52,12)
DOOR:closed,(40,14)
DOOR:closed,(46,14)
DOOR:closed,(52,14)
# Unattended Altar - unaligned due to conflict - player must align it.
ALTAR:(28,09),noalign,altar
# High Priest
MONSTER:'@',"Arch Priest",(28,10)
# The treasure of High Priest
CONTAINER:'(',"chest",(27,10)
OBJECT:'?',"resistance",contained
OBJECT:'?',"resistance",contained
OBJECT:'?',"resistance",contained
# knight guards for the audience chamber
MONSTER:'@',"acolyte",(32,07)
MONSTER:'@',"acolyte",(32,08)
MONSTER:'@',"acolyte",(32,11)
MONSTER:'@',"acolyte",(32,12)
MONSTER:'@',"acolyte",(33,07)
MONSTER:'@',"acolyte",(33,08)
MONSTER:'@',"acolyte",(33,11)
MONSTER:'@',"acolyte",(33,12)
# Non diggable walls
NON_DIGGABLE:(00,00,75,19)
# Random traps
TRAP:"dart",(20,09)
TRAP:"dart",(20,10)
TRAP:random,random
TRAP:random,random
TRAP:random,random
TRAP:random,random
# Monsters on siege duty.
MONSTER: 'Z',random,(37,01)
MONSTER: 'Z',random,(37,18)
MONSTER: 'Z',random,(03,03)
MONSTER: 'Z',random,(65,04)
MONSTER: 'Z',random,(12,11)
MONSTER: 'Z',random,(60,12)
MONSTER: 'Z',random,(14,08)
MONSTER: 'Z',random,(55,00)
MONSTER: 'Z',random,(18,18)
MONSTER: 'Z',random,(59,10)
MONSTER: 'Z',random,(13,09)
MONSTER: 'Z',random,(01,17)
#
# The "locate" level for the quest.
#
# Here you have to locate the Temple of Legion to go
# further towards your assigned quest.
#
MAZE: "Pri-loca",' '
FLAGS: hardfloor
# This is a kludge to init the level as a lit field.
INIT_MAP: '.' , '.' , false , false , lit , false
GEOMETRY:center,center
MAP
........................................
........................................
..........----------+----------.........
..........|........|.|........|.........
..........|........|.|........|.........
..........|----.----.----.----|.........
..........+...................+.........
..........+...................+.........
..........|----.----.----.----|.........
..........|........|.|........|.........
..........|........|.|........|.........
..........----------+----------.........
........................................
........................................
ENDMAP
# Dungeon Description
REGION:(00,00,09,13),unlit,"morgue"
REGION:(09,00,30,01),unlit,"morgue"
REGION:(09,12,30,13),unlit,"morgue"
REGION:(31,00,39,13),unlit,"morgue"
REGION:(11,03,29,10),lit,"temple",filled,true
# The altar inside the temple
ALTAR:(20,07),noalign,shrine
# Magic Chest
OBJECT:'(',"magic chest",(20,07)
# MONSTER:'@',"aligned priest",(20,07),noalign,hostile
MONSTER:'Z',"legionnaire",(20,06)
MONSTER:'Z',"legionnaire",(20,08)
MONSTER:'Z',"legionnaire",(21,07)
MONSTER:'Z',"legionnaire",(19,07)
# Doors
DOOR:locked,(10,06)
DOOR:locked,(10,07)
DOOR:locked,(20,02)
DOOR:locked,(20,11)
DOOR:locked,(30,06)
DOOR:locked,(30,07)
# Stairs
# Note: The up stairs are *intentionally* off of the map.
STAIR:(43,05),up
STAIR:(20,06),down
# Non diggable walls
NON_DIGGABLE:(10,02,30,13)
# Objects (inside the antechambers).
OBJECT:random,random,(14,03)
OBJECT:random,random,(15,03)
OBJECT:random,random,(16,03)
OBJECT:random,random,(14,10)
OBJECT:random,random,(15,10)
OBJECT:random,random,(16,10)
OBJECT:random,random,(17,10)
OBJECT:random,random,(24,03)
OBJECT:random,random,(25,03)
OBJECT:random,random,(26,03)
OBJECT:random,random,(27,03)
OBJECT:random,random,(24,10)
OBJECT:random,random,(25,10)
OBJECT:random,random,(26,10)
OBJECT:random,random,(27,10)
# Random traps
TRAP:random,(15,04)
TRAP:random,(25,04)
TRAP:random,(15,09)
TRAP:random,(25,09)
TRAP:random,random
TRAP:random,random
# No random monsters - the morgue generation will put them in.
#
# The "goal" level for the quest.
#
# Here you meet Legion your nemesis monster. You have to
# defeat Legion in combat to gain the artifact you have
# been assigned to retrieve.
#
MAZE: "Pri-goal", ' '
INIT_MAP: 'L' , '.' , false , false , unlit , false
GEOMETRY:center,center
MAP
0.L......L.LLL.......LL....
