no more explicit dungeon and team counters!
[k8-i-v-a-n.git] / Script / dungeons / GC.dat
blob9a6ced4999adfb15579d320eb667281917b90982
1 /* Gloomy Caves */
3 Dungeon ELPURI_CAVE;
5 Levels = 16;
6 Description = "gloomy cave";
7 ShortDescription = "GC";
9 LevelDefault
11 FillSquare = solidterrain(GROUND), GNEISS earth;
12 TunnelSquare = solidterrain(GROUND), 0;
13 Size = 64, 36;
14 Rooms = 10:30;
15 Items = 25:50;
16 GenerateMonsters = true;
17 IsOnGround = false;
18 TeamDefault = MONSTER_TEAM;
19 LOSModifier = 16;
20 IgnoreDefaultSpecialSquares = false;
21 DifficultyBase = 50;
22 DifficultyDelta = 10;
23 MonsterAmountBase = 10;
24 MonsterAmountDelta = 2;
25 MonsterGenerationIntervalBase = 140;
26 MonsterGenerationIntervalDelta = -10;
27 CanGenerateBone = true;
28 ItemMinPriceBase = 20;
29 ItemMinPriceDelta = 10;
30 EnchantmentMinusChanceBase = 0;
31 EnchantmentMinusChanceDelta = 0;
32 EnchantmentPlusChanceBase = 5;
33 EnchantmentPlusChanceDelta = 5;
34 BackGroundType = GRAY_FRACTAL;
35 IsCatacomb = false;
37 Square, Random NOT_WALKABLE|NOT_IN_ROOM;
39 Items == stone;
40 Times = 25:50;
43 Square, Random;
45 Items == mine { Team = MONSTER_TEAM; IsActive = true; }
46 Times = 0:3;
49 Square, Random;
51 Items == beartrap { Team = MONSTER_TEAM; IsActive = true; }
52 Times = 0:3;
55 Square, Random NOT_WALKABLE|ATTACHABLE;
57 OTerrain = stairs(STAIRS_UP);
58 EntryIndex = STAIRS_UP;
59 AttachRequired = true;
62 Square, Random NOT_WALKABLE|ATTACHABLE;
64 OTerrain = stairs(STAIRS_DOWN);
65 EntryIndex = STAIRS_DOWN;
66 AttachRequired = true;
69 RoomDefault
71 Pos = 2:XSize-5,2:YSize-5;
72 Size = 4:11,4:11;
73 AltarPossible = true;
74 WallSquare = solidterrain(GROUND), GRANITE wall(BRICK_OLD);
75 FloorSquare = solidterrain(PARQUET), 0;
76 DoorSquare = solidterrain(PARQUET), GRANITE door;
77 GenerateDoor = true;
78 DivineMaster = 0;
79 GenerateTunnel = true;
80 GenerateLanterns = true;
81 Type = ROOM_NORMAL;
82 GenerateFountains = true;
83 AllowLockedDoors = true;
84 AllowBoobyTrappedDoors = true;
85 Shape = RECTANGLE;
86 IsInside = true;
87 GenerateWindows = false;
88 UseFillSquareWalls = false;
89 Flags = 0;
90 GenerateWards = false;
94 Level 0;
96 FillSquare = solidterrain(GROUND), MORAINE earth;
98 RoomDefault
100 Pos = 2:XSize-5,2:YSize-5;
101 WallSquare = solidterrain(GROUND), FIR_WOOD wall(BRICK_OLD);
102 FloorSquare = solidterrain(PARQUET), 0;
103 DoorSquare = solidterrain(PARQUET), FIR_WOOD door;
107 RandomLevel 1:3;
109 Size = 80, 60;
111 RoomDefault
113 Pos = 2:XSize-5,2:YSize-5;
114 Size = 10:20,10:20;
117 Room
119 AltarPossible = false;
120 Size = 30,30;
121 Flags = NO_MONSTER_GENERATION;
123 Square, Random;
125 OTerrain = STEEL sign { Text = "Experimental dwarven mine field. Thank you for participating in testing!"; }
128 Square, Random;
130 Items == Random { MinPrice = 100; Chance = 50; }
131 Times = 20;
134 Square, Random;
136 Items == Random { MinPrice = 500; Chance = 50; }
137 Times = 4;
140 Square, Random;
142 Items == mine { Team = MONSTER_TEAM; IsActive = true; Chance = 25; }
143 Times = 40;
146 Square, Random;
148 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; Chance = 25; }
149 Times = 20;
152 Square, Random;
154 Items == backpack { Chance = 25; }
155 Times = 4;
160 RandomLevel 1:2;
162 LevelMessage = "You hear many wolves howling. You shiver.";
164 Room
166 Size = 7,6;
167 AltarPossible = false;
168 Shape = ROUND_CORNERS;
170 CharacterMap
172 Pos = 1,1;
173 Size = 5,4;
175 Types
177 w = wolf;
178 W = werewolfhuman { Inventory = { 2, scrollofenchantweapon, scrollofenchantarmor; } }
182 .www.
183 wwWww
184 wwwww
185 .www.
190 RandomLevel 1:3;
192 Room
194 Size = 10:14,10:14;
195 AltarPossible = false;
196 Shape = RECTANGLE;
197 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
198 GenerateLanterns = false;
200 Square, Random;
202 Items == Random { MinPrice = 500; MaxPrice = 2000; }
203 Times = 1;
206 Square, Random;
208 OTerrain = decoration(FIR);
211 Square, Random;
213 OTerrain = decoration(OAK);
216 Square, Random;
218 OTerrain = decoration(BIRCH);
221 Square, Random;
223 OTerrain = decoration(TEAK);
226 Square, Random;
228 OTerrain = decoration(DWARF_BIRCH);
231 Square, Random;
233 Character = magpie;
234 OTerrain = decoration(PINE);
235 Items == stone { Times = 0:1;}
236 Times = 5:10;
241 Level 3;
243 Room
245 Size = 7,6;
246 AltarPossible = false;
247 Shape = ROUND_CORNERS;
249 CharacterMap
251 Pos = 1,1;
252 Size = 5,4;
254 Types
256 g = guard(DWARVEN_GUARD) { Team = GC_SHOPKEEPER_TEAM; }
260 .g.g.
261 .....
262 .....
263 .g.g.
