9 LevelMessage
= "You hear someone shouting: \"Faster! Faster! The Empire wants yer bananas!\"";
10 Description
= "New Attnam";
11 ShortDescription
= "New Attnam";
12 FillSquare
= solidterrain
(GRASS_TERRAIN
), 0;
14 GenerateMonsters
= false
;
18 TeamDefault
= NEW_ATTNAM_TEAM
;
20 IgnoreDefaultSpecialSquares
= false
;
22 CanGenerateBone
= false
;
25 EnchantmentMinusChanceBase
= -15;
26 EnchantmentMinusChanceDelta
= 0;
27 EnchantmentPlusChanceBase
= 0;
28 EnchantmentPlusChanceDelta
= 0;
29 BackGroundType
= GREEN_FRACTAL
;
30 EarthquakesAffectTunnels
= true
;
36 AltarPossible
= false
;
37 WallSquare
= solidterrain
(GRASS_TERRAIN
), wall
(BRICK_PRIMITIVE
);
38 FloorSquare
= solidterrain
(GRASS_TERRAIN
), 0;
39 DoorSquare
= solidterrain
(GRASS_TERRAIN
), BALSA_WOOD door
;
42 GenerateTunnel
= false
;
43 GenerateLanterns
= false
;
45 GenerateFountains
= false
;
46 AllowLockedDoors
= false
;
47 AllowBoobyTrappedDoors
= false
;
48 Shape
= ROUND_CORNERS
;
50 GenerateWindows
= true
;
51 UseFillSquareWalls
= false
;
53 GenerateWards
= false
;
58 Type
= ROOM_BANANA_DROP_AREA
;
61 //WallSquare
= solidterrain
(GRASS_TERRAIN
), EBONY_WOOD wall
(BRICK_FINE
);
62 WallSquare
= BALSA_WOOD solidterrain
(PARQUET
), EBONY_WOOD wall
(BRICK_FINE
); // from comm.
63 FloorSquare
= BALSA_WOOD solidterrain
(PARQUET
), 0;
66 GenerateLanterns
= false
;
67 GenerateWindows
= false
;
68 GenerateWards
= false
;
77 # = EBONY_WOOD wall(BRICK_FINE);
78 p
= GOLD wall
(BRICK_PROPAGANDA
);
79 $
= GOLD wall
(BRICK_FINE
);
80 ^
= decoration
(HOLY_TREE
);
81 c
= decoration
(COUCH
);
82 b
= decoration
(DOUBLE_BED
);
83 s
= decoration
(SHACKLES
);
85 t
= BALSA_WOOD decoration
(TABLE
);
86 C
= BALSA_WOOD olterraincontainer
(CHEST_OF_DRAWERS
) { ItemsInside
= { 2, FABRIC cloak
, FABRIC whip
; } }
88 o
= EBONY_WOOD wall
(BRICK_FINE|WINDOW
);
121 I
= imperialist
{ Team
= COLONIST_TEAM
; Flags
= IS_MASTER
; }
122 g
= guard
(ROOKIE
) { Team
= COLONIST_TEAM
; }
123 f
= femaleslave
(NEW_ATTNAM
) { Team
= NEW_ATTNAM_TEAM
; }
148 # = SILVER solidterrain(FLOOR);
149 _
= SILVER solidterrain
(FLOOR
);
150 - = BALSA_WOOD solidterrain
(PARQUET
);
179 2 == lantern
{ SquarePosition
= DOWN
; }
180 3 == lantern
{ SquarePosition
= RIGHT
; }
181 4 == lantern
{ SquarePosition
= LEFT
; }
182 c
== GOLD itemcontainer
(CHEST
) { Parameters
= LOCKED
; ItemsInside
= { 2, stone
{ Times
= 0:10; }, GOLD banana
; } }
210 Type
= ROOM_BANANA_DROP_AREA
;
213 AltarPossible
= false
;
214 WallSquare
= solidterrain
(GRASS_TERRAIN
), decoration
(PALM
);
215 FloorSquare
= solidterrain
(LANDING_SITE
), 0;
216 GenerateDoor
= false
;
217 GenerateTunnel
= false
;
218 GenerateLanterns
= false
;
219 GenerateFountains
= false
;
220 GenerateWindows
= false
;
225 Items
== banana
{ Times
= 10; }
