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[k8-i-v-a-n.git] / Script / dungeons / darkforest.dat
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1 Dungeon DARK_FOREST;
3 Levels = 11;
4 Description = "deep forest";
5 ShortDescription = "DF";
7 LevelDefault
9 FillSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
10 Size = 60, 60;
11 Rooms = 5;
12 Items = 0; /* this must be zero for these levels */
13 GenerateMonsters = true;
14 IsOnGround = true;
15 TeamDefault = MONSTER_TEAM;
16 LOSModifier = 64;
17 IgnoreDefaultSpecialSquares = false;
18 DifficultyBase = 30;
19 DifficultyDelta = 5;
20 MonsterAmountBase = 6;
21 MonsterAmountDelta = 3;
22 MonsterGenerationIntervalBase = 200;
23 MonsterGenerationIntervalDelta = -20;
24 CanGenerateBone = true;
25 ItemMinPriceBase = 10;
26 ItemMinPriceDelta = 5;
27 EnchantmentMinusChanceBase = -5;
28 EnchantmentMinusChanceDelta = 0;
29 EnchantmentPlusChanceBase = 6;
30 EnchantmentPlusChanceDelta = 2;
31 BackGroundType = GREEN_FRACTAL;
32 AutoReveal = false;
33 IsCatacomb = false;
35 RoomDefault
37 Pos = 2:XSize-5,2:YSize-5;
38 Size = 4:7,4:7;
39 AltarPossible = false;
40 WallSquare = solidterrain(GRASS_TERRAIN), LIME_STONE wall(BRICK_OLD);
41 FloorSquare = FIR_WOOD solidterrain(PARQUET), 0;
42 DoorSquare = solidterrain(GRASS_TERRAIN), FIR_WOOD door;
43 GenerateDoor = true;
44 DivineMaster = 0;
45 GenerateTunnel = false;
46 GenerateLanterns = false;
47 Type = ROOM_NORMAL;
48 GenerateFountains = false;
49 AllowLockedDoors = true;
50 AllowBoobyTrappedDoors = true;
51 Shape = RECTANGLE;
52 IsInside = true;
53 GenerateWindows = false;
54 UseFillSquareWalls = false;
55 Flags = 0;
56 GenerateWards = false;
60 Level 0;
62 Size = 50, 50;
63 LevelMessage = "You step inside the deep forest";
64 Rooms = 2;
65 Items = 1:5;
67 RoomDefault
69 AllowLockedDoors = false;
72 Room
74 Pos = 10,10;
75 Size = 6,4;
76 AllowLockedDoors = false;
77 AllowBoobyTrappedDoors = false;
78 WallSquare = solidterrain(GROUND), BASALT earth;
79 FloorSquare = solidterrain(GROUND), 0;
80 GenerateDoor = false;
82 OTerrainMap
84 Pos = 0,0;
85 Size = 6,4;
86 Types
88 # = 0;
89 $ = GRANITE wall(BRICK_OLD);
90 d = FIR_WOOD door;
91 % = BASALT earth;
95 %%%%%%
96 %....%
97 %..$.%
98 %$$$d$
101 Square, Pos 2,2;
103 OTerrain = stairs(STAIRS_DOWN) { AttachedArea = 1; }
104 EntryIndex = STAIRS_DOWN;
108 Room
110 Pos = 25:XSize-10,25:YSize-10;
111 Size = 5,5;
112 WallSquare = solidterrain(GRASS_TERRAIN), GRANITE wall(BRICK_OLD);
113 GenerateWindows = false;
114 AllowLockedDoors = false;
115 GenerateDoor = false;
116 GenerateLanterns = true;
118 OTerrainMap
120 Pos = 0,0;
121 Size = 5,5;
122 Types
124 # = 0;
125 $ = GRANITE wall(BRICK_OLD);
126 d = FIR_WOOD door;
130 $$$$$
131 $...$
132 $...$
133 $...$
134 $$d$$
137 CharacterMap
139 Pos = 1,1;
140 Size = 3,3;
141 Types
143 _ = 0;
144 # = 0;
145 b = fruitbat;
155 GTerrainMap
157 Pos = 1,1;
158 Size = 3,3;
159 Types
161 # = FIR_WOOD solidterrain(PARQUET);
170 ItemMap
172 Pos = 1,1;
173 Size = 3,3;
174 Types
176 C == OAK_WOOD itemcontainer(LARGE_CHEST) { ItemsInside = { 3, Random { MaxPrice = 150; Category = WEAPON|SHIELD; ConfigFlags = NO_BROKEN; Times = 3;}, Random { MaxPrice = 150; Category = HELMET|BELT; ConfigFlags = NO_BROKEN; Enchantment = 1; Times = 3;}, Random { MaxPrice = 63; Category = CLOAK|BODY_ARMOR; ConfigFlags = NO_BROKEN; Times = 2;} } }
186 Square, Pos 13, 14;
188 OTerrain = sign { Text = "UTFA Headquarters"; }
191 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
193 OTerrain = decoration(FIR);
194 Times = 300;
196 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
198 OTerrain = decoration(PINE);
199 Times = 60;
201 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
203 OTerrain = decoration(BIRCH);
204 Times = 30;
206 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
208 OTerrain = decoration(OAK);
209 Times = 10;
212 Square, Pos 45,5;
214 OTerrain = stairs(WAYPOINT_DEEPER) { AttachedArea = 2; AttachedEntry = WAYPOINT_SHALLOWER; }
215 EntryIndex = WAYPOINT_DEEPER; /*EntryIndex = STAIRS_DOWN + 1;*/
218 Square, Pos 12, 45;
220 Character = forestman(ROVER) { Team = FORESTMAN_TEAM; }
223 Square, Pos 12, 43;
225 Character = forestman(ROVER) { Team = FORESTMAN_TEAM; }
227 Square, Pos 10, 43;
229 Character = forestman(ROVER) { Team = FORESTMAN_TEAM; }
231 Square, Pos 10, 45;
233 Character = forestman(ROVER) { Team = FORESTMAN_TEAM; }
235 Square, Pos 11, 44;
237 Character = forestman(BAND_LEADER) { Team = FORESTMAN_TEAM; Flags = IS_LEADER; }
240 Square, Pos 0, 45;
242 EntryIndex = STAIRS_UP;
245 Square, Pos 5, 45;
247 OTerrain = sign { Text = "The Deep Forest"; }
249 Square, Pos 6, 45;
251 Items == lantern;
254 Square, Pos 32, 45;
256 Character = kobold;
259 Square, Pos 32, 43;
261 Character = kobold;
263 Square, Pos 30, 43;
265 Character = kobold;
267 Square, Pos 30, 45;
269 Character = kobold(CHIEFTAIN);
271 Square, Pos 31, 44;
273 Character = kobold(LORD) { Flags = IS_LEADER; }
277 Level 1;/* underground store */
279 FillSquare = solidterrain(GROUND), BASALT earth;
280 TunnelSquare = solidterrain(GROUND), 0;
281 LevelMessage = "It is very dark in this underground store";
282 /*Description = "Underground Store";*/
283 ShortDescription = "DF Store";
284 Size = 44, 38;
285 Rooms = 2;
286 IsOnGround = false;
287 LOSModifier = 16;
288 BackGroundType = GRAY_FRACTAL;
289 CanGenerateBone = false;
290 GenerateMonsters = false;
292 RoomDefault
294 /*Pos = 2:XSize-5,2:YSize-5;
295 Size = 4:6,4:6;*/
296 WallSquare = solidterrain(GROUND), GRANITE wall(BRICK_OLD);
297 FloorSquare = FIR_WOOD solidterrain(PARQUET), 0;
298 DoorSquare = FIR_WOOD solidterrain(GROUND), FIR_WOOD door;
299 GenerateTunnel = true;
300 GenerateWards = false;
303 Room
305 Pos = 2:XSize-10,2:YSize-8;
306 Size = 8,5;
307 AllowLockedDoors = false;
308 AllowBoobyTrappedDoors = false;
309 GenerateTunnel = true;
311 OTerrainMap
313 Pos = 0,0;
314 Size = 8,5;
315 Types
317 # = 0;
318 $ = GRANITE wall(BRICK_OLD);
319 d = FIR_WOOD door;
323 $$$$$$$$
324 $......$
325 $......$
326 $......$
327 $$$$$$$$
330 Square, Random IN_ROOM|HAS_NO_OTERRAIN;
332 OTerrain = stairs(STAIRS_UP) { AttachedArea = 0; }
333 EntryIndex = STAIRS_UP;
336 Square, Random;
338 Items == brokenbottle;
339 Times = 3;
344 Room
346 Pos = 2:XSize-12,2:YSize-14;
347 Size = 11,13;
348 GenerateDoor = true;
349 GenerateTunnel = true;
350 Flags = NO_MONSTER_GENERATION;
352 OTerrainMap
354 Pos = 0,0;
355 Size = 11,13;
356 Types
358 # = 0;
359 $ = GRANITE wall(BRICK_OLD);
360 d = FIR_WOOD door;
361 = = olterraincontainer(BOOK_CASE) { ItemsInside = { 3, Random { MaxPrice = 500; Category = SCROLL; }, Random { MaxPrice = 500; Category = BOOK; }, scrollofdetectmaterial; } }
365 ...........