265 Square, Pos 3,2;
267 OTerrain = stairs(STAIRS_DOWN) { AttachedArea = KHARAZ_ARAD; }
268 EntryIndex = STAIRS_DOWN + 1; //STAIRS_DOWN; fix from http://www.attnam.com/topics/953/Bugfix_for_LIVAN_GC5_to_GC4_stairs
270 Square, Pos 3,0;
272 OTerrain = 0;
273 AttachRequired = true;
279 RandomLevel 1:3;
281 CanGenerateBone = false;
283 Room
285 Size = 5,9;
286 AltarPossible = false;
287 DivineMaster = MELLIS;
288 Type = ROOM_SHOP;
289 GenerateFountains = false;
291 CharacterMap
293 Pos = 1, 1;
294 Size = 3, 7;
296 Types
298 g = guard(SHOP) { Team = GC_SHOPKEEPER_TEAM; }
299 s = shopkeeper(ELPURI_CAVE) { Team = GC_SHOPKEEPER_TEAM; Flags = IS_MASTER; }
312 ItemMap
314 Pos = 1,1;
315 Size = 3,7;
317 Types
319 g == Random { MinPrice = 100; MaxPrice = 10000; Category = GAUNTLET|BOOT; }
320 b == Random { MinPrice = 100; MaxPrice = 10000; Category = GAUNTLET|BOOT; }
321 a == Random { MinPrice = 500; MaxPrice = 10000; Category = HELMET|CLOAK|BODY_ARMOR|BELT; }
322 d == Random { MinPrice = 200; MaxPrice = 10000; Category = RING|AMULET; }
323 w == Random { MinPrice = 500; MaxPrice = 10000; Category = WEAPON|SHIELD; }
324 e == Random { MinPrice = 50; MaxPrice = 10000; Category = FOOD|POTION; }
325 u == Random { MinPrice = 200; MaxPrice = 10000; Category = WAND|TOOL; }
326 r == Random { MinPrice = 200; MaxPrice = 10000; Category = SCROLL|BOOK; }
327 s == wand(WAND_OF_STRIKING);
342 RandomLevel 0:11;
344 /* I'm Evil, Bwahaha */
345 Square, Random;
347 Items == VALPURIUM VALPURIUM flamingsword { Enchantment = 10; LifeExpectancy = 1000:10000; Chance = 5; }
351 RandomLevel 0:11;
353 /* I'm Evil, Bwahaha */
354 Square, Random;
356 Items == itemcontainer(LARGE_CHEST) { LifeExpectancy = 100:10000; Chance = 5; ItemsInside == Random { MinPrice = 1500; Times = 10; Category = HELMET|AMULET|CLOAK|BODY_ARMOR|WEAPON|SHIELD|RING|GAUNTLET|BELT|BOOT|TOOL|VALUABLE; LifeExpectancy = 100:10000; } }
360 RandomLevel 1:4;
362 CanGenerateBone = false;
364 Room
366 Size = 9,9;
367 AltarPossible = false;
368 GenerateFountains = false;
370 OTerrainMap
372 Size = 3,3;
373 Pos = 3,3;
374 Types
376 # = METEORIC_STEEL wall(BRICK_OLD);
385 Square, Pos 4,4;
387 Items = { 2, MITHRIL beartrap { Team = MONSTER_TEAM; IsActive = true; Chance = 25; }, METEORIC_STEEL itemcontainer(CHEST|OCTAGONAL_LOCK) { Parameters = LOCKED; ItemsInside == Random { MinPrice = 1250; Times = 2; } } }
392 Level ENNER_BEAST_LEVEL;
394 LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell in the level!";
395 IgnoreDefaultSpecialSquares = true;
396 Items = 35:70;
397 EnterImage = "Enner.pcx";
398 EnterTextDisplacement = -150, 0;
400 Square, Random;
402 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
405 Square, Random;
407 Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
408 Times = 2:6;
411 Square, Random NOT_WALKABLE|NOT_IN_ROOM;
413 Items == stone;
414 Times = 25:50;
417 Square, Random NOT_WALKABLE|ATTACHABLE;
419 OTerrain = stairs(STAIRS_UP);
420 EntryIndex = STAIRS_UP;
421 AttachRequired = true;
424 Square, Random NOT_WALKABLE|ATTACHABLE;
426 OTerrain = stairs(STAIRS_DOWN);
427 EntryIndex = STAIRS_DOWN;
428 AttachRequired = true;
431 Square, Random;
433 Items == bone;
434 Times = 20;
437 Square, Random;
439 Items == skull;
440 Times = 5;
443 Square, Random NOT_IN_ROOM;
445 Character = ennerbeast;
449 Level ZOMBIE_LEVEL;
451 Rooms = 1;
452 IgnoreDefaultSpecialSquares = true;
453 MonsterAmountBase = 20;
454 LOSModifier = 24;
455 FillSquare = FLINT solidterrain(GROUND), GNEISS earth;
457 Room
459 Pos = 2,2;
460 Size = 60,32;
461 AltarPossible = false;
462 WallSquare = FLINT solidterrain(GROUND), 0;
463 FloorSquare = FLINT solidterrain(GROUND), 0;
464 GenerateDoor = false;
465 GenerateTunnel = false;
466 GenerateLanterns = false;
467 GenerateFountains = false;
469 Square, BoundedRandom 1, 1, 25, 58, HAS_NO_OTERRAIN;
471 OTerrain = stairs(STAIRS_UP);
472 EntryIndex = STAIRS_UP;
475 Square, BoundedRandom 35, 1, 58, 58, HAS_NO_OTERRAIN;
477 OTerrain = stairs(STAIRS_DOWN);
478 EntryIndex = STAIRS_DOWN;
481 Square, BoundedRandom 35, 1, 58, 58, 0;
483 Character = veterankamikazedwarf;
487 Square, Random;
489 Character = zombie;
490 Times = 30;
494 Level CITY_LEVEL;
496 Size = 45, 55;
497 GenerateMonsters = true;
498 Rooms = 30;
499 Items = 20:30;
500 IsOnGround = false;
501 TeamDefault = MONSTER_TEAM;
502 LOSModifier = 16;
503 IgnoreDefaultSpecialSquares = true;
504 CanGenerateBone = false;
505 EnchantmentMinusChanceBase = 0;
506 EnchantmentMinusChanceDelta = 0;
507 EnchantmentPlusChanceBase = 0;
508 EnchantmentPlusChanceDelta = 0;
509 BackGroundType = GRAY_FRACTAL;
510 FillSquare = GRANITE solidterrain(GROUND), 0;
511 TunnelSquare = GRANITE solidterrain(DARK_GRASS_TERRAIN), 0;
512 IsCatacomb = false;
513 DifficultyBase = 0;
514 DifficultyDelta = 10;
515 MonsterAmountBase = 0;
516 MonsterAmountDelta = 5;
517 MonsterGenerationIntervalBase = 150;
518 MonsterGenerationIntervalDelta = -25;
520 RoomDefault
522 Pos = 2:XSize-5,2:YSize-5;
523 Size = 5:9,5:9;
524 WallSquare = solidterrain(GROUND), BLACK_GRANITE wall(BRICK_OLD);
525 FloorSquare = solidterrain(PARQUET), 0;
526 DoorSquare = solidterrain(PARQUET), BLACK_GRANITE door;
527 AltarPossible = true;
528 GenerateDoor = true;
529 DivineMaster = 0;
530 GenerateTunnel = true;
531 GenerateLanterns = false;
532 Type = ROOM_NORMAL;
533 GenerateFountains = false;
534 AllowLockedDoors = false;
535 AllowBoobyTrappedDoors = false;
536 Shape = RECTANGLE;
537 IsInside = true;
538 GenerateWindows = false;
539 UseFillSquareWalls = false;
540 Flags = 0;
543 Room
545 Pos = 2:XSize-5,2:YSize-5;
546 Size = 5,5;
547 AllowLockedDoors = false;
548 AllowBoobyTrappedDoors = false;
549 Shape = ROUND_CORNERS;
550 AltarPossible = false;
552 Square, Pos 2,2;
554 OTerrain = stairs(STAIRS_UP);
555 EntryIndex = STAIRS_UP;
558 Square, Pos 2,1;
560 Items == lantern;
564 Room
566 Pos = 2:XSize-5,2:YSize-5;
567 Size = 31,23;
568 WallSquare = GRANITE solidterrain(GROUND), 0;
569 FloorSquare = GRANITE solidterrain(GROUND), 0;
570 DoorSquare = GRANITE solidterrain(GROUND), 0;
571 AltarPossible = false;
572 GenerateFountains = false;
573 Shape = RECTANGLE;
575 GTerrainMap
577 Pos = 0,0;
578 Size = 31,23;
579 Types
581 # = TEAK_WOOD solidterrain(PARQUET) { IsInside = true; }
582 - = TEAK_WOOD solidterrain(PARQUET) { IsInside = true; }
583 ~ = FIR_WOOD solidterrain(PARQUET) { IsInside = true; }
584 @ = FIR_WOOD solidterrain(PARQUET) { IsInside = true; }
588 ###################....@@@@@@@@
589 #-----------------#....@~~~~~~@
590 #------#####------#....@~~~~~~@
591 #-----##---##-----#....@~~~~~~@
592 #-----#-----#-----#....@~~~~~~@
593 #-----#-----#-----#....@~~~~~~@
594 #-----#-----#-----#....@~~~~~~@
595 #-----##---##-----#....@~~~~~~@
596 #------#####------#....@~~~~~~@
597 #-----------------#....@~~~~~~@
598 ###################....@@@@@@@@
599 #------#.......................
