4 Description
= "deep forest";
5 ShortDescription
= "DF";
9 FillSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
12 Items
= 0; /* this must be zero for these levels */
13 GenerateMonsters
= true
;
15 TeamDefault
= MONSTER_TEAM
;
17 IgnoreDefaultSpecialSquares
= false
;
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
;
37 Pos
= 2:XSize
-5,2:YSize
-5;
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
;
45 GenerateTunnel
= false
;
46 GenerateLanterns
= false
;
48 GenerateFountains
= false
;
49 AllowLockedDoors
= true
;
50 AllowBoobyTrappedDoors
= true
;
53 GenerateWindows
= false
;
54 UseFillSquareWalls
= false
;
56 GenerateWards
= false
;
63 LevelMessage
= "You step inside the deep forest";
69 AllowLockedDoors
= false
;
76 AllowLockedDoors
= false
;
77 AllowBoobyTrappedDoors
= false
;
78 WallSquare
= solidterrain
(GROUND
), BASALT earth
;
79 FloorSquare
= solidterrain
(GROUND
), 0;
89 $
= GRANITE wall
(BRICK_OLD
);
103 OTerrain
= stairs
(STAIRS_DOWN
) { AttachedArea
= 1; }
104 EntryIndex
= STAIRS_DOWN
;
110 Pos
= 25:XSize
-10,25:YSize
-10;
112 WallSquare
= solidterrain
(GRASS_TERRAIN
), GRANITE wall
(BRICK_OLD
);
113 GenerateWindows
= false
;
114 AllowLockedDoors
= false
;
115 GenerateDoor
= false
;
116 GenerateLanterns
= true
;
125 $
= GRANITE wall
(BRICK_OLD
);
161 # = FIR_WOOD solidterrain(PARQUET);
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;} } }
188 OTerrain
= sign
{ Text
= "UTFA Headquarters"; }
191 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
193 OTerrain
= decoration
(FIR
);
196 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
198 OTerrain
= decoration
(PINE
);
201 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
203 OTerrain
= decoration
(BIRCH
);
206 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
208 OTerrain
= decoration
(OAK
);
214 OTerrain
= stairs
(WAYPOINT_DEEPER
) { AttachedArea
= 2; AttachedEntry
= WAYPOINT_SHALLOWER
; }
215 EntryIndex
= WAYPOINT_DEEPER
; /*EntryIndex = STAIRS_DOWN + 1;*/
220 Character
= forestman
(ROVER
) { Team
= FORESTMAN_TEAM
; }
225 Character
= forestman
(ROVER
) { Team
= FORESTMAN_TEAM
; }
229 Character
= forestman
(ROVER
) { Team
= FORESTMAN_TEAM
; }
233 Character
= forestman
(ROVER
) { Team
= FORESTMAN_TEAM
; }
237 Character
= forestman
(BAND_LEADER
) { Team
= FORESTMAN_TEAM
; Flags
= IS_LEADER
; }
242 EntryIndex
= STAIRS_UP
;
247 OTerrain
= sign
{ Text
= "The Deep Forest"; }
269 Character
= kobold
(CHIEFTAIN
);
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";
288 BackGroundType
= GRAY_FRACTAL
;
289 CanGenerateBone
= false
;
290 GenerateMonsters
= false
;
294 /*Pos = 2:XSize-5,2:YSize-5;
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
;
305 Pos
= 2:XSize
-10,2:YSize
-8;
307 AllowLockedDoors
= false
;
308 AllowBoobyTrappedDoors
= false
;
309 GenerateTunnel
= true
;
318 $
= GRANITE wall
(BRICK_OLD
);
330 Square
, Random IN_ROOM|HAS_NO_OTERRAIN
;
332 OTerrain
= stairs
(STAIRS_UP
) { AttachedArea
= 0; }
333 EntryIndex
= STAIRS_UP
;
338 Items
== brokenbottle
;
346 Pos
= 2:XSize
-12,2:YSize
-14;
349 GenerateTunnel
= true
;
350 Flags
= NO_MONSTER_GENERATION
;
359 $
= GRANITE wall
(BRICK_OLD
);
361 = = olterraincontainer
(BOOK_CASE
) { ItemsInside
= { 3, Random
{ MaxPrice
= 500; Category
= SCROLL
; }, Random
{ MaxPrice
= 500; Category
= BOOK
; }, scrollofdetectmaterial
; } }
388 R
= regii
{ Team
= FORESTMAN_TEAM
; }
389 O
= UTFAOfficial
{ Team
= FORESTMAN_TEAM
; }
404 Items
== can
{ SecondaryMaterial
= BANANA_FLESH
; }
412 /*Room Dolphin Pond*/
415 Pos
= 20:XSize
-30,20:YSize
-30;
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;
435 $
= GRANITE wall