366 ...........
367 ..$$$$$$$..
368 ..=.....$..
369 ..$.....$..
370 ..$.....$..
371 ..$.....$..
372 ..$.....$..
373 ..$.....$..
374 ..$.....$..
375 ..$$$$$$$..
376 ...........
377 ...........
380 CharacterMap
382 Pos = 3,3;
383 Size = 5,7;
384 Types
386 _ = 0;
387 # = 0;
388 R = regii { Team = FORESTMAN_TEAM; }
389 O = UTFAOfficial { Team = FORESTMAN_TEAM; }
393 .....
394 O....
395 ...O.
396 .O...
397 ....O
398 O....
399 ..R..
402 Square, Random;
404 Items == can { SecondaryMaterial = BANANA_FLESH; }
405 Times = 2;
410 RandomLevel 2:3;
412 /*Room Dolphin Pond*/
413 Room
415 Pos = 20:XSize-30,20:YSize-30;
416 Size = 7,7;
417 GenerateLanterns = false;
418 GenerateWindows = false;
419 AllowLockedDoors = false;
420 AllowBoobyTrappedDoors = false;
421 GenerateFountains = false;
422 AltarPossible = false;
423 GenerateDoor = false;
424 GenerateLanterns = false;
425 GenerateWards = false;
426 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
427 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
429 OTerrainMap
431 Pos = 0,0;
432 Size = 7,7;
433 Types
435 $ = GRANITE wall(BRICK_OLD);
439 .......
440 .......
441 .......
442 .......
443 .......
444 .......
445 .......
448 GTerrainMap
450 Pos = 0,0;
451 Size = 7,7;
452 Types
454 # = WATER liquidterrain(POOL);
455 B = FIR_WOOD solidterrain(PARQUET);
459 #####..
460 ######.
461 #######
462 #######
463 #######
464 .######
465 ..#####
467 CharacterMap
469 Pos = 0,0;
470 Size = 7,7;
471 Types
473 d = dolphin;
477 .......
478 .......
479 ..d....
480 .......
481 .......
482 .......
483 .......
487 Square, Random NOT_IN_ROOM;
489 Character = haastseagle;
490 Times = 1;
494 RandomLevel 2:3;
496 /*Dwarven minefield A*/
497 Room
499 Pos = 2:XSize-8,2:YSize-8;
500 Size = 6:10, 5:8;
501 AllowLockedDoors = false;
502 AllowBoobyTrappedDoors = false;
503 Shape = ROUND_CORNERS;
504 GenerateDoor = false;
505 GenerateLanterns = false;
506 AltarPossible = false;
507 GenerateWards = false;
508 IsInside = false;
509 Flags = NO_MONSTER_GENERATION;
510 UseFillSquareWalls = true;
511 GenerateWards = false;
512 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
513 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
514 DoorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
516 Square, Random;
518 OTerrain = STEEL sign { Text = "Dwarven mine field 214"; }
521 Square, Random;
523 Items == Random { MinPrice = 100; Chance = 50; }
524 Times = 8;
527 Square, Random;
529 Items == Random { MinPrice = 500; Chance = 50; }
530 Times = 2;
533 Square, Random;
535 Items == mine { Team = MONSTER_TEAM; IsActive = true; Chance = 25; }
536 Times = 18;
539 Square, Random;
541 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; Chance = 25; }
542 Times = 6;
547 RandomLevel 3:4;
549 /*Dwarven minefield B*/
550 Room
552 Pos = 2:XSize-10,2:YSize-10;
553 Size = 5:8, 8:10;
554 AllowLockedDoors = false;
555 AllowBoobyTrappedDoors = false;
556 Shape = ROUND_CORNERS;
557 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
558 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
559 DoorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
560 GenerateDoor = false;
561 GenerateLanterns = false;
562 AltarPossible = false;
563 GenerateWards = false;
564 IsInside = false;
565 Flags = NO_MONSTER_GENERATION;
566 UseFillSquareWalls = true;
567 GenerateWards = false;
569 Square, Random;
571 OTerrain = STEEL sign { Text = "Dwarven mine field 625"; }
574 Square, Random;
576 Items == Random { MinPrice = 200; Chance = 50; }
577 Times = 12;
580 Square, Random;
582 Items == Random { MinPrice = 500; Chance = 50; }
583 Times = 2;
586 Square, Random;
588 Items == mine { Team = MONSTER_TEAM; IsActive = true; Chance = 25; }
589 Times = 18;
592 Square, Random;
594 Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; Chance = 25; }
595 Times = 6;
600 RandomLevel 3:4;
602 /*Room Rock cave with cave bears*/
604 Room /* mountain */
606 Pos = 2:XSize-10,2:YSize-10;
607 Size = 8, 8;
608 AllowLockedDoors = false;
609 AllowBoobyTrappedDoors = false;
610 GenerateFountains = false;
611 Shape = ROUND_CORNERS;
612 GenerateDoor = false;
613 GenerateLanterns = false;
614 AltarPossible = false;
615 GenerateWards = false;
616 UseFillSquareWalls = true;
617 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
618 DoorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
620 OTerrainMap
622 Pos = 0,0;
623 Size = 8,8;
624 Types
626 % = LIME_STONE earth;
627 d = GRANITE door;
631 .%%%%%%.
632 %%..%.%%
633 %...d..%
634 %..%%..%
635 %%%%..%%
636 .%%...%.
637 ..%..%%.
638 ..%..%..
641 CharacterMap
643 Pos = 0,0;
644 Size = 8,8;
646 Types
648 c = bear(CAVE_BEAR);
652 ........
653 ........
654 ..c.....
655 .c......
656 ........
657 ........
658 ........