600 #------#.......................
601 #------#.......................
602 #------#.......................
603 #------#.......................
604 ########..............@@@@@@@..
605 ......................@~~~~~@..
606 ......................@~~~~~@..
607 ......................@~~~~~@..
608 ......................@~~~~~@..
609 ......................@~~~~~@..
610 ......................@@@@@@@..
613 OTerrainMap
615 Pos = 0,0;
616 Size = 31,23;
618 Types
620 # = EBONY_WOOD wall(BRICK_FINE);
621 - = 0;
622 | = decoration(CARPET);
623 D = TEAK_WOOD door(HEXAGONAL_LOCK);
624 d = FIR_WOOD door(HEXAGONAL_LOCK);
628 ###################....########
629 #-----------------#....#------#
630 #------##D##------#....#------#
631 #-----##---##-----#....#------#
632 #-----#-----#-----#....#------#
633 #-----D-----D-----D....d------#
634 #-----#-----#-----#....#------#
635 #-----##---##-----#....#------#
636 #------##D##------#....#------#
637 #-----------------#....#------#
638 ###DD##############....########
639 #------#.......................
640 #------#.......................
641 #------#.......................
642 #------#.......................
643 #------#.......................
644 ########..............###dd##..
645 ......................#-----#..
646 ......................#-----#..
647 ......................#-----#..
648 ......................#-----#..
649 ......................#-----#..
650 ......................#######..
653 CharacterMap
655 Pos = 0,0;
656 Size = 31,23;
658 Types
660 # = 0;
661 - = 0;
662 w = wisefarmer;
666 ###################....########
667 #-----------------#....#------#
668 #------#####------#....#------#
669 #-----##---##-----#....#------#
670 #-----#-----#-----#....#------#
671 #-----#--w--#-----#....#------#
672 #-----#-----#-----#....#------#
673 #-----##---##-----#....#------#
674 #------#####------#....#------#
675 #-----------------#....#------#
676 ###################....########
677 #------#.......................
678 #------#.......................
679 #------#.......................
680 #------#.......................
681 #------#.......................
682 ########..............#######..
683 ......................#-----#..
684 ......................#-----#..
685 ......................#-----#..
686 ......................#-----#..
687 ......................#-----#..
688 ......................#######..
691 ItemMap
693 Pos = 0,0;
694 Size = 31, 23;
696 Types
698 * == 0;
699 # == 0;
700 - == 0;
701 1 == lantern { SquarePosition = UP; }
702 2 == lantern { SquarePosition = DOWN; }
703 3 == lantern { SquarePosition = RIGHT; }
704 4 == lantern { SquarePosition = LEFT; }
705 $ == Random { MinPrice = 1000; MaxPrice = 5000; }
709 ###################....########
710 #-----------------#....#------#
711 #------#2#2#------#....#------#
712 #-----##---##-----#....#------#
713 #-----3-----4-----#....#------#
714 #-----#--$--#-----#....#------#
715 #-----3-----4-----#....#------#
716 #-----##---##-----#....#------#
717 #------#1#1#------#....#------#
718 #-----------------#....#------#
719 ###################....########
720 #------#.......................
721 #------#.......................
722 #------#.......................
723 #------#.......................
724 #------#.......................
725 ########..............#######..
726 ......................#-----#..
727 ......................#-----#..
728 ......................#-----#..
729 ......................#-----#..
730 ......................#-----#..
731 ......................#######..
734 Square, Pos 3,13;
736 OTerrain = stairs(STAIRS_DOWN);
737 EntryIndex = STAIRS_DOWN;
741 Square, Random;
743 Items == GRANITE stone;
744 Times = 50:100;
747 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
749 OTerrain = boulder(1);
750 Times = 50:100;
753 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
755 OTerrain = boulder(2);
756 Times = 50:100;
759 Square, Random IN_ROOM|HAS_NO_OTERRAIN;
761 GTerrain = GRANITE solidterrain(GROUND);
762 Times = 100;
765 Room
767 Pos = 2:XSize-5,2:YSize-5;
768 Size = 8,8;
769 WallSquare = GRANITE solidterrain(GROUND), 0;
770 FloorSquare = GRANITE solidterrain(GROUND), 0;
771 DoorSquare = GRANITE solidterrain(GROUND), 0;
772 AltarPossible = false;
773 GenerateFountains = false;
774 Shape = RECTANGLE;
776 GTerrainMap
778 Pos = 0,0;
779 Size = 8,8;
780 Types
782 # = GRANITE solidterrain(GROUND) { IsInside = true; }
783 - = FIR_WOOD solidterrain(PARQUET) { IsInside = true; }
784 ~ = FIR_WOOD solidterrain(PARQUET) { IsInside = true; }
785 @ = FIR_WOOD solidterrain(PARQUET) { IsInside = true; }
789 ########
790 #------.
791 #------.
792 #-----..
793 #----...
794 #----...
795 #--.....
796 #-......
799 OTerrainMap
801 Pos = 0,0;
802 Size = 8,8;
804 Types
806 # = EBONY_WOOD wall(BRICK_FINE);
807 - = 0;
808 | = decoration(CARPET);
809 D = TEAK_WOOD door(HEXAGONAL_LOCK);
810 d = FIR_WOOD door(HEXAGONAL_LOCK);
814 #####---
815 #------.
816 #------.
817 #-----..
818 #----...
819 -----...