(BRICK_OLD
);
454 # = WATER liquidterrain(POOL);
455 B
= FIR_WOOD solidterrain
(PARQUET
);
487 Square
, Random NOT_IN_ROOM
;
489 Character
= haastseagle
;
496 /*Dwarven minefield A*/
499 Pos
= 2:XSize
-8,2:YSize
-8;
501 AllowLockedDoors
= false
;
502 AllowBoobyTrappedDoors
= false
;
503 Shape
= ROUND_CORNERS
;
504 GenerateDoor
= false
;
505 GenerateLanterns
= false
;
506 AltarPossible
= false
;
507 GenerateWards
= 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;
518 OTerrain
= STEEL sign
{ Text
= "Dwarven mine field 214"; }
523 Items
== Random
{ MinPrice
= 100; Chance
= 50; }
529 Items
== Random
{ MinPrice
= 500; Chance
= 50; }
535 Items
== mine
{ Team
= MONSTER_TEAM
; IsActive
= true
; Chance
= 25; }
541 Items
== mine
(BIG_MINE
) { Team
= MONSTER_TEAM
; IsActive
= true
; Chance
= 25; }
549 /*Dwarven minefield B*/
552 Pos
= 2:XSize
-10,2:YSize
-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
;
565 Flags
= NO_MONSTER_GENERATION
;
566 UseFillSquareWalls
= true
;
567 GenerateWards
= false
;
571 OTerrain
= STEEL sign
{ Text
= "Dwarven mine field 625"; }
576 Items
== Random
{ MinPrice
= 200; Chance
= 50; }
582 Items
== Random
{ MinPrice
= 500; Chance
= 50; }
588 Items
== mine
{ Team
= MONSTER_TEAM
; IsActive
= true
; Chance
= 25; }
594 Items
== mine
(BIG_MINE
) { Team
= MONSTER_TEAM
; IsActive
= true
; Chance
= 25; }
602 /*Room Rock cave with cave bears*/
606 Pos
= 2:XSize
-10,2:YSize
-10;
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;
626 % = LIME_STONE earth
;
666 Square
, Random NOT_IN_ROOM
;
668 Character
= necromancer
(APPRENTICE
);
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*/
685 LevelMessage
= "You step further inside the deep forest";
690 GenerateWards
= false
;
691 AllowLockedDoors
= false
;
692 AllowBoobyTrappedDoors
= false
;
699 GenerateDoor
= false
;
700 GenerateLanterns
= false
;
701 AltarPossible
= false
;
702 GenerateFountains
= false
;
703 AllowLockedDoors
= false
;
704 AllowBoobyTrappedDoors
= false
;
706 WallSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
707 FloorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
708 DoorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
710 Flags
= NO_MONSTER_GENERATION
;
711 UseFillSquareWalls
= true
;
712 GenerateWards
= false
;
716 OTerrain
= stairs
(WAYPOINT_SHALLOWER
) { AttachedArea
= 0; AttachedEntry
= WAYPOINT_DEEPER
; } /*STAIRS_DOWN + 1;*/
717 EntryIndex
= WAYPOINT_SHALLOWER
; /*EntryIndex = STAIRS_UP;*/
723 Pos
= XSize
-15:XSize
-5,XSize
-15:XSize
-5;
725 GenerateDoor
= false
;
726 GenerateLanterns
= false
;
727 AltarPossible
= false
;
728 GenerateFountains
= false
;
729 AllowLockedDoors
= false
;
730 AllowBoobyTrappedDoors
= false
;
732 WallSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
733 FloorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
734 DoorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
736 Flags
= NO_MONSTER_GENERATION
;
737 UseFillSquareWalls
= true
;
738 GenerateWards
= false
;
742 OTerrain
= stairs
(WAYPOINT_DEEPER
) { AttachedArea
= 3; AttachedEntry
= WAYPOINT_SHALLOWER
; }
743 EntryIndex
= WAYPOINT_DEEPER
;
747 /*holy shrine number 1*/
750 Pos
= 2:XSize
-8,2:YSize
-9;
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
;
763 Flags
= NO_MONSTER_GENERATION
;
764 UseFillSquareWalls
= true
;
765 //AllowedDivineMasters
:= { CLEPTIA
, SCABIES
, CRUENTUS
; }
769 OTerrain
= BASALT altar
;
784 Items
== Random
{ MinPrice
= 20; Chance
= 50; }
795 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
797 OTerrain
= decoration
(FIR
);
800 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
802 OTerrain
= decoration
(PINE
);
