"code script" system completely rewritten
[k8-i-v-a-n.git] / script / _default / dungeons / new_attnam.dat
blob7e6c59633cb6a940753da82a8d761c2463cdec37
1 /* New Attnam */
3 Dungeon NEW_ATTNAM;
5 Levels = 2;
7 Level 0;
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;
13 Size = 55, 55;
14 GenerateMonsters = false;
15 Rooms = 6:10;
16 Items = 0;
17 IsOnGround = true;
18 TeamDefault = NEW_ATTNAM_TEAM;
19 LOSModifier = 48;
20 IgnoreDefaultSpecialSquares = false;
21 AutoReveal = true;
22 CanGenerateBone = false;
23 DifficultyBase = 50;
24 DifficultyDelta = 0;
25 EnchantmentMinusChanceBase = -15;
26 EnchantmentMinusChanceDelta = 0;
27 EnchantmentPlusChanceBase = 0;
28 EnchantmentPlusChanceDelta = 0;
29 BackGroundType = GREEN_FRACTAL;
30 EarthquakesAffectTunnels = true;
32 RoomDefault
34 Pos = 2:36,2:36;
35 Size = 4:6,4:6;
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;
40 GenerateDoor = true;
41 DivineMaster = 0;
42 GenerateTunnel = false;
43 GenerateLanterns = false;
44 Type = ROOM_NORMAL;
45 GenerateFountains = false;
46 AllowLockedDoors = false;
47 AllowBoobyTrappedDoors = false;
48 Shape = ROUND_CORNERS;
49 IsInside = true;
50 GenerateWindows = true;
51 UseFillSquareWalls = false;
52 Flags = 0;
53 GenerateWards = false;
56 Room
58 Type = ROOM_BANANA_DROP_AREA;
59 Pos = 4,4;
60 Size = 17,19;
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;
64 GenerateDoor = false;
65 DivineMaster = SILVA;
66 GenerateLanterns = false;
67 GenerateWindows = false;
68 GenerateWards = false;
70 OTerrainMap
72 Pos = 0,0;
73 Size = 17,19;
74 Types
76 _ = 0;
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);
84 O = decoration(OVEN);
85 t = BALSA_WOOD decoration(TABLE);
86 C = BALSA_WOOD olterraincontainer(CHEST_OF_DRAWERS) { ItemsInside = { 2, FABRIC cloak, FABRIC whip; } }
87 d = EBONY_WOOD door;
88 o = EBONY_WOOD wall(BRICK_FINE|WINDOW);
92 .#o##o#####o##o#.
93 ##.....C#t.....##
94 o..bs...#.......o
95 #.....$$p$$O....#
96 #...$$$___$$$...#
97 #..$$_______$$..#
98 o..$____c____$..o
99 #..$___^_^___$..#
100 #..$_________$..#
101 o..$$_______$$..o
102 #...$$_____$$...#
103 #....$$___$$....#
104 ###d##$___$##d###
105 #.....$___$.....#
106 #.....$___$.....#
107 #.....$___$.....#
108 o...............o
109 ##.............##
110 .#o##o##d##o##o#.
113 CharacterMap
115 Pos = 3,3;
116 Size = 11,13;
117 Types
119 _ = 0;
120 # = 0;
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; }
127 ...#####...
128 .###_g_###.
129 ##_______##
130 #g__fIf__g#
131 #_________#
132 #g_______g#
133 ##_______##
134 .##_____##.
135 ..##g_g##..
136 ...#___#...
137 ...#___#...
138 ...#___#...
139 ...#g_g#...
142 GTerrainMap
144 Pos = 3,3;
145 Size = 11,16;
146 Types
148 # = SILVER solidterrain(FLOOR);
149 _ = SILVER solidterrain(FLOOR);
150 - = BALSA_WOOD solidterrain(PARQUET);
154 ...#####...
155 .###___###.
156 ##_______##
157 #_________#
158 #_________#
159 #_________#
160 ##_______##
161 .##_____##.
162 ..##___##..
163 ...#___#...
164 ...#___#...
165 ...#___#...
166 ...#___#...
167 ...........
168 ...........
169 .....-.....
172 ItemMap
174 Pos = 0,0;
175 Size = 17,19;
176 Types
178 # == 0;
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; } }
186 .###2#######2###.