820 ---.....
821 --......
824 CharacterMap
826 Pos = 0,0;
827 Size = 8,8;
829 Types
831 # = 0;
832 - = 0;
836 ########
837 #------.
838 #------.
839 #-----..
840 #----...
841 #----...
842 #--.....
843 #-......
846 ItemMap
848 Pos = 0,0;
849 Size = 8, 8;
851 Types
853 * == 0;
854 # == 0;
855 - == 0;
856 1 == lantern { SquarePosition = UP; }
857 2 == lantern { SquarePosition = DOWN; }
858 3 == lantern { SquarePosition = RIGHT; }
859 4 == lantern { SquarePosition = LEFT; }
860 5 == lantern;
861 / == EBONY_WOOD stick;
865 #####///
866 #//----.
867 #/-----.
868 #-----..
869 #----...
870 /----...
871 /--.....
872 /-......
876 Room
878 Pos = 2:XSize-5,2:YSize-5;
879 Size = 7,6;
880 WallSquare = solidterrain(GROUND),wall(BRICK_OLD);
881 FloorSquare = solidterrain(PARQUET), 0;
882 GenerateDoor = false;
883 Type = ROOM_NORMAL;
884 GenerateLanterns = false;
885 GenerateWindows = false;
886 AltarPossible = false;
888 Square, Pos 3, 5;
890 GTerrain = solidterrain(PARQUET);
891 OTerrain = door;
894 Square, Pos 3, 0;
896 Items == lantern { SquarePosition = DOWN; }
899 Square, Pos 0, 5;
901 Items == lantern { SquarePosition = DOWN; }
904 Square, Pos 6, 5;
906 Items == lantern { SquarePosition = DOWN; }
909 OTerrainMap
911 Pos = 1,1;
912 Size = 5,4;
913 Types
915 = = olterraincontainer(BOOK_CASE) { ItemsInside == Random { MaxPrice = 500; Category = SCROLL|BOOK; } }
919 =====
920 =...=
921 ==.==
922 =...=
927 RandomLevel 1:4;
929 Room /* vault */
931 GenerateLanterns = false;
932 GenerateFountains = false;
933 GenerateDoor = false;
934 GenerateTunnel = false;
935 AltarPossible = false;
936 Size = 7,7;
937 UseFillSquareWalls = true;
938 Flags = NO_MONSTER_GENERATION;
940 OTerrainMap
942 Pos = 1,1;
943 Size = 5,5;
944 Types
946 x = IRON wall(BRICK_OLD);
950 xxxxx
951 x...x
952 x...x
953 x...x
954 xxxxx
957 Square, Random;
959 Items == mine { Team = MONSTER_TEAM; IsActive = true; Chance = 50; }
962 Square, Random;
964 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; Chance = 50; }
967 Square, Random;
969 Items == MITHRIL beartrap { Team = MONSTER_TEAM; IsActive = true; Chance = 50; }
970 Times = 2;
973 Square, Pos 3,3;
975 Items == METEORIC_STEEL itemcontainer(CHEST|OCTAGONAL_LOCK)
977 Parameters = LOCKED;
978 ItemsInside = { 2, Random { MinPrice = 1250; Times = 2; },
979 stone { Chance = 75; Times = 3; } }
985 Level FUSANGA_LEVEL;
987 Size = 60, 60;
988 Rooms = 100;
989 IgnoreDefaultSpecialSquares = true;
991 Square, Pos 1, 1;
993 OTerrain = stairs(STAIRS_UP);
994 EntryIndex = STAIRS_UP;
995 AttachRequired = true;
998 Square, Pos 58, 58;
1000 OTerrain = stairs(STAIRS_DOWN);
1001 EntryIndex = STAIRS_DOWN;
1002 AttachRequired = true;
1005 Square, Random;
1007 Character = magicmushroom { Team = MONSTER_TEAM; }
1008 Times = 10;
1011 RoomDefault
1013 AltarPossible = false;
1014 Pos = 2:XSize-5,2:YSize-5;
1015 Size = 3:3,3:3;
1016 AltarPossible = false;
1017 WallSquare = solidterrain(GROUND), 0;
1018 FloorSquare = solidterrain(GROUND), 0;
1019 DoorSquare = solidterrain(GROUND), 0;
1020 GenerateDoor = true;
1021 DivineMaster = 0;
1022 GenerateTunnel = true;
1023 GenerateLanterns = false;
1024 Type = ROOM_NORMAL;
1025 GenerateFountains = true;
1026 AllowLockedDoors = true;
1027 AllowBoobyTrappedDoors = true;
1028 Shape = ROUND_CORNERS;
1029 IsInside = true;
1030 GenerateWindows = false;
1031 UseFillSquareWalls = false;
1032 Flags = 0;
1035 Room
1037 Size = 4,4;
1038 Pos = 30,30;
1039 GenerateFountains = false;
1040 AltarPossible = false;
1041 GenerateLanterns = false;
1042 Shape = ROUND_CORNERS;
1044 CharacterMap
1046 Size = 4,4;
1047 Pos = 0,0;
1048 Types
1050 M = magicmushroom;
1051 m = menatrixfusanga;
1055 .MM.
1056 Mm.M
1057 M..M
1058 .MM.