233 GenerateDoor
= false
;
234 Type
= ROOM_BANANA_DROP_AREA
;
235 FloorSquare
= solidterrain
(FLOOR
), 0;
236 GenerateWindows
= false
;
237 GenerateWards
= false
;
241 Character
= sumowrestler
{ Flags
= IS_MASTER
; }
246 OTerrain
= stairs
(SUMO_ARENA_ENTRY
) { AttachedArea
= 1; AttachedEntry
= STAIRS_UP
; }
247 EntryIndex
= STAIRS_DOWN
;
252 GTerrain
= solidterrain
(FLOOR
);
262 p
= wall
(BRICK_PRIMITIVE_PROPAGANDA
);
263 o
= wall
(BRICK_PRIMITIVE|WINDOW
);
264 d
= BALSA_WOOD door
(BROKEN_LOCK
);
265 b
= decoration
(CHEAP_BED
);
280 WallSquare
= solidterrain
(GRASS_TERRAIN
), TEAK_WOOD wall
(BRICK_PRIMITIVE
);
281 FloorSquare
= solidterrain
(FLOOR
), 0;
282 GenerateDoor
= false
;
283 DivineMaster
= MELLIS
;
285 GenerateWindows
= false
;
286 AllowLockedDoors
= false
;
290 Character
= shopkeeper
(NEW_ATTNAM
) { Team
= COLONIST_TEAM
; Flags
= IS_MASTER
; }
295 GTerrain
= solidterrain
(FLOOR
);
305 p
= TEAK_WOOD wall
(BRICK_PRIMITIVE_PROPAGANDA
);
306 o
= TEAK_WOOD wall
(BRICK_PRIMITIVE|WINDOW
);
308 c
= decoration
(CHAIR
);
328 b
== banana
{ Chance
= 50; SpoilPercentage
= 49; Times
= 10; }
329 k
== kiwi
{ Times
= 10; }
330 p
== pineapple
{ Times
= 3; }
331 2 == lantern
{ SquarePosition
= DOWN
; }
332 3 == lantern
{ SquarePosition
= RIGHT
; }
333 4 == lantern
{ SquarePosition
= LEFT
; }
351 GenerateDoor
= false
;
352 GenerateWindows
= false
;
353 DivineMaster
= SILVA
;
354 FloorSquare
= solidterrain
(FLOOR
), 0;
358 Character
= exiledpriest
(SILVA
) { Flags
= IS_MASTER
; }
363 GTerrain
= solidterrain
(FLOOR
);
373 p
= wall
(BRICK_PRIMITIVE_PROPAGANDA
);
374 o
= wall
(BRICK_PRIMITIVE|WINDOW
);
376 c
= decoration
(CHAIR
);
388 EntryIndex
= STAIRS_UP
;
391 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
393 OTerrain
= boulder
(1);
397 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
399 OTerrain
= boulder
(2);
403 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
405 OTerrain
= decoration
(PALM
);
411 Character
= encourager
{ Team
= COLONIST_TEAM
; }
416 Character
= mysteryman
{ Team
= MONDEDR_TEAM
; }
419 Square
, Random NOT_IN_ROOM
;
421 Character
= pig
(THIN_PIG
) { Team
= NEW_ATTNAM_TEAM
; }
424 Square
, Random NOT_IN_ROOM
;
426 Character
= ox
(STARVED_OX
) { Team
= NEW_ATTNAM_TEAM
; }
431 Character
= bananagrower
;
436 Character
= bananagrower
;
441 Character
= bananagrower
;
446 Character
= bananagrower
;
451 Character
= bananagrower
;
471 Character
= elder
{ Team
= TOURIST_GUIDE_TEAM
; Flags
= IS_LEADER
; }
476 Character
= tourist
(HUSBAND
) { Team
= TOURIST_TEAM
; }
481 Character
= tourist
(WIFE
) { Team
= TOURIST_TEAM
; Flags
= IS_LEADER
; }
486 Character
= tourist
(CHILD
) { Team
= TOURIST_TEAM
; }
491 OTerrain
= sign
{ Text
= "The mansion of Viceroy Richel Decos, formerly a temple of nature."; }