187 ##......#......##
188 #......c#.......#
189 #.....#2#2##....#
190 #...###...###...#
191 #..##.......##..#
192 #..4.........3..#
193 #..3.........4..#
194 #..4.........3..#
195 #..#3.......4#..#
196 #...##.....##...#
197 #....##...##....#
198 ###.###...###.###
199 #.....#...#.....#
200 #.....#...#.....#
201 #.....2...2.....#
202 #...............#
203 ##.............##
204 .#######.#######.
208 Room
210 Type = ROOM_BANANA_DROP_AREA;
211 Size = 3, 3;
212 Pos = 44, 44;
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;
221 Shape = RECTANGLE;
223 Square, Pos 1, 1;
225 Items == banana { Times = 10; }
229 Room
231 Size = 4, 4;
232 Pos = 25, 35;
233 GenerateDoor = false;
234 Type = ROOM_BANANA_DROP_AREA;
235 FloorSquare = solidterrain(FLOOR), 0;
236 GenerateWindows = false;
237 GenerateWards = false;
239 Square, Pos 1, 1;
241 Character = sumowrestler { Flags = IS_MASTER; }
244 Square, Pos 2, 1;
246 OTerrain = stairs(SUMO_ARENA_ENTRY) { AttachedArea = 1; AttachedEntry = STAIRS_UP; }
247 EntryIndex = STAIRS_DOWN;
250 Square, Pos 1, 3;
252 GTerrain = solidterrain(FLOOR);
255 OTerrainMap
257 Pos = 0,0;
258 Size = 4,4;
259 Types
261 # = 0;
262 p = wall(BRICK_PRIMITIVE_PROPAGANDA);
263 o = wall(BRICK_PRIMITIVE|WINDOW);
264 d = BALSA_WOOD door(BROKEN_LOCK);
265 b = decoration(CHEAP_BED);
269 #p##
270 #b.#
271 #..#
272 #do#
276 Room
278 Pos = 9,33;
279 Size = 7,7;
280 WallSquare = solidterrain(GRASS_TERRAIN), TEAK_WOOD wall(BRICK_PRIMITIVE);
281 FloorSquare = solidterrain(FLOOR), 0;
282 GenerateDoor = false;
283 DivineMaster = MELLIS;
284 Type = ROOM_SHOP;
285 GenerateWindows = false;
286 AllowLockedDoors = false;
288 Square, Pos 3, 3;
290 Character = shopkeeper(NEW_ATTNAM) { Team = COLONIST_TEAM; Flags = IS_MASTER; }
293 Square, Pos 3, 6;
295 GTerrain = solidterrain(FLOOR);
298 OTerrainMap
300 Pos = 0,0;
301 Size = 7,7;
302 Types
304 # = 0;
305 p = TEAK_WOOD wall(BRICK_PRIMITIVE_PROPAGANDA);
306 o = TEAK_WOOD wall(BRICK_PRIMITIVE|WINDOW);
307 d = TEAK_WOOD door;
308 c = decoration(CHAIR);
312 .##p##.
313 ##...##
314 #.....#
315 o..c..o
316 #.....#
317 ##...##
318 .##d##.
321 ItemMap
323 Pos = 0,0;
324 Size = 7,7;
325 Types
327 # == 0;
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; }
337 .##2##.
338 ##bbb##
339 #bbbbb#
340 #bk.pb#
341 3bbbbb4
342 ##bbb##
343 .#####.