1063 Level 8;
1065 IgnoreDefaultSpecialSquares = true;
1066 FillSquare = solidterrain(GROUND), QUARTZITE earth;
1068 RoomDefault
1070 WallSquare = solidterrain(GROUND), COPPER wall(BRICK_OLD);
1071 FloorSquare = solidterrain(PARQUET), 0;
1072 DoorSquare = solidterrain(PARQUET), COPPER door;
1075 Square, Random NOT_WALKABLE|NOT_IN_ROOM;
1077 Items == stone;
1078 Times = 25:50;
1081 Square, Random;
1083 Items == mine { Team = MONSTER_TEAM; IsActive = true; }
1084 Times = 0:3;
1087 Square, Random;
1089 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; Chance = 50; }
1092 Square, Random;
1094 Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
1095 Times = 2:6;
1098 Square, Random NOT_WALKABLE|ATTACHABLE;
1100 OTerrain = stairs(STAIRS_UP);
1101 EntryIndex = STAIRS_UP;
1102 AttachRequired = true;
1105 Room
1107 Size = 7,7;
1108 AltarPossible = false;
1109 GenerateFountains = false;
1110 GenerateDoor = false;
1111 GenerateLanterns = false;
1112 WallSquare = solidterrain(GROUND),IRON wall(BRICK_OLD);
1113 FloorSquare = IRON solidterrain(PARQUET), 0;
1114 DoorSquare = IRON solidterrain(PARQUET),IRON door { Parameters = LOCKED; }
1116 Square, Pos 3,6;
1118 GTerrain = solidterrain(PARQUET);
1119 OTerrain = IRON door { Parameters = LOCKED; }
1120 AttachRequired = true;
1123 Square, Pos 3,3;
1125 Character = mysticfrog(DARK);
1126 OTerrain = stairs(STAIRS_DOWN);
1127 EntryIndex = STAIRS_DOWN;
1130 Square, Random;
1132 Character = frog(GREATER_DARK);
1133 Times = 2;
1136 Square, Random;
1138 Character = frog(DARK);
1139 Times = 4;
1144 Level IVAN_LEVEL;
1146 LevelMessage = "You hear someone singing loudly: \"Uncle Lenin lives in Russia...\"";
1147 FillSquare = solidterrain(GROUND), QUARTZITE earth;
1149 RoomDefault
1151 WallSquare = solidterrain(GROUND), BRONZE wall(BRICK_OLD);
1152 FloorSquare = solidterrain(PARQUET), 0;
1153 DoorSquare = solidterrain(PARQUET), BRONZE door;
1156 Square, Random;
1158 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
1159 Times = 0:2;
1162 Square, Random NOT_IN_ROOM;
1164 Character = communist { Team = IVAN_TEAM; Flags = IS_LEADER; }
1167 Square, Random;
1169 Character = vladimir { Team = IVAN_TEAM; }
1173 RandomLevel 6:8;
1175 Room /* vault */
1177 GenerateLanterns = false;
1178 GenerateFountains = false;
1179 GenerateDoor = false;
1180 GenerateTunnel = false;
1181 AltarPossible = false;
1182 Size = 7,7;
1183 UseFillSquareWalls = true;
1184 Flags = NO_MONSTER_GENERATION;
1186 OTerrainMap
1188 Pos = 1,1;
1189 Size = 5,5;
1190 Types
1192 x = STEEL wall(BRICK_OLD);
1196 xxxxx
1197 x...x
1198 x...x
1199 x...x
1200 xxxxx
1203 Square, Random;
1205 Items == mine { Team = MONSTER_TEAM; IsActive = true; }
1208 Square, Random;
1210 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; Chance = 75; }
1213 Square, Random;
1215 Items == OCTIRON beartrap { Team = MONSTER_TEAM; IsActive = true; Chance = 50; }
1216 Times = 4;
1219 Square, Pos 3,3;
1221 Items == ADAMANT itemcontainer(CHEST|OCTAGONAL_LOCK)
1223 Parameters = LOCKED;
1224 ItemsInside == Random { MinPrice = 2000; Times = 2; }
1230 Level DARK_LEVEL;
1232 Description = "dark level";
1233 ShortDescription = "DarkLevel";
1234 LevelMessage = "You shudder as you sense a being of pure darkness nearby. Your goal is near.";
1235 FillSquare = STEEL solidterrain(FLOOR), STEEL wall(BRICK_OLD);
1236 TunnelSquare = STEEL solidterrain(FLOOR), 0;
1237 Items = 0;
1238 IgnoreDefaultSpecialSquares = true;
1240 Square, Random;
1242 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
1243 Times = 1:3;
1246 RoomDefault
1248 AltarPossible = false;
1249 FloorSquare = STEEL solidterrain(PARQUET), 0;
1250 WallSquare = STEEL solidterrain(FLOOR), STEEL wall(BRICK_OLD);
1251 DoorSquare = STEEL solidterrain(PARQUET), STEEL door;
1252 GenerateLanterns = false;
1253 GenerateFountains = false;
1256 Room
1258 Size = 11, 11;
1259 DivineMaster = SCABIES;
1261 Square, Pos 5, 5;
1263 OTerrain = portal(DARK_LEVEL) { AttachedArea = DARK_LEVEL + 1; AttachedEntry = STAIRS_UP; }
1264 Character = elpuri;
1267 Square, Random;
1269 Character = frog(DARK);
1270 Times = 8;
1273 Square, Random;
1275 Character = frog(GREATER_DARK);
1276 Times = 4;
1279 Square, Random;
1281 Character = frog(GIANT_DARK);
1282 Times = 2;
1285 Square, Random;
1287 Character = mysticfrog(DARK);
1290 Square, Random;
1292 Items == HUMAN_FLESH lump;
1293 Times = 5;
1296 Square, Random;
1298 Items == bone;
1299 Times = 10;
1302 Square, Random;
1304 Items == skull;
1305 Times = 5;
1309 Square, Random NOT_WALKABLE|ATTACHABLE;
1311 OTerrain = stairs(STAIRS_UP);
1312 EntryIndex = STAIRS_UP;
1313 AttachRequired = true;
1317 RandomLevel 9:11;
1319 Room
1321 Size = 7,7;
1322 AltarPossible = false;
1323 Shape = ROUND_CORNERS;
1325 CharacterMap
1327 Pos = 1,1;
1328 Size = 5,5;
1330 Types
1332 G = golem;
1333 V = golem(VALPURIUM) { Inventory = { 2, scrollofgolemcreation, scrollofgolemcreation { Chance = 10; Times = 4; } } }
1337 .GGG.
1338 GGGGG
1339 GGVGG
1340 GGGGG
1341 .GGG.
1346 RandomLevel 9:12;
1348 Room
1350 Size = 9,7;
1351 AltarPossible = false;
1352 GenerateFountains = false;
1353 Shape = ROUND_CORNERS;
1355 CharacterMap
1357 Pos = 1,1;
1358 Size = 7,5;
1360 Types
1362 G = orc(GENERAL) { Inventory = { 2, Random { MinPrice = 100; Category = POTION; Times = 4; }, Random { MinPrice = 200; Category = POTION; Times = 2; } } }
1363 O = orc(OFFICER) { Inventory == Random { MinPrice = 100; Category = POTION; Times = 2; } }
1364 S = orc(SQUAD_LEADER);
1365 s = orc(SLAUGHTERER);
1366 o = orc;
1370 .ooooo.
1371 osSOSso
1372 ossGsso
1373 osSOSso
1374 .ooooo.