496 OTerrain
= sign
{ Text
= "Zulko's wholesale banana market. We offer quality bananas straight from the jungle at a bargain price and even some other exotic fruits for most demanding customers."; }
501 OTerrain
= sign
{ Text
= "The home of Huang Ming Pong, the guardian of the natives' sacred and mysterious sumo fighting techniques."; }
506 OTerrain
= sign
{ Text
= "The village's new temple of nature."; }
511 OTerrain
= sign
{ Text
= "New Attnam's main ostrich landing site. The delicious fruits of Decos Bananas Co. are gathered here by native professionals and then distributed aerially all over the civilized world."; }
514 if @player_name
== "_k8_";
515 //Square
, Pos
10,23; { Items
== kawai
; }
516 //Square
, Pos
12,23; { Items
== kawai
; }
517 //Square
, Pos
1,33; { Items
== superkawai
; }
518 //Square
, Pos
2,33; { Items
== superkawai
; }
519 //Square
, Pos
4,33; { Items
== eptyron
; }
520 //Square
, Pos
5,33; { Items
== taiaha
; }
521 //Square
, Pos
9, 23; { Character
= assassin
{ Team
= MONSTER_TEAM
; } }
522 //Square
, Pos
9, 23; { Character
= cossack
{ Team
= COLONIST_TEAM
; } }
523 //Square
, Pos
11,8; { Items
== kawai
; }
524 //Square
, Pos
13,8; { Items
== kawai
; }
526 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
528 Character
= doctor
{ Team
= NEW_ATTNAM_TEAM
; }
535 if @has_item
"light";
540 } = vampire
{ Inventory
= { 3, scrollofenchantweapon
, scrollofenchantarmor
, solstone
; } }
546 Description
= "New Attnam's sumo wrestling arena";
547 ShortDescription
= "SumoArena";
548 FillSquare
= solidterrain
(GROUND
), MORAINE earth
;
552 GenerateMonsters
= false
;
554 TeamDefault
= NEW_ATTNAM_TEAM
;
556 IgnoreDefaultSpecialSquares
= false
;
557 CanGenerateBone
= false
;
560 EnchantmentMinusChanceBase
= -15;
561 EnchantmentMinusChanceDelta
= 0;
562 EnchantmentPlusChanceBase
= 0;
563 EnchantmentPlusChanceDelta
= 0;
564 BackGroundType
= GREEN_FRACTAL
;
565 EarthquakesAffectTunnels
= false
;
571 WallSquare
= solidterrain
(GROUND
), BALSA_WOOD wall
(BRICK_FINE
);
572 FloorSquare
= solidterrain
(GROUND
), 0;
573 GenerateDoor
= false
;
574 DivineMaster
= ATHEIST
;
575 GenerateLanterns
= false
;
576 Type
= ROOM_SUMO_ARENA
;
577 GenerateFountains
= false
;
578 AltarPossible
= false
;
580 GenerateTunnel
= false
;
581 GenerateWindows
= false
;
583 UseFillSquareWalls
= false
;
585 GenerateWards
= false
;
589 OTerrain
= stairs
(SUMO_ARENA_EXIT
) { AttachedArea
= 0; AttachedEntry
= STAIRS_DOWN
; }
590 EntryIndex
= STAIRS_UP
;
595 OTerrain
= wall
(BRICK_PRIMITIVE_PROPAGANDA
);
596 Items
== lantern
{ SquarePosition
= DOWN
; }
601 Items
== lantern
{ SquarePosition
= RIGHT
; }
606 Items
== lantern
{ SquarePosition
= LEFT
; }
611 Items
== lantern
{ SquarePosition
= UP
; }
620 # = GLASS wall(BRICK_FINE);