1.LLL.......L......LL......
2LL.LL.............L.LL....
3..........................
4......................LL..
5......................LLL.
6LL........................
7.LL.......................
8.LL................LL.L...
9..LL.....L.LL.......LLL...
0.........LLL.........L....
ENDMAP
#0123456789012345678901234567890123456789012345678901234567890123456789012345
#0 1 2 3 4 5 6 7
# Dungeon Description
RANDOM_PLACES:(14,04),(13,07)
REGION:(00,00,25,10),unlit,"ordinary"
# Stairs
STAIR:levregion(01,00,74,19),levregion(15,05,60,15),up
# Objects
OBJECT:'[',"helm of brilliance",place[0],blessed,0,"The Mitre of Holiness"
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
OBJECT:random,random,random
# Random traps
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:"fire",random
TRAP:random,random
TRAP:random,random
# Random monsters.
MONSTER:'Z',"Legion",place[0]
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'Z',random,random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',"wraith",random
MONSTER:'W',random,random
#
# The "fill" levels for the quest.
#
# These levels are used to fill out any levels not occupied by specific
# levels as defined above. "filla" is the upper filler, between the
# start and locate levels, and "fillb" the lower between the locate
# and goal levels.
#
LEVEL: "Pri-fila"
#
ROOM: "ordinary" , unlit, random, random, (5, 5)
NAME: "entrance"
STAIR: (2, 2), up
OBJECT: random,random,random
MONSTER: 'Z', random, random
SUBROOM: "ordinary", unlit, (2, 2), (1, 1), "entrance"
DOOR: false , nodoor , north, random
DOOR: false , nodoor , south, random
DOOR: false , nodoor , east, random
DOOR: false , nodoor , west, random
# long room with zombies
ROOM: "ordinary", unlit, random, random, (11, 5)
CHANCE:20
NAME: "hall"
SUBROOM: "ordinary", unlit, (2, 1), (1, 1), "hall"
DOOR: false, nodoor, south, random
MONSTER: 'Z', random, random
OBJECT[20%]: random,random,random
SUBROOM: "ordinary", unlit, (4, 1), (1, 1), "hall"
DOOR: false, nodoor, south, random
MONSTER: 'Z', random, random
OBJECT[20%]: random,random,random
SUBROOM: "ordinary", unlit, (6, 1), (1, 1), "hall"
DOOR: false, nodoor, south, random
MONSTER: 'Z', random, random
OBJECT[20%]: random,random,random
SUBROOM: "ordinary", unlit, (8, 1), (1, 1), "hall"
DOOR: false, nodoor, south, random
MONSTER: 'Z', random, random
OBJECT[20%]: random,random,random
SUBROOM: "ordinary", unlit, (2, 4), (1, 1), "hall"
DOOR: false, nodoor, north, random
MONSTER: 'Z', random, random
OBJECT[20%]: random,random,random
SUBROOM: "ordinary", unlit, (4, 4), (1, 1), "hall"
DOOR: false, nodoor, north, random
MONSTER: 'Z', random, random
OBJECT[20%]: random,random,random
SUBROOM: "ordinary", unlit, (6, 4), (1, 1), "hall"
DOOR: false, nodoor, north, random
MONSTER: 'Z', random, random
OBJECT[20%]: random,random,random
SUBROOM: "ordinary", unlit, (8, 4), (1, 1), "hall"
DOOR: false, nodoor, north, random
MONSTER: 'Z', random, random
OBJECT[20%]: random,random,random
# Angel shrine
ROOM: "ordinary", unlit, random, random, (3, 3)
CHANCE:8
TRAP[33%]:"statue",(1,1)
OBJECT:'#',"lit candle",(1, 1)
CONTAINER:'#',"statue of an angel",(1, 1)
OBJECT:'#',"blessed +3 silver long sword",contained
ROOM: "ordinary" , random, random, random, random
OBJECT: random, random, random
OBJECT: random,random,random
ROOM: "ordinary" , random, random, random, random
OBJECT: random, random, random
TRAP: random, random
OBJECT: random,random,random
MONSTER: 'Z', random, random
ROOM: "morgue" , random, random, random, random
STAIR: random, down
OBJECT: random, random, random