1379 RandomLevel 12:13;
1381 Room
1383 Size = 5,12;
1384 AltarPossible = false;
1385 GenerateFountains = false;
1386 GenerateDoor = false;
1387 GenerateTunnel = false;
1388 FloorSquare = ARCANITE solidterrain(PARQUET), 0;
1389 WallSquare = ARCANITE solidterrain(FLOOR), OCTIRON wall(BRICK_OLD);
1391 CharacterMap
1393 Pos = 1,1;
1394 Size = 3,10;
1396 Types
1398 E = darkmage(ELDER) { Inventory == Random { MinPrice = 750; Category = WAND|SCROLL; } }
1399 B = darkmage(BATTLE_MAGE);
1400 A = darkmage(APPRENTICE);
1401 M = mysticfrog(DARK);
1402 N = necromancer(MASTER_NECROMANCER);
1403 n = necromancer(APPRENTICE_NECROMANCER);
1404 a = golem(ARCANITE);
1405 O = golem(OCTIRON);
1421 Square, Pos 2, 0;
1423 GTerrain = ARCANITE solidterrain(PARQUET);
1424 OTerrain = OCTIRON door(OCTAGONAL_LOCK) { Parameters = LOCKED; }
1425 AttachRequired = true;
1428 Square, Pos 2, 11;
1430 GTerrain = ARCANITE solidterrain(PARQUET);
1431 OTerrain = OCTIRON door(OCTAGONAL_LOCK) { Parameters = LOCKED; }
1432 AttachRequired = true;
1437 Level 11;
1439 Size = 20, 100;
1440 IgnoreDefaultSpecialSquares = true;
1441 DifficultyBase = 60;
1442 MonsterAmountBase = 12;
1443 ItemMinPriceBase = 30;
1444 Rooms = 20:40;
1445 FillSquare = MILKY_QUARTZ solidterrain(GROUND), ROCK_CRYSTAL earth;
1446 TunnelSquare = MILKY_QUARTZ solidterrain(GROUND), 0;
1447 BackGroundType = RED_FRACTAL;
1449 RoomDefault
1451 Pos = 2:XSize-5,2:YSize-5;
1452 Size = 3:5,3:5;
1453 WallSquare = ROSE_QUARTZ solidterrain(GROUND), ROSE_QUARTZ wall(BRICK_OLD);
1454 FloorSquare = ROSE_QUARTZ solidterrain(GROUND), 0;
1455 DoorSquare = ROSE_QUARTZ solidterrain(GROUND), ROSE_QUARTZ door;
1458 Room
1460 Pos = 2:XSize-5, 2:YSize/4-5;
1462 Square, Random;
1464 EntryIndex = STAIRS_UP;
1468 Square, Random;
1470 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
1471 Times = 2:6;
1474 Square, Random;
1476 Items == MITHRIL beartrap { Team = MONSTER_TEAM; IsActive = true; }
1477 Times = 2:6;
1480 Square, BoundedRandom 1, YSize * 3 / 4, XSize - 2, YSize - 2, NOT_WALKABLE|ATTACHABLE;
1482 OTerrain = stairs(STAIRS_DOWN);
1483 EntryIndex = STAIRS_DOWN;
1484 AttachRequired = true;
1488 Level 12;
1490 Size = 20, 100;
1491 IgnoreDefaultSpecialSquares = true;
1492 DifficultyBase = 70;
1493 MonsterAmountBase = 14;
1494 ItemMinPriceBase = 40;
1495 Rooms = 20:40;
1496 Items = 35:70;
1497 FillSquare = MILKY_QUARTZ solidterrain(GROUND), ROCK_CRYSTAL earth;
1498 TunnelSquare = MILKY_QUARTZ solidterrain(GROUND), 0;
1499 BackGroundType = BLUE_FRACTAL;
1501 RoomDefault
1503 Pos = 2:XSize-5,2:YSize-5;
1504 Size = 3:5,3:5;
1505 WallSquare = AMETHYST solidterrain(GROUND), AMETHYST wall(BRICK_OLD);
1506 FloorSquare = AMETHYST solidterrain(GROUND), 0;
1507 DoorSquare = AMETHYST solidterrain(GROUND), AMETHYST door;
1510 Square, Random;
1512 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
1513 Times = 2:6;
1516 Square, Random;
1518 Items == MITHRIL beartrap { Team = MONSTER_TEAM; IsActive = true; }
1519 Times = 2:6;
1522 Square, BoundedRandom 1, YSize * 3 / 4, XSize - 2, YSize - 2, NOT_WALKABLE|ATTACHABLE;
1524 OTerrain = stairs(STAIRS_UP);
1525 EntryIndex = STAIRS_UP;
1526 AttachRequired = true;
1529 Square, BoundedRandom 1, 1, XSize - 2, YSize/4 - 2, NOT_WALKABLE|ATTACHABLE;
1531 OTerrain = stairs(STAIRS_DOWN);
1532 EntryIndex = STAIRS_DOWN;
1533 AttachRequired = true;
1537 Level 13;
1539 Size = 64,36;
1540 IgnoreDefaultSpecialSquares = true;
1541 DifficultyBase = 80;
1542 MonsterAmountBase = 50;
1543 MonsterAmountDelta = 0;
1544 ItemMinPriceBase = 50;
1545 Items = 45:90;
1546 FillSquare = ARCANITE solidterrain(GROUND), ARCANITE earth;
1547 TunnelSquare = ARCANITE solidterrain(GROUND), 0;
1548 BackGroundType = YELLOW_FRACTAL;
1550 RoomDefault
1552 Pos = 2:XSize-5,2:YSize-5;
1553 Size = 6:20,6:20;
1554 WallSquare = ARCANITE solidterrain(GROUND), OCTIRON wall(BRICK_OLD);
1555 FloorSquare = ARCANITE solidterrain(PARQUET), 0;
1556 DoorSquare = ARCANITE solidterrain(PARQUET), OCTIRON door;
1559 Square, Random;
1561 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
1562 Times = 2:6;
1565 Square, Random;
1567 Items == MITHRIL beartrap { Team = MONSTER_TEAM; IsActive = true; }
1568 Times = 2:6;
1571 Square, Random NOT_WALKABLE|ATTACHABLE;
1573 OTerrain = stairs(STAIRS_UP);
1574 EntryIndex = STAIRS_UP;
1575 AttachRequired = true;
1578 Room
1580 Size = 21,21;
1581 GenerateFountains = false;
1582 AltarPossible = false;
1584 Square, Pos 10,10;
1586 OTerrain = portal(OREE_LAIR_ENTRY) { AttachedArea = OREE_LAIR; AttachedEntry = STAIRS_UP; }
1589 Square, Pos 10,10;
1591 EntryIndex = STAIRS_DOWN;
1595 Square, Random;
1597 Items == pickaxe;
1600 Room /* vault */
1602 GenerateLanterns = false;
1603 GenerateFountains = false;
1604 GenerateDoor = false;
1605 GenerateTunnel = false;
1606 AltarPossible = false;
1607 Size = 7,7;
1608 UseFillSquareWalls = true;
1609 Flags = NO_MONSTER_GENERATION;
1611 OTerrainMap
1613 Pos = 1,1;
1614 Size = 5,5;
1615 Types
1617 x = ADAMANT wall(BRICK_OLD);
1621 xxxxx
1622 x...x
1623 x...x
1624 x...x
1625 xxxxx
1628 Square, Random;
1630 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; Chance = 75; }
1631 Times = 3;
1634 Square, Random;
1636 Items == ADAMANT beartrap { Team = MONSTER_TEAM; IsActive = true; Chance = 75; }
1637 Times = 4;
1640 Square, Pos 3,3;
1642 Items == ADAMANT itemcontainer(CHEST|OCTAGONAL_LOCK)
1644 Parameters = LOCKED;
1645 ItemsInside == Random { MinPrice = 3000; Times = 2; }
1651 Level OREE_LAIR;
1653 Description = "Oree's lair";
1654 ShortDescription = "OreeLair";
1655 LevelMessage = "\"Welcome to my lair, mortal! There's no escape now!\"";
1656 FillSquare = BLOOD liquidterrain(UNDERGROUND_LAKE), 0;
1657 TunnelSquare = solidterrain(GROUND), 0;
1658 Rooms = 5;
1659 GenerateMonsters = false;
1660 Items = 0;
1661 IgnoreDefaultSpecialSquares = true;
1662 CanGenerateBone = false;
1663 DifficultyBase = 90;
1664 BackGroundType = RED_FRACTAL;
1666 RoomDefault
1668 Pos = 2:XSize-5,2:YSize-5;
1669 Size = 5:7,5:7;
1670 WallSquare = RUBY solidterrain(PARQUET), RUBY wall(BRICK_FINE);
1671 FloorSquare = RUBY solidterrain(PARQUET), 0;
1672 DoorSquare = RUBY solidterrain(PARQUET), RUBY door(OCTAGONAL_LOCK);
1673 Shape = ROUND_CORNERS;
1674 AltarPossible = false;
1675 DivineMaster = CRUENTUS;
1676 GenerateFountains = false;
1677 GenerateLanterns = false;
1678 AllowLockedDoors = false;
1679 IsInside = false;
1682 Room
1684 Size = 9,9;
1685 GenerateDoor = false;
1687 Square, Pos 4,0;
1689 OTerrain = RUBY door(OCTAGONAL_LOCK) { Parameters = LOCKED; }
1690 AttachRequired = true;
1693 Square, Pos 4,4;
1695 EntryIndex = STAIRS_UP;
1698 CharacterMap
1700 Pos = 1,1;
1701 Size = 7,7;
1703 Types
1705 B = darkknight(ELITE);
1706 G = golem(ACIDOUS_BLOOD);
1710 ..G.G..