805 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
807 OTerrain
= decoration
(BIRCH
);
810 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
812 OTerrain
= decoration
(OAK
);
816 Square
, Random NOT_IN_ROOM
;
821 Square
, Random NOT_IN_ROOM
;
823 Character
= kobold
(CHIEFTAIN
);
826 Square
, Random NOT_IN_ROOM
;
828 Items
== TIN beartrap
{ Team
= MONSTER_TEAM
; IsActive
= true
; }
831 Square
, Random NOT_IN_ROOM
;
833 Items
== BRONZE beartrap
{ Team
= MONSTER_TEAM
; IsActive
= true
; }
836 Square
, Random NOT_IN_ROOM
;
838 Items
== METEORIC_STEEL beartrap
{ Team
= MONSTER_TEAM
; IsActive
= true
; }
846 LevelMessage
= "You step further inside the deep forest";
850 GenerateWards
= false
;
855 Pos
= 5:15,(YSize
-15):(YSize
-5);
857 GenerateDoor
= false
;
858 GenerateLanterns
= false
;
859 AltarPossible
= false
;
860 GenerateFountains
= false
;
861 AllowLockedDoors
= false
;
862 AllowBoobyTrappedDoors
= false
;
864 WallSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
865 FloorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
866 DoorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
868 Flags
= NO_MONSTER_GENERATION
;
869 UseFillSquareWalls
= true
;
870 GenerateWards
= false
;
874 OTerrain
= stairs
(WAYPOINT_SHALLOWER
) { AttachedArea
= 2; AttachedEntry
= WAYPOINT_DEEPER
; }
875 EntryIndex
= WAYPOINT_SHALLOWER
;
881 Pos
= XSize
-15:XSize
-5,5:15;
883 GenerateDoor
= false
;
884 GenerateLanterns
= false
;
885 AltarPossible
= false
;
886 GenerateFountains
= false
;
887 AllowLockedDoors
= false
;
888 AllowBoobyTrappedDoors
= false
;
890 WallSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
891 FloorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
892 DoorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
894 Flags
= NO_MONSTER_GENERATION
;
895 UseFillSquareWalls
= true
;
896 GenerateWards
= false
;
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
);
910 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
912 OTerrain
= decoration
(PINE
);
915 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
917 OTerrain
= decoration
(BIRCH
);
920 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
922 OTerrain
= decoration
(OAK
);
928 Items
== METEORIC_STEEL beartrap
{ Team
= MONSTER_TEAM
; IsActive
= true
; }
932 Square
, Random NOT_IN_ROOM
;
937 Square
, Random NOT_IN_ROOM
;
942 Square
, Random NOT_IN_ROOM
;
947 Square
, Random NOT_IN_ROOM
;
949 Character
= kobold
(CHIEFTAIN
);
952 Square
, Random NOT_IN_ROOM
;
954 Character
= kobold
(LORD
);
957 Square
, Random NOT_IN_ROOM
;
962 Square
, Random NOT_IN_ROOM
;
964 Character
= bear
(BLACK_BEAR
);
971 LevelMessage
= "You step further inside the deep forest";
974 CanGenerateBone
= false
;
978 GenerateWards
= false
;
985 GenerateDoor
= false
;
986 GenerateLanterns
= false
;
987 AltarPossible
= false
;
988 GenerateFountains
= false
;
989 AllowLockedDoors
= false
;
990 AllowBoobyTrappedDoors
= false
;
992 WallSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
993 FloorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
994 DoorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
996 Flags
= NO_MONSTER_GENERATION
;
997 UseFillSquareWalls
= true
;
998 GenerateWards
= false
;
1002 OTerrain
= stairs
(WAYPOINT_SHALLOWER
) { AttachedArea
= 3; AttachedEntry
= WAYPOINT_DEEPER
; }
1003 EntryIndex
= WAYPOINT_SHALLOWER
;
1009 Pos
= 70:78,5:YSize
-5;
1011 GenerateDoor
= false
;
1012 GenerateLanterns
= false
;
1013 AltarPossible
= false
;
1014 GenerateFountains
= false
;
1015 AllowLockedDoors
= false
;
1016 AllowBoobyTrappedDoors
= false
;
1018 WallSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