659 ........
664 RandomLevel 4:5;
666 Square, Random NOT_IN_ROOM;
668 Character = necromancer(APPRENTICE);
669 Times = 1;
673 /*level 2 = chaotic shrine*/
674 /*level 3 = guaranteed benign Uldra*/
675 /*level 4 = shop (wherever this is, you can't generate bones)*/
676 /*level 5 = Rock formation and Lawful shrine*/
677 /*level 6 = catacomb with mutant bunny room and guaranteed vampire*/
678 /*level 7 = Morbe's abode*/
679 /*level 8 = Bridge level*/
680 /*level 9 = Underground Passage*/
681 /*level 10 = Prison Level*/
683 Level 2;
685 LevelMessage = "You step further inside the deep forest";
686 LOSModifier = 48;
688 RoomDefault
690 GenerateWards = false;
691 AllowLockedDoors = false;
692 AllowBoobyTrappedDoors = false;
695 Room
697 Pos = 5:15,5:15;
698 Size = 1, 1;
699 GenerateDoor = false;
700 GenerateLanterns = false;
701 AltarPossible = false;
702 GenerateFountains = false;
703 AllowLockedDoors = false;
704 AllowBoobyTrappedDoors = false;
705 Shape = RECTANGLE;
706 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
707 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
708 DoorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
709 IsInside = false;
710 Flags = NO_MONSTER_GENERATION;
711 UseFillSquareWalls = true;
712 GenerateWards = false;
714 Square, Pos 0, 0;
716 OTerrain = stairs(WAYPOINT_SHALLOWER) { AttachedArea = 0; AttachedEntry = WAYPOINT_DEEPER; } /*STAIRS_DOWN + 1;*/
717 EntryIndex = WAYPOINT_SHALLOWER; /*EntryIndex = STAIRS_UP;*/
721 Room
723 Pos = XSize-15:XSize-5,XSize-15:XSize-5;
724 Size = 1, 1;
725 GenerateDoor = false;
726 GenerateLanterns = false;
727 AltarPossible = false;
728 GenerateFountains = false;
729 AllowLockedDoors = false;
730 AllowBoobyTrappedDoors = false;
731 Shape = RECTANGLE;
732 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
733 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
734 DoorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
735 IsInside = false;
736 Flags = NO_MONSTER_GENERATION;
737 UseFillSquareWalls = true;
738 GenerateWards = false;
740 Square, Pos 0, 0;
742 OTerrain = stairs(WAYPOINT_DEEPER) { AttachedArea = 3; AttachedEntry = WAYPOINT_SHALLOWER; }
743 EntryIndex = WAYPOINT_DEEPER;
747 /*holy shrine number 1*/
748 Room
750 Pos = 2:XSize-8,2:YSize-9;
751 Size = 4:7, 4:7;
752 AllowLockedDoors = false;
753 AllowBoobyTrappedDoors = false;
754 Shape = ROUND_CORNERS;
755 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
756 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
757 DoorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
758 GenerateDoor = false;
759 GenerateLanterns = false;
760 AltarPossible = false;
761 GenerateWards = true;
762 IsInside = false;
763 Flags = NO_MONSTER_GENERATION;
764 UseFillSquareWalls = true;
765 //AllowedDivineMasters := { CLEPTIA, SCABIES, CRUENTUS; }
767 Square, Random;
769 OTerrain = BASALT altar;
771 Square, Random;
773 Items == bone;
774 Times = 5;
776 Square, Random;
778 Items == skull;
779 Times = 2;
782 Square, Random;
784 Items == Random { MinPrice = 20; Chance = 50; }
785 Times = 4;
788 Square, Random;
790 Items == lantern;
791 Times = 2;
795 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
797 OTerrain = decoration(FIR);
798 Times = 600;
800 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
802 OTerrain = decoration(PINE);
803 Times = 180;
805 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
807 OTerrain = decoration(BIRCH);
808 Times = 90;
810 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
812 OTerrain = decoration(OAK);
813 Times = 30;
816 Square, Random NOT_IN_ROOM;
818 Character = kobold;
819 Times = 4:8;
821 Square, Random NOT_IN_ROOM;
823 Character = kobold(CHIEFTAIN);
824 Times = 1:2;
826 Square, Random NOT_IN_ROOM;
828 Items == TIN beartrap { Team = MONSTER_TEAM; IsActive = true; }
829 Times = 4:8;
831 Square, Random NOT_IN_ROOM;
833 Items == BRONZE beartrap { Team = MONSTER_TEAM; IsActive = true; }
834 Times = 2:4;
836 Square, Random NOT_IN_ROOM;
838 Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
839 Times = 0:2;
843 Level 3;
845 LOSModifier = 32;
846 LevelMessage = "You step further inside the deep forest";
848 RoomDefault
850 GenerateWards = false;
853 Room
855 Pos = 5:15,(YSize-15):(YSize-5);
856 Size = 1, 1;
857 GenerateDoor = false;
858 GenerateLanterns = false;
859 AltarPossible = false;
860 GenerateFountains = false;
861 AllowLockedDoors = false;
862 AllowBoobyTrappedDoors = false;
863 Shape = RECTANGLE;
864 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
865 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
866 DoorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
867 IsInside = false;
868 Flags = NO_MONSTER_GENERATION;
869 UseFillSquareWalls = true;
870 GenerateWards = false;
872 Square, Pos 0, 0;
874 OTerrain = stairs(WAYPOINT_SHALLOWER) { AttachedArea = 2; AttachedEntry = WAYPOINT_DEEPER; }
875 EntryIndex = WAYPOINT_SHALLOWER;
879 Room
881 Pos = XSize-15:XSize-5,5:15;
882 Size = 1, 1;
883 GenerateDoor = false;
884 GenerateLanterns = false;
885 AltarPossible = false;
886 GenerateFountains = false;
887 AllowLockedDoors = false;
888 AllowBoobyTrappedDoors = false;
889 Shape = RECTANGLE;
890 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
891 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
892 DoorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
893 IsInside = false;
894 Flags = NO_MONSTER_GENERATION;
895 UseFillSquareWalls = true;
896 GenerateWards = false;
898 Square, Pos 0, 0;
900 OTerrain = stairs(WAYPOINT_DEEPER) { AttachedArea = 4; AttachedEntry = WAYPOINT_SHALLOWER; }
901 EntryIndex = WAYPOINT_DEEPER;
905 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
907 OTerrain = decoration(FIR);
908 Times = 600;
910 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
912 OTerrain = decoration(PINE);
913 Times = 180;
915 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
917 OTerrain = decoration(BIRCH);
918 Times = 190;
920 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
922 OTerrain = decoration(OAK);
923 Times = 30;
926 Square, Random;
928 Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
929 Times = 2:6;
932 Square, Random NOT_IN_ROOM;