1711 .......
1712 G..B..G
1713 ..B.B..
1714 G..B..G
1715 .......
1716 ..G.G..
1720 Room
1722 Size = 9,9;
1723 DivineMaster = CRUENTUS;
1725 Square, Pos 4,1;
1727 OTerrain = STEEL altar(CRUENTUS);
1730 Square, Pos 1,4;
1732 OTerrain = portal(OREE_LAIR_EXIT) { AttachedArea = 0; AttachedEntry = RANDOM; }
1735 Square, Pos 7,4;
1737 OTerrain = monsterportal;
1740 CharacterMap
1742 Pos = 1,1;
1743 Size = 7,7;
1745 Types
1747 O = oree;
1748 A = angel(CRUENTUS);
1752 ..O.A..
1753 .......
1754 .......
1755 .......
1756 .......
1757 .......
1758 .......
1762 Square, Random NOT_IN_ROOM;
1764 Character = darkknight(ELITE);
1765 Times = 4;
1768 Square, Random NOT_IN_ROOM;
1770 Character = frog(GIANT_DARK);
1771 Times = 2;
1774 Square, Random NOT_IN_ROOM;
1776 Character = mysticfrog(DARK);
1777 Times = 1;
1780 Square, Random NOT_IN_ROOM;
1782 Character = darkmage(APPRENTICE);
1783 Times = 4;
1786 Square, Random NOT_IN_ROOM;
1788 Character = darkmage(BATTLE_MAGE);
1789 Times = 2;
1792 Square, Random NOT_IN_ROOM;
1794 Character = darkmage(ELDER);
1795 Times = 1;
1799 Level KHARAZ_ARAD;
1801 Description = "Kharaz-Arad";
1802 ShortDescription = "KharazArad";
1803 TeamDefault = KHARAZ_ARAD_TEAM;
1804 FillSquare = solidterrain(GROUND), MORAINE earth;
1805 TunnelSquare = GRAVEL solidterrain(GROUND), 0;
1806 Size = 70, 70;
1807 Rooms = 25;
1808 GenerateMonsters = false;
1809 Items = 0;
1810 IgnoreDefaultSpecialSquares = true;
1811 CanGenerateBone = false;
1812 DifficultyBase = 90;
1814 RoomDefault
1816 Pos = 2:XSize-5,2:YSize-5;
1817 Size = 5:9,5:9;
1818 AltarPossible = false;
1819 WallSquare = solidterrain(GROUND), GRANITE wall(BRICK_FINE);
1820 FloorSquare = solidterrain(PARQUET), 0;
1821 DoorSquare = solidterrain(PARQUET), GRANITE door;
1822 GenerateDoor = true;
1823 DivineMaster = 0;
1824 GenerateTunnel = true;
1825 GenerateLanterns = true;
1826 Type = ROOM_NORMAL;
1827 GenerateFountains = false;
1828 AllowLockedDoors = false;
1829 AllowBoobyTrappedDoors = false;
1830 Shape = RECTANGLE;
1831 IsInside = true;
1832 GenerateWindows = false;
1833 UseFillSquareWalls = false;
1834 Flags = 0;
1836 Square, Random;
1838 Items == Random { MinPrice = 1; MaxPrice = 2000; }
1839 Times = 0:1;
1842 Square, Random;
1844 Items == Random { MinPrice = 1; MaxPrice = 1000; }
1845 Times = 0:1;
1849 Room
1851 Pos = 2:XSize-5,2:YSize-5;
1852 Size = 6:10,6:10;
1853 AltarPossible = false;
1854 WallSquare = GRAVEL solidterrain(GROUND), 0;
1855 FloorSquare = GRAVEL solidterrain(GROUND), 0;
1856 DoorSquare = GRAVEL solidterrain(GROUND), 0;
1857 GenerateDoor = false;
1858 DivineMaster = 0;
1859 GenerateTunnel = true;
1860 GenerateLanterns = true;
1861 Type = ROOM_NORMAL;
1862 GenerateFountains = false;
1863 AllowLockedDoors = false;
1864 AllowBoobyTrappedDoors = false;
1865 Shape = ROUND_CORNERS;
1866 IsInside = true;
1867 GenerateWindows = false;
1868 UseFillSquareWalls = true;
1869 Flags = 0;
1871 Square, Random;
1873 Items == stone;
1874 Times = 1;
1877 Square, Random;
1879 Items == stone;
1880 Times = 0:1;
1884 Room
1886 Size = 7,6;
1887 GenerateFountains = false;
1888 AltarPossible = false;
1889 Shape = ROUND_CORNERS;
1891 CharacterMap
1893 Pos = 1,1;
1894 Size = 5,4;
1896 Types
1898 g = guard(ELITE) { Team = KHARAZ_ARAD_TEAM; }
1902 .....
1903 .....
1904 .....
1905 .....
1907 Square, Pos 3,2;
1909 OTerrain = stairs(STAIRS_UP) { AttachedArea = 3; AttachedEntry = STAIRS_DOWN + 1; } // fix from http://www.attnam.com/topics/953/Bugfix_for_LIVAN_GC5_to_GC4_stairs
1910 EntryIndex = STAIRS_UP;
1914 Room
1916 Size = 9,9;
1917 AltarPossible = false;
1918 DivineMaster = MELLIS;
1919 Type = ROOM_SHOP;
1920 GenerateFountains = false;
1921 Shape = RECTANGLE;
1922 GenerateLanterns = false;
1924 CharacterMap
1926 Pos = 1, 1;
1927 Size = 7, 7;
1929 Types
1931 g = guard(SHOP) { Team = KHARAZ_ARAD_TEAM; }
1932 s = shopkeeper(KHARAZ_ARAD_SHOP) { Team = KHARAZ_ARAD_TEAM; Flags = IS_MASTER; }
1936 g.....g
1937 .......
1938 .......
1939 ...s...