1019 FloorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
1020 DoorSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
1022 Flags
= NO_MONSTER_GENERATION
;
1023 UseFillSquareWalls
= true
;
1024 GenerateWards
= false
;
1028 OTerrain
= stairs
(WAYPOINT_DEEPER
) { AttachedArea
= 5; AttachedEntry
= WAYPOINT_SHALLOWER
; }
1029 EntryIndex
= WAYPOINT_DEEPER
;
1036 AltarPossible
= false
;
1037 DivineMaster
= MELLIS
;
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
;
1051 GenerateWindows
= false
;
1053 GenerateWards
= false
;
1062 g
= guard
(FOREST_SHOP
) { Team
= 5; }
1063 s
= shopkeeper
(DARK_FOREST
) { Team
= 5; Flags
= IS_MASTER
; }
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
);
1098 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
1100 OTerrain
= decoration
(FIR
);
1103 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
1105 OTerrain
= decoration
(PINE
);
1108 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
1110 OTerrain
= decoration
(BIRCH
);
1113 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
1115 OTerrain
= decoration
(OAK
);
1121 Items
== METEORIC_STEEL beartrap
{ Team
= MONSTER_TEAM
; IsActive
= true
; }
1125 Square
, Random NOT_IN_ROOM
;
1132 Level
5; /* mountain level */
1134 FillSquare
= solidterrain
(DARK_GRASS_TERRAIN
), 0;
1136 LevelMessage
= "You step further inside the deep forest. In the distance you see an ominous looking rocky outcropping.";
1137 GenerateMonsters
= true
;
1141 TeamDefault
= MONSTER_TEAM
;
1143 IgnoreDefaultSpecialSquares
= false
;
1144 CanGenerateBone
= true
;
1145 BackGroundType
= GREEN_FRACTAL
;
1146 DifficultyBase
= 60;
1151 GenerateWards
= false
;
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
;
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 ........
%%%%%..
%%%%......
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 ........
%%%%%..
%%%%......
1249 OTerrain
= stairs
(STAIRS_DOWN
) { AttachedArea
= 6; }
1250 EntryIndex
= STAIRS_DOWN
;
1255 /*holy shrine number 2*/
1258 Pos
= 2:XSize
-9,2:YSize
-9;
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
;
1271 Flags
= NO_MONSTER_GENERATION
;
1272 UseFillSquareWalls
= true
;
1276 OTerrain
= BASALT altar
;
1289 Items
== Random
{ MinPrice
= 100; Chance
= 50; }
1301 OTerrain
= stairs
(WAYPOINT_SHALLOWER
) { AttachedArea
= 4; AttachedEntry
= WAYPOINT_DEEPER
; }
1302 EntryIndex
= WAYPOINT_SHALLOWER
;
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
);
1316 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
1318 OTerrain
= decoration
(PINE
);
1321 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
1323 OTerrain
= decoration
(BIRCH
);
1326 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
1328 OTerrain
= decoration
(OAK
);
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";
1344 BackGroundType
= GRAY_FRACTAL
;
1345 CanGenerateBone
= true
;
1347 GenerateMonsters
= true
;
1348 TeamDefault
= MONSTER_TEAM
;
1349 IgnoreDefaultSpecialSquares
= false
;
1350 MonsterGenerationIntervalBase
= 100;
1355 Pos
= 5:XSize
-10,5:YSize
-10;
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
;
1365 GenerateLanterns
= true
;
1367 GenerateFountains
= true
;
1368 AllowLockedDoors
= true
;
1369 AllowBoobyTrappedDoors
= true
;
1372 GenerateWindows
= false
;
1373 UseFillSquareWalls
= false
;
1380 AltarPossible
= false
;
1381 AllowLockedDoors
= false
;
1382 Shape
= ROUND_CORNERS
;
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
; } }
1409 Items
== can
{ SecondaryMaterial
= BANANA_FLESH
; }
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";*/
1438 BackGroundType
= GRAY_FRACTAL
;
1440 CanGenerateBone