934 Character = bat;
935 Times = 4;
937 Square, Random NOT_IN_ROOM;
939 Character = magpie;
940 Times = 2;
942 Square, Random NOT_IN_ROOM;
944 Character = kobold;
945 Times = 4:8;
947 Square, Random NOT_IN_ROOM;
949 Character = kobold(CHIEFTAIN);
950 Times = 1:2;
952 Square, Random NOT_IN_ROOM;
954 Character = kobold(LORD);
955 Times = 1:2;
957 Square, Random NOT_IN_ROOM;
959 Character = hunter;
960 Times = 1;
962 Square, Random NOT_IN_ROOM;
964 Character = bear(BLACK_BEAR);
965 Times = 3:6;
969 Level 4;
971 LevelMessage = "You step further inside the deep forest";
972 LOSModifier = 32;
973 Size = 80, 40;
974 CanGenerateBone = false;
976 RoomDefault
978 GenerateWards = false;
981 Room
983 Pos = 1:7,5:YSize-5;
984 Size = 1, 1;
985 GenerateDoor = false;
986 GenerateLanterns = false;
987 AltarPossible = false;
988 GenerateFountains = false;
989 AllowLockedDoors = false;
990 AllowBoobyTrappedDoors = false;
991 Shape = RECTANGLE;
992 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
993 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
994 DoorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
995 IsInside = false;
996 Flags = NO_MONSTER_GENERATION;
997 UseFillSquareWalls = true;
998 GenerateWards = false;
1000 Square, Pos 0, 0;
1002 OTerrain = stairs(WAYPOINT_SHALLOWER) { AttachedArea = 3; AttachedEntry = WAYPOINT_DEEPER; }
1003 EntryIndex = WAYPOINT_SHALLOWER;
1007 Room
1009 Pos = 70:78,5:YSize-5;
1010 Size = 1, 1;
1011 GenerateDoor = false;
1012 GenerateLanterns = false;
1013 AltarPossible = false;
1014 GenerateFountains = false;
1015 AllowLockedDoors = false;
1016 AllowBoobyTrappedDoors = false;
1017 Shape = RECTANGLE;
1018 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
1019 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
1020 DoorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
1021 IsInside = false;
1022 Flags = NO_MONSTER_GENERATION;
1023 UseFillSquareWalls = true;
1024 GenerateWards = false;
1026 Square, Pos 0, 0;
1028 OTerrain = stairs(WAYPOINT_DEEPER) { AttachedArea = 5; AttachedEntry = WAYPOINT_SHALLOWER; }
1029 EntryIndex = WAYPOINT_DEEPER;
1033 Room
1035 Size = 7,6;
1036 AltarPossible = false;
1037 DivineMaster = MELLIS;
1038 Type = ROOM_SHOP;
1039 GenerateFountains = false;
1040 WallSquare = solidterrain(GRASS_TERRAIN), LIME_STONE wall(BRICK_OLD);
1041 FloorSquare = FIR_WOOD solidterrain(PARQUET), 0;
1042 DoorSquare = solidterrain(GRASS_TERRAIN), FIR_WOOD door;
1043 UseFillSquareWalls = false;
1044 GenerateDoor = true;
1045 GenerateTunnel = false;
1046 GenerateLanterns = true;
1047 AllowLockedDoors = false;
1048 AllowBoobyTrappedDoors = false;
1049 Shape = RECTANGLE;
1050 IsInside = true;
1051 GenerateWindows = false;
1052 Flags = 0;
1053 GenerateWards = false;
1055 CharacterMap
1057 Pos = 1, 1;
1058 Size = 5, 4;
1060 Types
1062 g = guard(FOREST_SHOP) { Team = 5; }
1063 s = shopkeeper(DARK_FOREST) { Team = 5; Flags = IS_MASTER; }
1067 g.s.g
1068 .....
1069 .....
1070 g...g
1073 ItemMap
1075 Pos = 1, 1;
1076 Size = 5, 4;
1078 Types
1080 b == Random { MinPrice = 100; MaxPrice = 10000; Category = GAUNTLET|BOOT; }
1081 a == Random { MinPrice = 500; MaxPrice = 10000; Category = HELMET|CLOAK|BODY_ARMOR|BELT; }
1082 d == Random { MinPrice = 200; MaxPrice = 10000; Category = RING|AMULET; }
1083 w == Random { MinPrice = 500; MaxPrice = 10000; Category = WEAPON|SHIELD; }
1084 e == Random { MinPrice = 50; MaxPrice = 10000; Category = FOOD|POTION; }
1085 u == Random { MinPrice = 200; MaxPrice = 10000; Category = WAND|TOOL; }
1086 r == Random { MinPrice = 200; MaxPrice = 10000; Category = SCROLL|BOOK; }
1087 f == wand(WAND_OF_FIRE_BALLS);
1091 .e.f.
1092 wrwwu
1093 uarae
1094 .abd.
1098 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1100 OTerrain = decoration(FIR);
1101 Times = 600;
1103 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1105 OTerrain = decoration(PINE);
1106 Times = 180;
1108 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1110 OTerrain = decoration(BIRCH);
1111 Times = 120;
1113 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1115 OTerrain = decoration(OAK);
1116 Times = 100;
1119 Square, Random;
1121 Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
1122 Times = 2:6;
1125 Square, Random NOT_IN_ROOM;
1127 Character = eddy;
1128 Times = 10;
1132 Level 5; /* mountain level */
1134 FillSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
1135 Size = 50, 50;
1136 LevelMessage = "You step further inside the deep forest. In the distance you see an ominous looking rocky outcropping.";
1137 GenerateMonsters = true;
1138 Rooms = 3;
1139 Items = 10:30;
1140 IsOnGround = true;
1141 TeamDefault = MONSTER_TEAM;
1142 LOSModifier = 24;
1143 IgnoreDefaultSpecialSquares = false;
1144 CanGenerateBone = true;
1145 BackGroundType = GREEN_FRACTAL;
1146 DifficultyBase = 60;
1147 IsCatacomb = false;
1149 RoomDefault
1151 GenerateWards = false;
1154 Room /* mountain */
1156 Pos = 19, 17;
1157 Size = 25, 25;
1158 AllowLockedDoors = true;
1159 AllowBoobyTrappedDoors = true;
1160 GenerateFountains = false;
1161 Shape = ROUND_CORNERS;
1162 GenerateDoor = false;
1163 GenerateLanterns = false;
1164 AltarPossible = false;
1165 GenerateWards = false;
1166 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
1167 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
1168 DoorSquare = solidterrain(GROUND), SAND_STONE earth;
1170 OTerrainMap
1172 Pos = 0,0;
1173 Size = 25,25;
1174 Types
1176 % = OBSIDIAN earth;
1177 d = OBSIDIAN door { Parameters = LOCKED; }
1181 ....%%%%%%%%%%%%%..%%%%..
1182 .%%%%%%%%%%%%%%%%%%%%%%%.
1183 .%%%%%%%%%%%%%%%%%%%%%%%%
1184 %%%%%%%%%%..%%%%%%%%%%%%.
1185 %%%%%%%%%....%%%%%%%%%%%%
1186 ..%%%%%%%%..%%%%%%%%%%%%%
1187 %%%%%%%%%%%%%%%%%%%%%%%%.
1188 %%%%%%%%%%%%%%%%%%%%%%%..
1189 .%%%%%%%%%%%%%%%%%%%%%...
1190 %%%%%%%%...%%%%%%%%%%....
1191 %%%%%%%.....%%%%%%%%.....
1192 .%%%%%%.....d.....d......
1193 %%%%%%%.....%%%%%%%%.....
1194 %%%%%%%%...%%%%%%%%%%....
1195 %%%%%%%%%%%%%%%%%%%%%%...
1196 .%%%%%%%%%%%%%%%%%%%%%%..
1197 ..%%%%%%%%%%%%%%%%%%%%%%.
1198 %%%%%%%%%%%%%%%%%%%%%%%..
1199 %%%%%%%%%%%%%%%%%%%%%....
1200 .%%%%%%%%%%%%%%%%%%..%%..
1201 ..%%%%%%%%%%%%%%%%%......