1940 .......
1941 .......
1942 g.....g
1945 ItemMap
1947 Pos = 1,1;
1948 Size = 7,7;
1950 Types
1952 g == Random { MinPrice = 100; MaxPrice = 10000; Category = GAUNTLET|BOOT; }
1953 b == Random { MinPrice = 500; MaxPrice = 10000; Category = GAUNTLET|BOOT; }
1954 a == Random { MinPrice = 200; MaxPrice = 10000; Category = HELMET|CLOAK|BODY_ARMOR|BELT; }
1955 d == Random { MinPrice = 100; MaxPrice = 10000; Category = RING|AMULET; }
1956 w == Random { MinPrice = 100; MaxPrice = 10000; Category = WEAPON|SHIELD; }
1957 e == Random { MinPrice = 100; MaxPrice = 10000; Category = FOOD|POTION; }
1958 u == Random { MinPrice = 100; MaxPrice = 10000; Category = WAND|TOOL; }
1959 r == Random { MinPrice = 100; MaxPrice = 10000; Category = SCROLL|BOOK; }
1960 R == Random { MinPrice = 300; MaxPrice = 10000; Category = WEAPON; }
1961 W == Random { MinPrice = 750; MaxPrice = 10000; Category = WEAPON; }
1962 1 == lantern { SquarePosition = UP; }
1963 2 == lantern { SquarePosition = DOWN; }
1964 3 == lantern { SquarePosition = RIGHT; }
1965 4 == lantern { SquarePosition = LEFT; }
1969 2WRRgg2
1970 ddddbbb
1971 errrrrr
1972 eeeeeww
1973 aaauuww
1974 aaauuww
1975 1aauuu1
1979 Room
1981 Type = ROOM_VAULT;
1982 Size = 37,20;
1983 AltarPossible = false;
1984 GenerateFountains = false;
1985 Shape = RECTANGLE;
1987 GTerrainMap
1989 Pos = 2,2;
1990 Size = 33,16;
1991 Types
1993 # = STEEL solidterrain(FLOOR) { IsInside = true; }
1994 - = STEEL solidterrain(FLOOR) { IsInside = true; }
1998 #################################
1999 #-----#--#-------------#--#-----#
2000 #-----#--#-------------#--#-----#
2001 #-----#--#-------------#--#-----#
2002 #-----#--#-------------#--#-----#
2003 #-----#--#-------------#--#-----#
2004 #-----#--#-------------#--#-----#
2005 #######--###############--#######
2006 #-----#-------------------#-----#
2007 #-----#-------------------#-----#
2008 #-----#####################-----#
2009 #-----#-------------------#-----#
2010 #-----#-------------------#-----#
2011 #-----#-------------------#-----#
2012 #-----#-------------------#-----#
2013 #################################
2016 OTerrainMap
2018 Pos = 2,2;
2019 Size = 33,16;
2021 Types
2023 # = STEEL wall(BRICK_FINE);
2024 - = 0;
2025 T = throne;
2026 | = decoration(CARPET);
2027 A = ADAMANT altar(LORICATUS);
2028 D = STEEL door(HEXAGONAL_LOCK);
2032 #################################
2033 #-----D--#------T------#--D-----#
2034 #-----#--#------|------#--#-----#
2035 #-----#--#------|------#--#-----#
2036 #-----#--#------|------#--#-----#
2037 #-----#--#------|------#--#-----#
2038 #-----#--#------|------#--#-----#
2039 #######--#######D#######--#######
2040 #-----D---------|---------D-----#
2041 #-----#---------|---------#-----#
2042 #-----##########D##########-----#
2043 #-----#-------------------#-----#
2044 #-----#-------------------#-----#
2045 #-----#-------------------#-----#
2046 #-----#-------------------#-----#
2047 ################D################
2050 ItemMap
2052 Pos = 2,2;
2053 Size = 33,16;
2054 Types
2056 # == 0;
2057 - == 0;
2058 S == goldenjaguarshirt;
2059 P == phoenixshield;
2060 1 == lantern { SquarePosition = UP; }
2061 2 == lantern { SquarePosition = DOWN; }
2062 3 == lantern { SquarePosition = RIGHT; }
2063 4 == lantern { SquarePosition = LEFT; }
2064 b == backpack;
2068 ########2#####2###2#####2########
2069 3-----#--#-------------#--#-----4
2070 #-----4--#-------------#--3-----#
2071 #-----#--#-------------#--#-----#
2072 #--S--#--3-------------4--#--P--#
2073 #-----#--#-------------#--#-----#
2074 3-----4--#-------------#--3-----4
2075 #######--######1#1######--#######
2076 3-----#-------------------#-----4
2077 #b---b3-------------------4-----#
2078 #b---b#########1#1#########-----#
2079 #b---b#-------------------#-----#
2080 #b---b3-------------------4-----#
2081 #b---b#-------------------#-----#
2082 3-----4-------------------3-----4
2083 ###############1#1###############
2086 CharacterMap
2088 Pos = 2,2;
2089 Size = 33,16;
2090 Types
2092 # = 0;
2093 - = 0;
2094 g = guard(DWARVEN_GUARD);
2095 D = denim;
2096 E = guard(ENQUIOX);
2097 K = kamikazedwarf(LORICATUS);
2101 #################################
2102 #g----#-g#g-----DE----g#g-#----g#
2103 #-----#--#-------------#--#-----#
2104 #-----#--#-----g-g-----#--#-----#
2105 #-----#--#-------------#--#-----#
2106 #-----#--#-----g-g-----#--#-----#
2107 #g---g#--#-------------#--#g---g#
2108 #######--###############--#######
2109 #-----#-------------------#-----#
2110 #-----#-------------------#-----#
2111 #-----#####################-----#
2112 #-----#-------------------#-----#
2113 #-----#-------------------#-----#
2114 #-----#-------------------#-----#
2115 #KKKKK#-------------------#-----#
2116 #################################
2120 Room
2122 Size = 7,7;
2123 AltarPossible = false;
2124 GenerateFountains = false;
2125 Shape = ROUND_CORNERS;
2126 GenerateLanterns = false;
2128 Square, Pos 3, 2;
2130 Character = smith(KHARAZ_ARAD) { Flags = IS_MASTER; }
2133 Square, Pos 3, 3;
2135 OTerrain = decoration(ANVIL);
2138 Square, Pos 1, 1;
2140 Items == lantern { SquarePosition = RIGHT; }
2143 Square, Pos 5, 1;
2145 Items == lantern { SquarePosition = LEFT; }
2148 Square, Pos 5, 1;
2150 Items == lantern { SquarePosition = DOWN; }
2153 Square, Pos 1, 1;
2155 Items == lantern { SquarePosition = DOWN; }
2158 Square, Pos 1, 5;
2160 Items == lantern { SquarePosition = UP; }
2163 Square, Pos 5, 5;
2165 Items == lantern { SquarePosition = UP; }
2168 Square, Pos 1, 5;
2170 Items == lantern { SquarePosition = RIGHT; }
2173 Square, Pos 5, 5;
2175 Items == lantern { SquarePosition = LEFT; }