= false
;
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;
1455 Pos
= 5:XSize
-15,5:YSize
-15;
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
;
1466 GenerateFountains
= false
;
1467 AllowLockedDoors
= false
;
1468 AllowBoobyTrappedDoors
= false
;
1471 GenerateWindows
= false
;
1472 UseFillSquareWalls
= true
;
1473 Flags
= NO_MONSTER_GENERATION
;
1480 DivineMaster
= SCABIES
;
1481 GenerateWards
= false
;
1491 $
= TIN wall
(BRICK_OLD
);
1492 ^
= decoration
(HOLY_TREE
);
1493 c
= decoration
(COUCH
);
1495 A
= BLACK_DIAMOND altar
(SCABIES
);
1515 X
= morbe
{ Team
= MORBE_TEAM
; }
1534 C
== COPPER OMMEL_BLOOD cauldron
;
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;
1559 LevelMessage
= "You step further inside the deep forest";
1560 GenerateMonsters
= true
;
1564 TeamDefault
= MONSTER_TEAM
;
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;
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
;
1586 GenerateTunnel
= false
;
1587 GenerateLanterns
= false
;
1589 GenerateFountains
= false
;
1590 AllowLockedDoors
= false
;
1591 AllowBoobyTrappedDoors
= true
;
1594 GenerateWindows
= false
;
1595 UseFillSquareWalls
= false
;
1601 Pos
= 20:XSize
-20,1;
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
;
1619 $
= GRANITE wall
(BRICK_OLD
);
1661 # = WATER liquidterrain(POOL);
1662 B
= FIR_WOOD solidterrain
(PARQUET
);
1702 OTerrain
= stairs
(WAYPOINT_SHALLOWER
) { AttachedArea
= 5; AttachedEntry
= WAYPOINT_DEEPER
;/* + 1; */}
1703 EntryIndex
= WAYPOINT_SHALLOWER
;
1708 OTerrain
= stairs
(STAIRS_DOWN
) { AttachedArea
= 9; }
1709 EntryIndex
= STAIRS_DOWN
;
1712 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
1714 OTerrain
= decoration
(FIR
);
1719 Items
== METEORIC_STEEL beartrap
{ Team
= MONSTER_TEAM
; IsActive
= true
; }
1722 Square
, Random NOT_IN_ROOM
;
1724 Items
== STEEL beartrap
{ Team
= MONSTER_TEAM
; IsActive
= true
; }
1727 Square
, Random NOT_IN_ROOM
;
1729 Items
== ADAMANT beartrap
{ Team
= MONSTER_TEAM
; IsActive
= true
; }
1732 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
1734 OTerrain
= decoration
(BIRCH
);
1737 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
1739 OTerrain
= decoration
(OAK
);
1744 Level
9; /* Underground Passage */
1746 FillSquare
= solidterrain
(GROUND
), OBSIDIAN earth
;
1747 TunnelSquare
= solidterrain
(GROUND
), 0;
1748 /*Description = "Underground Passage";*/
1749 ShortDescription
= "DF Passage";
1755 BackGroundType
= GRAY_FRACTAL
;
1756 CanGenerateBone
= true
;
1758 GenerateMonsters
= true
;
1759 TeamDefault
= MONSTER_TEAM
;
1760 IgnoreDefaultSpecialSquares
= false
;
1761 MonsterAmountBase
= 24;
1762 MonsterGenerationIntervalBase
= 60;
1763 DifficultyBase
= 90;
1767 Pos
= 2:XSize
-10,2:YSize
-10;
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
;
1777 GenerateLanterns
= true
;
1779 GenerateFountains
= true
;
1780 AllowLockedDoors
= true
;
1781 AllowBoobyTrappedDoors
= true
;
1784 GenerateWindows
= false
;
1785 UseFillSquareWalls
= false
;
1792 AltarPossible
= false
;
1793 AllowLockedDoors
= false
;
1794 Shape
= ROUND_CORNERS
;
1820 AltarPossible
= false
;
1821 AllowLockedDoors
= false
;
1822 Shape
= ROUND_CORNERS
;
1831 a
== Random
{ MinPrice
= 40; MaxPrice
= 400; Category
= HELMET|CLOAK|BODY_ARMOR
; }
1832 w
== Random
{ MinPrice
= 20; MaxPrice
= 500; Category
= WEAPON
; }
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;
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
;
1867 TeamDefault
= MONSTER_TEAM
;
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;
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
;
1890 GenerateTunnel
= false
;
1891 GenerateLanterns
