7 LevelMessage
= "You descend into a clearing full of tame animals.";
8 Description
= "Muntuo, the Fastness of Solicitus";
9 ShortDescription
= "Muntuo";
10 FillSquare
= solidterrain
(GRASS_TERRAIN
), 0;
12 GenerateMonsters
= false
;
16 TeamDefault
= SOLICITUS_TEAM
;
18 IgnoreDefaultSpecialSquares
= false
;
19 CanGenerateBone
= false
;
22 EnchantmentMinusChanceBase
= -15;
23 EnchantmentMinusChanceDelta
= 0;
24 EnchantmentPlusChanceBase
= 0;
25 EnchantmentPlusChanceDelta
= 0;
26 BackGroundType
= GREEN_FRACTAL
;
32 AltarPossible
= false
;
33 WallSquare
= solidterrain
(GRASS_TERRAIN
), wall
(BRICK_OLD
);
34 FloorSquare
= MARBLE solidterrain
(PARQUET
), 0;
35 DoorSquare
= solidterrain
(GRASS_TERRAIN
), BALSA_WOOD door
;
38 GenerateTunnel
= false
;
39 GenerateLanterns
= false
;
41 GenerateFountains
= false
;
42 AllowLockedDoors
= false
;
43 AllowBoobyTrappedDoors
= false
;
46 GenerateWindows
= false
;
47 UseFillSquareWalls
= false
;
49 GenerateWards
= false
;
57 WallSquare
= solidterrain
(GRASS_TERRAIN
), TIN wall
(BRICK_OLD
);
58 FloorSquare
= LIME_STONE solidterrain
(PARQUET
), 0;
60 DivineMaster
= LEGIFER
;
61 GenerateLanterns
= false
;
62 GenerateWindows
= false
;
72 $
= TIN wall
(BRICK_OLD
);
73 ^
= decoration
(HOLY_TREE
);
74 c
= decoration
(COUCH
);
76 f
= fountain
{ SecondaryMaterial
= LIQUID_HORROR
; }
80 ##########################################
81 #................$$$$$$$$................#
82 #................$$$$$$$$................#
83 #.................$$..$$.................#
84 #................$$$..$$$................#
85 #.$$$$$.........$$$....$$$.........$$$$$.#
86 #$$...$$......$$$........$$$......$$...$$#
87 #$.....$....$$$............$$$....$.....$#
88 #$..f..$$$$$$................$$$$$$.....$#
89 #.......$$$$..................$$$$.......#
90 #........$$....................$$........#
91 #........................................#
92 #$.......$$....................$$.......$#
93 #$$.....$$$....................$$$.....$$#
94 #.$$$..$$.$$..................$$.$$..$$$.#
95 ####################dd####################
105 g
= guard
(SENTINEL
) { Team
= SOLICITUS_TEAM
; }
106 S
= solicitus
{ Team
= SOLICITUS_TEAM
; Flags
= IS_MASTER
; }
107 A
= insudo
{ Team
= SOLICITUS_TEAM
; }
108 P
= priest
(SOLICITU
) { Team
= SOLICITUS_TEAM
; }
109 /*X = morbe { Team = MORBE_TEAM; }*/
113 ##########################################
114 #................########................#
115 #................########................#
116 #.................##S.##.................#
117 #................###..###................#
118 #.#####.........###....###.........#####.#
119 ###...##......###.g....g.###......##...###
120 ##.....#....###.....P......###....#.....##
121 ##.....######................######..A..##
122 #.......####..................####.......#
123 #.......g##....................##g.......#
124 #........................................#
125 ##......g##....................##g......##
126 ###.....###....................###.....###
127 #.###..##.##......g....g......##.##..###.#
128 ####################..####################
137 # = LIME_STONE solidterrain(FLOOR);
138 _
= LIME_STONE solidterrain
(FLOOR
);
139 - = OAK_WOOD solidterrain
(PARQUET
);
143 ##########################################
144 #................########................#
145 #................########................#
146 #.................##__##.................#
147 #................###__###................#
148 #.#####.........###____###.........#####.#
149 ###___##......###________###......##___###
150 ##_____#....###____________###....#_____##
151 ##_____######________________######_____##
152 #_______####__________________####_______#
153 #________##____________________##________#
154 #________________________________________#
155 ##_______##____________________##_______##
156 ###_____###____________________###_____###
157 #.###__##.##__________________##.##__###.#
158 ####################--####################
169 2 == lantern
{ SquarePosition
= DOWN
; }
170 3 == lantern
{ SquarePosition
= RIGHT
; }
171 4 == lantern
{ SquarePosition
= LEFT
; }
172 5 == lantern
{ SquarePosition
= UP
; }
173 /*E == EMERALD OCTIRON eptyron { Enchantment = 5; LifeExpectancy = 2000:5000;} */
174 /*f == GLASS LIQUID_HORROR potion;*/
175 /*v == GLASS VINEGAR potion;*/
176 /*C == COPPER OMMEL_BLOOD cauldron;*/
177 /*e == COPPER WATER cauldron;*/
182 ##########################################
183 #................########................#
184 #................########................#
185 #.................##..##.................#
186 #................###..###................#
187 #.##2##.........###....###.........##2##.#
188 ###...##......###........###......##...###
189 ##.....#....###............###....#.....##
190 ##.....######................######.....##
191 #.......####..................####.......#
192 3........
##....................##........4
193 #........................................#
194 ##.......#3....................4#.......##
195 ###.....###....................###.....###
196 #.##5..##.##..................##.##..5##.#
197 #################5##..##5#################
201 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
203 OTerrain
= decoration
(BIRCH
);
207 Square
, Random NOT_IN_ROOM
;
209 Character
= mouse
(FIELD_MOUSE
) { Team
= SOLICITUS_TEAM
; }
212 Square
, Random NOT_IN_ROOM
;
214 Character
= carnivorousplant
{ Team
= SOLICITUS_TEAM
; }
218 Square
, Random NOT_IN_ROOM
;
220 Character
= carnivorousplant
(GREATER
) { Team
= SOLICITUS_TEAM
; }
224 Square
, Random NOT_IN_ROOM
;
226 Character
= carnivorousplant
(GIANTIC
) { Team
= SOLICITUS_TEAM
; }
230 Square
, Random NOT_IN_ROOM
;
232 Character
= okapi
{ Team
= SOLICITUS_TEAM
; }
235 Square
, Random NOT_IN_ROOM
;
237 Character
= firefox
{ Team
= SOLICITUS_TEAM
; }
242 EntryIndex
= STAIRS_UP
;