TRAP: random, random
ROOM: "ordinary" , random, random, random, random
OBJECT: random, random, random
OBJECT: random, random, random
TRAP: random, random
MONSTER: 'W', "wraith", random
ROOM: "morgue" , random, random, random, random
OBJECT: random, random, random
TRAP: random, random
RANDOM_CORRIDORS
LEVEL: "Pri-filb"
#
ROOM: "ordinary" , unlit, random, random, (5, 5)
NAME: "entrance"
STAIR: (2, 2), up
OBJECT: random,random,random
MONSTER: 'Z', random, random
MONSTER: 'W', "wraith", random
SUBROOM: "ordinary", unlit, (2, 2), (1, 1), "entrance"
DOOR: false , nodoor , north, random
DOOR: false , nodoor , south, random
DOOR: false , nodoor , east, random
DOOR: false , nodoor , west, random
# large, partly-enclosed morgues
ROOM: "ordinary", unlit, random, (right, center), (11, 11)
NAME: "enclosed_morgue_right"
CHANCE: 5
SUBROOM: "morgue", unlit, (2, 2), (9, 7), "enclosed_morgue_right"
OBJECT: random,random,random
OBJECT: random,random,random
DOOR: false, closed, west, random
DOOR: false, closed, north, random
DOOR: false, closed, south, random
DOOR: true, closed, west, random
ROOM: "ordinary", unlit, random, (left, center), (11, 11)
NAME: "enclosed_morgue_left"
CHANCE: 5
SUBROOM: "morgue", unlit, (0, 2), (9, 7), "enclosed_morgue_left"
OBJECT: random,random,random
OBJECT: random,random,random
DOOR: false, closed, east, random
DOOR: false, closed, north, random
DOOR: false, closed, south, random
DOOR: true, closed, east, random
ROOM: "morgue" , random, random, random, random
OBJECT: random, random, random
OBJECT: random, random, random
OBJECT: random,random,random
ROOM: "ordinary" , random, random, random, random
OBJECT: random, random, random
TRAP: random, random
OBJECT: random,random,random
MONSTER: 'Z', random, random
MONSTER: 'W', "wraith", random
ROOM: "morgue" , random, random, random, random
STAIR: random, down
OBJECT: random, random, random
OBJECT: random, random, random
TRAP: random, random
ROOM: "ordinary" , random, random, random, random
OBJECT: random, random, random
OBJECT: random, random, random
TRAP: random, random
MONSTER: 'Z', random, random
MONSTER: 'W', "wraith", random
ROOM: "morgue" , random, random, random, random
OBJECT: random, random, random
TRAP: random, random
# study with an attendant lich
ROOM: "ordinary", unlit, random, random, (7, 5)
NAME: "studyA1"
CHANCE: 4
SUBROOM: "ordinary", unlit, (2, 2), (1, 1), "studyA1"
CONTAINER:'(',"writing desk",(0, 0)
OBJECT:'+',random,contained
MONSTER: 'L', random, (0, 0), asleep
DOOR: false, closed, west, random
SUBROOM: "ordinary", unlit, (4, 2), (1, 1), "studyA1"
CONTAINER:'(',"writing desk",(0, 0)
DOOR: false, closed, east, random
ROOM: "ordinary", unlit, random, random, (7, 5)
NAME: "studyA2"
CHANCE: 4
SUBROOM: "ordinary", unlit, (2, 2), (1, 1), "studyA2"
CONTAINER:'(',"writing desk",(0, 0)
DOOR: false, closed, west, random
SUBROOM: "ordinary", unlit, (4, 2), (1, 1), "studyA2"
CONTAINER:'(',"writing desk",(0, 0)
OBJECT:'+',random,contained
MONSTER: 'L', random, (0, 0), asleep
DOOR: false, closed, east, random
# a store of relics! Or it used to be, hopefully there's still at least one left for you...
ROOM: "ordinary", unlit, (3,3), random, (1, 1)
CHANCE: 2
CONTAINER: '#', "iron chest", random
OBJECT[20%]: '#', "blessed +3 mithril magic-resistant plate mail", contained
OBJECT[20%]: '+', "remove curse", contained
OBJECT[20%]: '#', "holy-weapon +3 silver mace", contained
OBJECT[20%]: '#', "holy-weapon +3 crossbow", contained
OBJECT[20%]: '#', "blessed +3 prayer-warded robe", contained
RANDOM_CORRIDORS