1202 ..%%%%%%%%%%%%%%%%%......
1203 ...%%%%%%%%%%%%%%........
1204 ......%%%%%%%%%%%%%......
1205 ........%%%%%..%%%%......
1208 GTerrainMap
1210 Pos = 0,0;
1211 Size = 25,25;
1212 Types
1214 % = LIME_STONE solidterrain(FLOOR);
1215 _ = LIME_STONE solidterrain(FLOOR);
1216 - = OAK_WOOD solidterrain(PARQUET);
1220 ....%%%%%%%%%%%%%..%%%%..
1221 .%%%%%%%%%%%%%%%%%%%%%%%.
1222 .%%%%%%%%%%%%%%%%%%%%%%%%
1223 %%%%%%%%%%__%%%%%%%%%%%%.
1224 %%%%%%%%%____%%%%%%%%%%%%
1225 ..%%%%%%%%__%%%%%%%%%%%%%
1226 %%%%%%%%%%%%%%%%%%%%%%%%.
1227 %%%%%%%%%%%%%%%%%%%%%%%..
1228 .%%%%%%%%%%%%%%%%%%%%%...
1229 %%%%%%%%___%%%%%%%%%%....
1230 %%%%%%%_____%%%%%%%%.....
1231 .%%%%%%____________......
1232 %%%%%%%_____%%%%%%%%.....
1233 %%%%%%%%___%%%%%%%%%%....
1234 %%%%%%%%%%%%%%%%%%%%%%...
1235 .%%%%%%%%%%%%%%%%%%%%%%..
1236 ..%%%%%%%%%%%%%%%%%%%%%%.
1237 %%%%%%%%%%%%%%%%%%%%%%%..
1238 %%%%%%%%%%%%%%%%%%%%%....
1239 .%%%%%%%%%%%%%%%%%%..%%..
1240 ..%%%%%%%%%%%%%%%%%......
1241 ..%%%%%%%%%%%%%%%%%......
1242 ...%%%%%%%%%%%%%%........
1243 ......%%%%%%%%%%%%%......
1244 ........%%%%%..%%%%......
1247 Square, Pos 9, 12;
1249 OTerrain = stairs(STAIRS_DOWN) { AttachedArea = 6; }
1250 EntryIndex = STAIRS_DOWN;
1255 /*holy shrine number 2*/
1256 Room
1258 Pos = 2:XSize-9,2:YSize-9;
1259 Size = 6:8, 6:8;
1260 AllowLockedDoors = false;
1261 AllowBoobyTrappedDoors = false;
1262 Shape = ROUND_CORNERS;
1263 WallSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
1264 FloorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
1265 DoorSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
1266 GenerateDoor = false;
1267 GenerateLanterns = false;
1268 AltarPossible = false;
1269 GenerateWards = true;
1270 IsInside = false;
1271 Flags = NO_MONSTER_GENERATION;
1272 UseFillSquareWalls = true;
1274 Square, Random;
1276 OTerrain = BASALT altar;
1278 Square, Random;
1280 Items == wand;
1282 Square, Random;
1284 Items == scroll;
1285 Times = 2;
1287 Square, Random;
1289 Items == Random { MinPrice = 100; Chance = 50; }
1290 Times = 4;
1292 Square, Random;
1294 Items == lantern;
1295 Times = 2;
1299 Square, Pos 2,25;
1301 OTerrain = stairs(WAYPOINT_SHALLOWER) { AttachedArea = 4; AttachedEntry = WAYPOINT_DEEPER; }
1302 EntryIndex = WAYPOINT_SHALLOWER;
1305 Square, Pos 47,25;
1307 OTerrain = stairs(WAYPOINT_DEEPER) { AttachedArea = 8; AttachedEntry = WAYPOINT_SHALLOWER; }
1308 EntryIndex = WAYPOINT_DEEPER; /*STAIRS_DOWN + 1;*/
1311 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1313 OTerrain = decoration(FIR);
1314 Times = 300;
1316 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1318 OTerrain = decoration(PINE);
1319 Times = 90;
1321 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1323 OTerrain = decoration(BIRCH);
1324 Times = 45;
1326 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1328 OTerrain = decoration(OAK);
1329 Times = 15;
1333 Level 6; /* 'Catacomb' style level */
1335 FillSquare = solidterrain(GROUND), OBSIDIAN earth;
1336 TunnelSquare = solidterrain(GROUND), 0;
1337 LevelMessage = "It is very dark and smells musty here.";
1338 /*Description = "Haunted Lair";*/
1339 ShortDescription = "DF Cave";
1340 Size = 36, 64;
1341 Rooms = 12:16;
1342 IsOnGround = false;
1343 LOSModifier = 16;
1344 BackGroundType = GRAY_FRACTAL;
1345 CanGenerateBone = true;
1346 IsCatacomb = true;
1347 GenerateMonsters = true;
1348 TeamDefault = MONSTER_TEAM;
1349 IgnoreDefaultSpecialSquares = false;
1350 MonsterGenerationIntervalBase = 100;
1351 Items = 10:15;
1353 RoomDefault
1355 Pos = 5:XSize-10,5:YSize-10;
1356 Size = 5:8,5:8;
1357 WallSquare = solidterrain(GROUND), GRANITE wall(BRICK_OLD);
1358 FloorSquare = FIR_WOOD solidterrain(PARQUET), 0;
1359 DoorSquare = FIR_WOOD solidterrain(PARQUET), FIR_WOOD door;
1360 GenerateTunnel = true;
1361 GenerateWards = true;
1362 AltarPossible = true;
1363 GenerateDoor = true;
1364 DivineMaster = 0;
1365 GenerateLanterns = true;
1366 Type = ROOM_NORMAL;
1367 GenerateFountains = true;
1368 AllowLockedDoors = true;
1369 AllowBoobyTrappedDoors = true;
1370 Shape = RECTANGLE;
1371 IsInside = true;
1372 GenerateWindows = false;
1373 UseFillSquareWalls = false;
1374 Flags = 0;
1377 Room
1379 Size = 7,7;
1380 AltarPossible = false;
1381 AllowLockedDoors = false;
1382 Shape = ROUND_CORNERS;
1384 CharacterMap
1386 Pos = 1,1;
1387 Size = 5,5;
1389 Types
1391 f = bunny(BABY_FEMALE);
1392 m = bunny(BABY_MALE);
1393 F = bunny(ADULT_FEMALE);
1394 M = bunny(ADULT_MALE);
1395 V = vampire { Inventory = { 3, scrollofenchantweapon, scrollofenchantarmor, solstone; } }
1399 .fff.
1400 mF.Fm
1401 mFVFm
1402 fMFMf
1403 .mmm.