= false
;
1893 GenerateFountains
= false
;
1894 AllowLockedDoors
= true
;
1895 AllowBoobyTrappedDoors
= false
;
1898 GenerateWindows
= false
;
1899 UseFillSquareWalls
= false
;
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
;
1927 $
= GRANITE wall
(BRICK_OLD
);
1928 % = OCTIRON wall
(BRICK_OLD
);
1930 D
= STEEL door
(PENTAGONAL_LOCK
) { Parameters
= LOCKED
; }
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 $$$$$$$$$$$..$$$$$$$$$$$$$$$$$$$$$
1950 $.$.....$......................$.$
1951 $.$.....$......................$.$
1952 $.$.....d......................$.$
1953 $.$.....$.....$.$.$.$..........$.$
1954 $.$.....$....$$$$$$$$....$.....$.$
1955 $.$.....$....$.$.$.$.....$.....$.$
1956 $.$$$$$$$................$..f..$.$
1957 $.$.....d................$.....$.$
1958 $.$.....$................$.....$.$
1959 $$$$$$$$$$$$$$$$d$$$$$$$$$$$$$$$$$
1960 $.$............$.$.............$.$
1961 $$$$$$$$$$$$$$$$d$$$$$$$$$$$$$$$$$
1981 W
= goblin
(PRISON_WARDEN
);
1982 m
= mistress
{ Team
= NEW_ATTNAM_TEAM
; }
1983 w
= werewolfwolf
{ Team
= NEW_ATTNAM_TEAM
; }
1984 c
= chameleon
{ Team
= NEW_ATTNAM_TEAM
; }
1985 s
= slave
(DARK_FOREST
) { Team
= NEW_ATTNAM_TEAM
; }
1986 S
= femaleslave
(NEW_ATTNAM
) { Team
= NEW_ATTNAM_TEAM
; }
1987 F
= forestman
(ROVER
) { Team
= NEW_ATTNAM_TEAM
; }
1989 H
= housewife
(DARK_FOREST
) {Team
= FORESTMAN_TEAM
;}
1990 M
= mangogrower
{Team
= NEW_ATTNAM_TEAM
;}
1994 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
1995 $
%%%%%%%...$$$$$$$$$$$$$.......$.$
1996 $
%..
%w.
%$$$$H.$..$s.$M.$$$
%%%%%%$$
1997 $
%..
%..D..j$..$..$..$..$$$
%....
%.$
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 $$$$$$$$$$$..$$$$$$$$$$$$$$$$$$$$$
2005 $.$.....$......................$.$
2006 $.$.....$......................$.$
2007 $.$.j...d......................$.$
2008 $.$.....$.....$.$.$.$..........$.$
2009 $.$.....$....$$$$$$$$....$.....$.$
2010 $.$..W..$....$.$.$.$.....$.....$.$
2011 $.$$$$$$$................$.....$.$
2012 $.$.....d................$.....$.$
2013 $.$.....$................$.....$.$
2014 $$$$$$$$$$$$$$$$d$$$$$$$$$$$$$$$$$
2015 $.$............$.$.............$.$
2016 $$$$$$$$$$$$$$$$d$$$$$$$$$$$$$$$$$
2030 C
== TIN itemcontainer
(SMALL_CHEST
) { Parameters
= ~LOCKED
; ItemsInside
= { 1, key
(PENTAGONAL_LOCK
); } }
2031 2 == lantern
{ SquarePosition
= DOWN
; }
2032 3 == lantern
{ SquarePosition
= RIGHT
; }
2033 4 == lantern
{ SquarePosition
= LEFT
; }
2034 5 == lantern
{ SquarePosition
= UP
; }
2035 a
== Random
{ MinPrice
= 40; MaxPrice
= 80; Category
= HELMET|CLOAK|BODY_ARMOR
; }
2036 w
== Random
{ MinPrice
= 20; MaxPrice
= 60; Category
= WEAPON
; }
2042 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
2043 $
%%%%%%%...$$$$$$$$$$$$$..b....$.$
2044 $
%.b
%..
%$
2$$..$b.$..$..$$$
%%%%%%$$
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
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
);
2085 Square
, Random NOT_IN_ROOM
;
2087 Character
= goblin
(BUTCHER
);
2090 Square
, Random NOT_IN_ROOM
;
2092 Character
= orc
(SLAUGHTERER
);
2095 Square
, Random NOT_IN_ROOM
;
2097 Character
= orc
(SQUAD_LEADER
);
2100 Square
, Random NOT_IN_ROOM
;
2105 Square
, Random NOT_IN_ROOM
;
2107 Character
= orc
(OFFICER
);
2110 Square
, Random NOT_IN_ROOM
;
2115 Square
, Random NOT_IN_ROOM
;
2120 Square
, Random NOT_IN_ROOM
;
2122 Character
= kobold
(LORD
);
2126 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
2128 OTerrain
= decoration
(FIR
);
2131 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
2133 OTerrain
= decoration
(BIRCH
);
2136 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
2138 OTerrain
= decoration
(OAK
);