347 Room
349 Pos = 25,20;
350 Size = 4,3;
351 GenerateDoor = false;
352 GenerateWindows = false;
353 DivineMaster = SILVA;
354 FloorSquare = solidterrain(FLOOR), 0;
356 Square, Pos 2, 1;
358 Character = exiledpriest(SILVA) { Flags = IS_MASTER; }
361 Square, Pos 1, 2;
363 GTerrain = solidterrain(FLOOR);
366 OTerrainMap
368 Pos = 0,0;
369 Size = 4,3;
370 Types
372 # = 0;
373 p = wall(BRICK_PRIMITIVE_PROPAGANDA);
374 o = wall(BRICK_PRIMITIVE|WINDOW);
375 d = BALSA_WOOD door;
376 c = decoration(CHAIR);
380 #p##
381 #.co
382 #d##
386 Square, Pos 0, 33;
388 EntryIndex = STAIRS_UP;
391 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
393 OTerrain = boulder(1);
394 Times = 10;
397 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
399 OTerrain = boulder(2);
400 Times = 10;
403 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
405 OTerrain = decoration(PALM);
406 Times = 100;
409 Square, Pos 20, 44;
411 Character = encourager { Team = COLONIST_TEAM; }
414 Square, Pos 44, 2;
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; }
429 Square, Pos 0, 45;
431 Character = bananagrower;
434 Square, Pos 10, 45;
436 Character = bananagrower;
439 Square, Pos 20, 45;
441 Character = bananagrower;
444 Square, Pos 30, 45;
446 Character = bananagrower;
449 Square, Pos 40, 45;
451 Character = bananagrower;
454 Square, Pos 45, 0;
456 Character = ostrich;
459 Square, Pos 45, 15;
461 Character = ostrich;
464 Square, Pos 45, 30;
466 Character = ostrich;
469 Square, Pos 12, 50;
471 Character = elder { Team = TOURIST_GUIDE_TEAM; Flags = IS_LEADER; }
474 Square, Pos 10, 50;
476 Character = tourist(HUSBAND) { Team = TOURIST_TEAM; }
479 Square, Pos 14, 50;
481 Character = tourist(WIFE) { Team = TOURIST_TEAM; Flags = IS_LEADER; }
484 Square, Pos 12, 52;
486 Character = tourist(CHILD) { Team = TOURIST_TEAM; }
489 Square, Pos 11, 23;
491 OTerrain = sign { Text = "The mansion of Viceroy Richel Decos, formerly a temple of nature."; }
494 Square, Pos 11, 40;
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."; }
499 Square, Pos 25, 39;
501 OTerrain = sign { Text = "The home of Huang Ming Pong, the guardian of the natives' sacred and mysterious sumo fighting techniques."; }
504 Square, Pos 25, 23;
506 OTerrain = sign { Text = "The village's new temple of nature."; }
509 Square, Pos 43, 43;
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; }
530 endif
532 Square, Pos 3,35;
534 Character on spawn {
535 if @has_item "light";
536 AddMessage "Nya!";
537 else
538 Disallow;
539 endif
540 } = vampire { Inventory = { 3, scrollofenchantweapon, scrollofenchantarmor, solstone; } }
544 Level 1;
546 Description = "New Attnam's sumo wrestling arena";
547 ShortDescription = "SumoArena";
548 FillSquare = solidterrain(GROUND), MORAINE earth;
549 Size = 55, 55;
550 Rooms = 1;
551 Items = 0;
552 GenerateMonsters = false;
553 IsOnGround = false;
554 TeamDefault = NEW_ATTNAM_TEAM;
555 LOSModifier = 32;
556 IgnoreDefaultSpecialSquares = false;
557 CanGenerateBone = false;
558 DifficultyBase = 50;
559 DifficultyDelta = 0;
560 EnchantmentMinusChanceBase = -15;
561 EnchantmentMinusChanceDelta = 0;
562 EnchantmentPlusChanceBase = 0;
563 EnchantmentPlusChanceDelta = 0;
564 BackGroundType = GREEN_FRACTAL;
565 EarthquakesAffectTunnels = false;
567 Room
569 Pos = 19,12;
570 Size = 13,13;
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;
579 Shape = RECTANGLE;
580 GenerateTunnel = false;
581 GenerateWindows = false;
582 IsInside = true;
583 UseFillSquareWalls = false;
584 Flags = 0;
585 GenerateWards = false;
587 Square, Pos 6, 6;
589 OTerrain = stairs(SUMO_ARENA_EXIT) { AttachedArea = 0; AttachedEntry = STAIRS_DOWN; }
590 EntryIndex = STAIRS_UP;
593 Square, Pos 6, 0;
595 OTerrain = wall(BRICK_PRIMITIVE_PROPAGANDA);
596 Items == lantern { SquarePosition = DOWN; }
599 Square, Pos 0, 6;
601 Items == lantern { SquarePosition = RIGHT; }
604 Square, Pos 12, 6;
606 Items == lantern { SquarePosition = LEFT; }
609 Square, Pos 6, 12;
611 Items == lantern { SquarePosition = UP; }
614 OTerrainMap
616 Pos = 3, 3;
617 Size = 7, 7;
618 Types
620 # = GLASS wall(BRICK_FINE);
624 #######
625 #.....#
626 #.....#
627 #.....#
628 #.....#
629 #.....#
630 #######