1407 Square, Random;
1409 Items == can { SecondaryMaterial = BANANA_FLESH; }
1410 Times = 2;
1413 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1415 OTerrain = stairs(STAIRS_UP) { AttachedArea = 5; AttachedEntry = STAIRS_DOWN; }
1416 EntryIndex = STAIRS_UP;
1419 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1421 OTerrain = stairs(STAIRS_DOWN) { AttachedArea = 7; }
1422 EntryIndex = STAIRS_DOWN;
1427 Level 7; /* Morbe's level */
1429 FillSquare = solidterrain(GROUND), OBSIDIAN earth;
1430 TunnelSquare = solidterrain(GROUND), 0;
1431 LevelMessage = "You smell the stench of all the world's pestillence.";
1432 Description = "Morbe's Abode";
1433 /*ShortDescription = "DF Cave";*/
1434 Size = 40, 24;
1435 Rooms = 1;
1436 IsOnGround = false;
1437 LOSModifier = 16;
1438 BackGroundType = GRAY_FRACTAL;
1439 AutoReveal = false;
1440 CanGenerateBone = false;
1441 IsCatacomb = false;
1442 Items = 0;
1443 GenerateMonsters = false;
1444 TeamDefault = MONSTER_TEAM;
1445 IgnoreDefaultSpecialSquares = false;
1446 MonsterAmountBase = 0;
1447 MonsterAmountDelta = 0;
1448 MonsterGenerationIntervalBase = 0;
1449 MonsterGenerationIntervalDelta = 0;
1450 DifficultyBase = 30;
1451 DifficultyDelta = 5;
1453 RoomDefault
1455 Pos = 5:XSize-15,5:YSize-15;
1456 Size = 5:10,5:10;
1457 WallSquare = solidterrain(GROUND), GRANITE wall(BRICK_OLD);
1458 FloorSquare = LIME_STONE solidterrain(GROUND), 0;
1459 DoorSquare = LIME_STONE solidterrain(GROUND), GRANITE door;
1460 GenerateTunnel = false;
1461 GenerateWards = false;
1462 AltarPossible = false;
1463 GenerateDoor = false;
1464 GenerateLanterns = false;
1465 Type = ROOM_NORMAL;
1466 GenerateFountains = false;
1467 AllowLockedDoors = false;
1468 AllowBoobyTrappedDoors = false;
1469 Shape = RECTANGLE;
1470 IsInside = true;
1471 GenerateWindows = false;
1472 UseFillSquareWalls = true;
1473 Flags = NO_MONSTER_GENERATION;
1476 Room
1478 Pos = 15,7;
1479 Size = 9,9;
1480 DivineMaster = SCABIES;
1481 GenerateWards = false;
1483 OTerrainMap
1485 Pos = 1,1;
1486 Size = 7,7;
1487 Types
1489 _ = 0;
1490 # = 0;
1491 $ = TIN wall(BRICK_OLD);
1492 ^ = decoration(HOLY_TREE);
1493 c = decoration(COUCH);
1494 d = OAK_WOOD door;
1495 A = BLACK_DIAMOND altar(SCABIES);
1499 ...A...
1500 .......
1501 .......
1502 .......
1503 .......
1504 .......
1505 .......
1508 CharacterMap
1510 Pos = 1,1;
1511 Size = 7,7;
1512 Types
1514 # = 0;
1515 X = morbe { Team = MORBE_TEAM; }
1519 .......
1520 ..X....
1521 .......
1522 .......
1523 .......
1524 .......
1525 .......
1528 ItemMap
1530 Pos = 1,1;
1531 Size = 7,7;
1532 Types
1534 C == COPPER OMMEL_BLOOD cauldron;
1538 .......
1539 ....C..
1540 .......
1541 .......
1542 .......
1543 .......
1544 .......
1547 Square, Pos = 4, 6;
1549 OTerrain = stairs(STAIRS_UP) { AttachedArea = 6; AttachedEntry = STAIRS_DOWN; }
1550 EntryIndex = STAIRS_UP;
1555 Level 8; /* The bridge level */
1557 FillSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
1558 Size = 60, 30;
1559 LevelMessage = "You step further inside the deep forest";
1560 GenerateMonsters = true;
1561 Rooms = 1;
1562 Items = 5:10;
1563 IsOnGround = true;
1564 TeamDefault = MONSTER_TEAM;
1565 LOSModifier = 24;
1566 IgnoreDefaultSpecialSquares = false;
1567 CanGenerateBone = true;
1568 BackGroundType = GREEN_FRACTAL;
1569 DifficultyBase = 70;
1570 DifficultyDelta = 0;
1571 MonsterAmountBase = 21;
1572 MonsterGenerationIntervalBase = 80;
1573 MonsterGenerationIntervalDelta = 0;
1574 IsCatacomb = false;
1576 RoomDefault
1578 Pos = 36:50,1:20;
1579 Size = 4:6,4:6;
1580 AltarPossible = false;
1581 WallSquare = WATER liquidterrain(POOL), 0;
1582 FloorSquare = WATER liquidterrain(POOL), 0;
1583 DoorSquare = solidterrain(GRASS_TERRAIN), FIR_WOOD door;
1584 GenerateDoor = false;
1585 DivineMaster = 0;
1586 GenerateTunnel = false;
1587 GenerateLanterns = false;
1588 Type = ROOM_NORMAL;
1589 GenerateFountains = false;
1590 AllowLockedDoors = false;
1591 AllowBoobyTrappedDoors = true;
1592 Shape = RECTANGLE;
1593 IsInside = true;
1594 GenerateWindows = false;
1595 UseFillSquareWalls = false;
1596 Flags = 0;
1599 Room
1601 Pos = 20:XSize-20,1;
1602 Size = 1,1;
1603 WallSquare = WATER liquidterrain(POOL), 0;
1604 GenerateLanterns = false;
1605 GenerateWindows = false;
1606 AllowLockedDoors = false;
1607 AllowBoobyTrappedDoors = false;
1608 GenerateFountains = false;
1609 AltarPossible = false;
1610 GenerateDoor = false;
1611 GenerateLanterns = false;
1613 OTerrainMap
1615 Pos = 0,-1;
1616 Size = 15,30;
1617 Types
1619 $ = GRANITE wall(BRICK_OLD);
1623 ...............
1624 ...............
1625 ...............
1626 ...............
1627 ...............
1628 ...............
1629 ...............
1630 ...............
1631 ...............
1632 ...............
1633 ...............
1634 ...............
1635 ...............
1636 ...............
1637 ...............
1638 ....$$$$$$$....
1639 ...............
1640 ...............
1641 ....$$$$$$$....
1642 ...............
1643 ...............
1644 ...............
1645 ...............
1646 ...............
1647 ...............
1648 ...............
1649 ...............
1650 ...............
1651 ...............
1652 ...............
1655 GTerrainMap
1657 Pos = 0,-1;
1658 Size = 15,30;
1659 Types
1661 # = WATER liquidterrain(POOL);
1662 B = FIR_WOOD solidterrain(PARQUET);
1666 #####..........
1667 .#####.........
1668 ..#####........
1669 ...#####.......
1670 ...#####.......
1671 ...#####.......
1672 ..#####........
1673 .#####.........
1674 .#####.........
1675 ..#####........
1676 ..#####........
1677 ...#####.......
1678 ...#####.......
1679 ....#####......
1680 .....#####.....
1681 .....#####.....
1682 ....BBBBBBB....
1683 ....BBBBBBB....
1684 .....#####.....
1685 .....#####.....
1686 ....#####......
1687 ...#####.......
1688 ...#####.......
1689 ...#####.......
1690 ....#####......
1691 ....#####......
1692 ...#####.......
1693 ...#####.......
1694 ...#####.......
1695 ..#####........
1700 Square, Pos 4,14;
1702 OTerrain = stairs(WAYPOINT_SHALLOWER) { AttachedArea = 5; AttachedEntry = WAYPOINT_DEEPER;/* + 1; */}
1703 EntryIndex = WAYPOINT_SHALLOWER;
1706 Square, Pos 56,20;
1708 OTerrain = stairs(STAIRS_DOWN) { AttachedArea = 9; }
1709 EntryIndex = STAIRS_DOWN;
1712 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1714 OTerrain = decoration(FIR);
1715 Times = 150;
1717 Square, Random;
1719 Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
1720 Times = 0:3;
1722 Square, Random NOT_IN_ROOM;
1724 Items == STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
1725 Times = 0:3;
1727 Square, Random NOT_IN_ROOM;
1729 Items == ADAMANT beartrap { Team = MONSTER_TEAM; IsActive = true; }
1730 Times = 0:1;
1732 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1734 OTerrain = decoration(BIRCH);
1735 Times = 50;
1737 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1739 OTerrain = decoration(OAK);
1740 Times = 20;
1744 Level 9; /* Underground Passage */
1746 FillSquare = solidterrain(GROUND), OBSIDIAN earth;
1747 TunnelSquare = solidterrain(GROUND), 0;
1748 /*Description = "Underground Passage";*/
1749 ShortDescription = "DF Passage";
1750 Size = 54, 54;
1751 Rooms = 8:12;
1752 Items = 5:10;
1753 IsOnGround = false;
1754 LOSModifier = 16;
1755 BackGroundType = GRAY_FRACTAL;
1756 CanGenerateBone = true;
1757 IsCatacomb = false;
1758 GenerateMonsters = true;
1759 TeamDefault = MONSTER_TEAM;
1760 IgnoreDefaultSpecialSquares = false;
1761 MonsterAmountBase = 24;
1762 MonsterGenerationIntervalBase = 60;
1763 DifficultyBase = 90;
1765 RoomDefault
1767 Pos = 2:XSize-10,2:YSize-10;
1768 Size = 5:8,5:8;
1769 WallSquare = solidterrain(GROUND), GRANITE wall(BRICK_OLD);
1770 FloorSquare = FIR_WOOD solidterrain(PARQUET), 0;
1771 DoorSquare = FIR_WOOD solidterrain(PARQUET), FIR_WOOD door;
1772 GenerateTunnel = true;
1773 GenerateWards = false;
1774 AltarPossible = true;
1775 GenerateDoor = true;
1776 DivineMaster = 0;
1777 GenerateLanterns = true;
1778 Type = ROOM_NORMAL;
1779 GenerateFountains = true;
1780 AllowLockedDoors = true;
1781 AllowBoobyTrappedDoors = true;
1782 Shape = RECTANGLE;
1783 IsInside = true;
1784 GenerateWindows = false;
1785 UseFillSquareWalls = false;
1786 Flags = 0;
1789 Room
1791 Size = 7,7;
1792 AltarPossible = false;
1793 AllowLockedDoors = false;
1794 Shape = ROUND_CORNERS;
1796 CharacterMap
1798 Pos = 1,1;
1799 Size = 5,5;
1801 Types
1803 a = alchemist;
1804 w = warlock;
1805 s = shaman;
1809 .....
1810 .awa.
1811 .s.s.
1812 .awa.
1813 .....
1817 Room
1819 Size = 6,6;
1820 AltarPossible = false;
1821 AllowLockedDoors = false;
1822 Shape = ROUND_CORNERS;
1824 ItemMap
1826 Pos = 1,1;
1827 Size = 4,4;
1829 Types
1831 a == Random { MinPrice = 40; MaxPrice = 400; Category = HELMET|CLOAK|BODY_ARMOR; }
1832 w == Random { MinPrice = 20; MaxPrice = 500; Category = WEAPON; }
1836 .aa.
1837 waaw
1838 wwww
1839 .ww.
1843 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1845 OTerrain = stairs(STAIRS_UP) { AttachedArea = 8; AttachedEntry = STAIRS_DOWN; }
1846 EntryIndex = STAIRS_UP;
1849 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
1851 OTerrain = stairs(STAIRS_UP) { AttachedArea = 10; AttachedEntry = STAIRS_UP; }
1852 EntryIndex = STAIRS_UP + 1;
1856 Level 10; /* Prison Level */
1858 FillSquare = solidterrain(DARK_GRASS_TERRAIN), 0;
1859 Size = 48, 48;
1860 LevelMessage = "You sneak into the prison within the deep forest. You enter through the sewer, (ugh).";
1861 Description = "the deep forest Prison level";
1862 ShortDescription = "DF Prison";
1863 GenerateMonsters = true;
1864 Rooms = 1;
1865 Items = 1:5;
1866 IsOnGround = true;
1867 TeamDefault = MONSTER_TEAM;
1868 LOSModifier = 32;
1869 IgnoreDefaultSpecialSquares = false;
1870 CanGenerateBone = false;
1871 BackGroundType = GREEN_FRACTAL;
1872 DifficultyBase = 70;
1873 DifficultyDelta = 0;
1874 MonsterAmountBase = 40;
1875 MonsterAmountDelta = 0;
1876 MonsterGenerationIntervalBase = 60;
1877 MonsterGenerationIntervalDelta = 0;
1878 IsCatacomb = false;
1880 RoomDefault
1882 Pos = 2:36,2:36;
1883 Size = 4:6,4:6;
1884 AltarPossible = false;
1885 WallSquare = solidterrain(GRASS_TERRAIN), wall(BRICK_OLD);
1886 FloorSquare = FIR_WOOD solidterrain(PARQUET), 0;
1887 DoorSquare = solidterrain(GRASS_TERRAIN), FIR_WOOD door;
1888 GenerateDoor = false;
1889 DivineMaster = 0;
1890 GenerateTunnel = false;
1891 GenerateLanterns = false;
1892 Type = ROOM_NORMAL;
1893 GenerateFountains = false;
1894 AllowLockedDoors = true;
1895 AllowBoobyTrappedDoors = false;
1896 Shape = RECTANGLE;
1897 IsInside = true;
1898 GenerateWindows = false;
1899 UseFillSquareWalls = false;
1900 Flags = 0;
1904 Room /* PRISON */
1906 Pos = 7,3;
1907 Size = 34, 23;
1908 WallSquare = solidterrain(GRASS_TERRAIN), GRANITE wall(BRICK_OLD);
1909 FloorSquare = FIR_WOOD solidterrain(PARQUET), 0;
1910 GenerateLanterns = true;
1911 GenerateWindows = false;
1912 AllowLockedDoors = true;
1913 AllowBoobyTrappedDoors = true;
1914 GenerateFountains = false;
1915 AltarPossible = false;
1916 GenerateDoor = false;
1917 GenerateLanterns = false;
1918 Flags = NO_MONSTER_GENERATION;
1920 OTerrainMap
1922 Pos = 0,0;
1923 Size = 34,23;
1924 Types
1926 # = 0;
1927 $ = GRANITE wall(BRICK_OLD);
1928 % = OCTIRON wall(BRICK_OLD);
1929 d = FIR_WOOD door;
1930 D = STEEL door(PENTAGONAL_LOCK) { Parameters = LOCKED; }
1931 f = fountain;
1932 b = STEEL barwall;
1933 @ = STEEL door(BARDOOR|PENTAGONAL_LOCK) { Parameters = LOCKED; }
1934 B = STEEL brokendoor(BARDOOR);
1935 k = OCTIRON barwall;
1939 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
1940 $%%%%%%%...$$$$$$$$$$$$$.......$.$
1941 $%..%..%$$$$..$..$..$..$$$%%%%%%$$
1942 $%..%..D...$..$..$..$..$$$%....%.$
1943 $%%%%%%%...$b@$bB$b@$b@$$$%....%.$
1944 $%..%..D..................D....%.$
1945 $%..%..k..................%....%.$
1946 $%%D%%%%.....$b@$b@$b@$bB$%%%%%%.$
1947 $.$.......$..$..$..$..$..$$$$$$$.$
1948 $.$.......$..$..$..$..$..$$....$.$
1949 $$$$$$$$$$$..$$$$$$$$$$$$$$$$$$$$$
1950 $.$.....$......................$.$
1951 $.$.....$......................$.$
1952 $.$.....d......................$.$
1953 $.$.....$.....$.$.$.$..........$.$
1954 $.$.....$....$$$$$$$$....$.....$.$
1955 $.$.....$....$.$.$.$.....$.....$.$
1956 $.$$$$$$$................$..f..$.$
1957 $.$.....d................$.....$.$
1958 $.$.....$................$.....$.$
1959 $$$$$$$$$$$$$$$$d$$$$$$$$$$$$$$$$$
1960 $.$............$.$.............$.$
1961 $$$$$$$$$$$$$$$$d$$$$$$$$$$$$$$$$$
1964 CharacterMap
1966 Pos = 0,0;
1967 Size = 34, 23;
1968 Types
1970 _ = 0;
1971 $ = 0;
1972 % = 0;
1973 b = 0;
1974 B = 0;
1975 d = 0;
1976 D = 0;
1977 @ = 0;
1978 k = 0;
1979 o = orc(OFFICER);
1980 j = goblin(JAILER);
1981 W = goblin(PRISON_WARDEN);
1982 m = mistress { Team = NEW_ATTNAM_TEAM; }
1983 w = werewolfwolf { Team = NEW_ATTNAM_TEAM; }
1984 c = chameleon { Team = NEW_ATTNAM_TEAM; }
1985 s = slave(DARK_FOREST) { Team = NEW_ATTNAM_TEAM; }
1986 S = femaleslave(NEW_ATTNAM) { Team = NEW_ATTNAM_TEAM; }
1987 F = forestman(ROVER) { Team = NEW_ATTNAM_TEAM; }
1988 C = dog;
1989 H = housewife(DARK_FOREST) {Team = FORESTMAN_TEAM;}
1990 M = mangogrower {Team = NEW_ATTNAM_TEAM;}
1994 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
1995 $%%%%%%%...$$$$$$$$$$$$$.......$.$
1996 $%..%w.%$$$$H.$..$s.$M.$$$%%%%%%$$
1997 $%..%..D..j$..$..$..$..$$$%....%.$
1998 $%%%%%%%...$b@$bB$b@$b@$$$%....%.$
1999 $%c.%m.D..................D....%.$
2000 $%..%..k.................j%....%.$
2001 $%%D%%%%.....$b@$b@$b@$bB$%%%%%%.$
2002 $.$.......$..$..$..$..$..$$$$$$$.$
2003 $.$.j.....$..$.S$.s$C.$..$$....$.$
2004 $$$$$$$$$$$..$$$$$$$$$$$$$$$$$$$$$
2005 $.$.....$......................$.$
2006 $.$.....$......................$.$
2007 $.$.j...d......................$.$
2008 $.$.....$.....$.$.$.$..........$.$
2009 $.$.....$....$$$$$$$$....$.....$.$
2010 $.$..W..$....$.$.$.$.....$.....$.$
2011 $.$$$$$$$................$.....$.$
2012 $.$.....d................$.....$.$
2013 $.$.....$................$.....$.$
2014 $$$$$$$$$$$$$$$$d$$$$$$$$$$$$$$$$$
2015 $.$............$.$.............$.$
2016 $$$$$$$$$$$$$$$$d$$$$$$$$$$$$$$$$$
2019 ItemMap
2021 Pos = 0,0;
2022 Size = 34,23;
2023 Types
2025 $ == 0;
2026 % == 0;
2027 b == bone;
2028 s == skull;
2029 B == backpack;
2030 C == TIN itemcontainer(SMALL_CHEST) { Parameters = ~LOCKED; ItemsInside = { 1, key(PENTAGONAL_LOCK); } }
2031 2 == lantern { SquarePosition = DOWN; }
2032 3 == lantern { SquarePosition = RIGHT; }
2033 4 == lantern { SquarePosition = LEFT; }
2034 5 == lantern { SquarePosition = UP; }
2035 a == Random { MinPrice = 40; MaxPrice = 80; Category = HELMET|CLOAK|BODY_ARMOR; }
2036 w == Random { MinPrice = 20; MaxPrice = 60; Category = WEAPON; }
2037 c == constitution;
2038 M == mangoseedling;
2042 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
2043 $%%%%%%%...$$$$$$$$$$$$$..b....$.$
2044 $%.b%..%$2$$..$b.$..$..$$$%%%%%%$$
2045 $%s.%......$..$..$..$..$$$%M..c%.$
2046 $%%%%%%%...2..$..$..$..$2$%....%.$
2047 $%..%..........................%.$
2048 $%..%.....................%...B%.$
2049 $%%.%%%%.....$..5..$..$..$%%%%%%.$
2050 $.$.......$..$..$..$b.$..$$$$$$$.$
2051 $.$.......$..$..$..$.s$..$$....$.$
2052 $$$$$$5$$$$..$$$2$$$$$$$$2$$$$$$$$
2053 $.$.....$......................$.$
2054 $.$.....$......................$.$
2055 $.4............................$s$
2056 $.$.....$.....$.$.$.5..........$.$
2057 $.$.....4....$$$$$$$$....3.....4.$
2058 $b$C....$....$.$.$.$.....$.....$.$
2059 $.$$$$$$$................$.....$.$
2060 $b$aw.a..................$.....$.$
2061 $.$.aw.w$................$.....$.$
2062 $$$$$$$$$$$$5$$$.$$$$5$$$$$$$$$$$$
2063 $.$....s...b...$.$......b..b...$.$
2064 $$$$$$$$$$$$$$$$.$$$$$$$$$$$$$$$$$
2068 Square, Pos 35, 21; /*entry via the sewer, no returns */
2070 EntryIndex = STAIRS_UP;
2073 /* this works, for posterity
2074 Square, Pos 5,5;
2076 OTerrain = stairs(STAIRS_UP) { AttachedArea = 9; AttachedEntry = STAIRS_UP + 1; }
2077 EntryIndex = STAIRS_UP;
2080 Square, Random NOT_IN_ROOM;
2082 Character = goblin(BERSERKER);
2083 Times = 8;
2085 Square, Random NOT_IN_ROOM;
2087 Character = goblin(BUTCHER);
2088 Times = 4;
2090 Square, Random NOT_IN_ROOM;
2092 Character = orc(SLAUGHTERER);
2093 Times = 4;
2095 Square, Random NOT_IN_ROOM;
2097 Character = orc(SQUAD_LEADER);
2098 Times = 2;
2100 Square, Random NOT_IN_ROOM;
2102 Character = orc;
2103 Times = 12;
2105 Square, Random NOT_IN_ROOM;
2107 Character = orc(OFFICER);
2108 Times = 1;
2110 Square, Random NOT_IN_ROOM;
2112 Character = bat;
2113 Times = 2;
2115 Square, Random NOT_IN_ROOM;
2117 Character = magpie;
2118 Times = 2;
2120 Square, Random NOT_IN_ROOM;
2122 Character = kobold(LORD);
2123 Times = 12;
2126 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
2128 OTerrain = decoration(FIR);
2129 Times = 100;
2131 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
2133 OTerrain = decoration(BIRCH);
2134 Times = 30;
2136 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
2138 OTerrain = decoration(OAK);
2139 Times = 10;