6 Description
= "Underground Mondedr";
7 ShortDescription
= "UM";
12 GenerateMonsters
= true
;
16 TeamDefault
= ATTNAM_TEAM
;
18 IgnoreDefaultSpecialSquares
= false
;
19 CanGenerateBone
= false
;
20 EnchantmentMinusChanceBase
= 0;
21 EnchantmentMinusChanceDelta
= 0;
22 EnchantmentPlusChanceBase
= 0;
23 EnchantmentPlusChanceDelta
= 0;
24 BackGroundType
= GRAY_FRACTAL
;
25 FillSquare
= GRANITE solidterrain
(GROUND
), BLACK_GRANITE earth
;
26 TunnelSquare
= GRANITE solidterrain
(GROUND
), 0;
30 MonsterAmountBase
= 0;
31 MonsterAmountDelta
= 5;
32 MonsterGenerationIntervalBase
= 150;
33 MonsterGenerationIntervalDelta
= -25;
37 Pos
= 2:XSize
-5,2:YSize
-5;
38 WallSquare
= GRANITE solidterrain
(GROUND
), BLACK_GRANITE wall
(BRICK_OLD
);
39 FloorSquare
= GRANITE solidterrain
(GROUND
), 0;
40 DoorSquare
= GRANITE solidterrain
(GROUND
), 0;
43 AltarPossible
= false
;
46 GenerateTunnel
= true
;
47 GenerateLanterns
= false
;
49 GenerateFountains
= false
;
50 AllowLockedDoors
= false
;
51 AllowBoobyTrappedDoors
= false
;
54 GenerateWindows
= false
;
55 UseFillSquareWalls
= false
;
57 GenerateWards
= false
;
64 Description
= Mondedr
;
65 ShortDescription
= Mondedr
;
66 FillSquare
= solidterrain
(GRASS_TERRAIN
), 0;
68 GenerateMonsters
= false
;
72 TeamDefault
= MONDEDR_TEAM
;
74 IgnoreDefaultSpecialSquares
= false
;
75 CanGenerateBone
= false
;
78 EnchantmentMinusChanceBase
= 0;
79 EnchantmentMinusChanceDelta
= 0;
80 EnchantmentPlusChanceBase
= 0;
81 EnchantmentPlusChanceDelta
= 0;
82 BackGroundType
= GREEN_FRACTAL
;
88 AltarPossible
= false
;
89 WallSquare
= solidterrain
(GRASS_TERRAIN
),wall
(BRICK_FINE
);
90 FloorSquare
= solidterrain
(PARQUET
), 0;
91 DoorSquare
= solidterrain
(PARQUET
),door
;
94 GenerateTunnel
= false
;
95 GenerateLanterns
= true
;
97 GenerateFountains
= false
;
98 AllowLockedDoors
= false
;
99 AllowBoobyTrappedDoors
= false
;
102 GenerateWindows
= true
;
103 UseFillSquareWalls
= false
;
109 Character
= guard
(MONDEDR_GUARD
) { WayPoint
= { 4, 0, 0, XSize
- 1, 0, XSize
- 1, YSize
- 1, 0, YSize
- 1; } }
112 Square
, Random NOT_IN_ROOM|HAS_NO_OTERRAIN
;
114 OTerrain
= decoration
(FIR
);
118 Square
, Random NOT_IN_ROOM
;
120 Character
= farmer
(MONDEDR
);
124 Square
, Random NOT_IN_ROOM
;
126 Character
= housewife
(MONDEDR
);
130 Square
, Pos
30,YSize
- 1;
132 EntryIndex
= STAIRS_UP
;
139 WallSquare
= solidterrain
(GRASS_TERRAIN
),wall
(BRICK_FINE
);
140 FloorSquare
= solidterrain
(PARQUET
), 0;
141 GenerateDoor
= false
;
142 DivineMaster
= MELLIS
;
144 GenerateLanterns
= false
;
145 GenerateWindows
= false
;
149 GTerrain
= solidterrain
(PARQUET
);
155 Items
== ring
(RING_OF_FIRE_RESISTANCE
);
160 Character
= shopkeeper
(MONDEDR
) { Flags
= IS_MASTER
; }
170 a
== Random
{ MinPrice
= 250; MaxPrice
= 2000; Category
= HELMET|CLOAK|BODY_ARMOR|BELT|BOOT|GAUNTLET
; }
171 d
== Random
{ MinPrice
= 50; MaxPrice
= 2000; Category
= RING|AMULET
; }
172 w
== Random
{ MinPrice
= 250; MaxPrice
= 2000; Category
= WEAPON|SHIELD
; }
173 e
== Random
{ MinPrice
= 10; MaxPrice
= 2000; Category
= FOOD|POTION
; }
174 u
== Random
{ MinPrice
= 50; MaxPrice
= 2000; Category
= WAND|TOOL
; }
175 v
== Random
{ MinPrice
= 500; MaxPrice
= 2000; }
177 2 == lantern
{ SquarePosition
= DOWN
; }
178 3 == lantern
{ SquarePosition
= RIGHT
; }
179 4 == lantern
{ SquarePosition
= LEFT
; }
194 Character
= guard
(MONDEDR_GUARD
);
201 AltarPossible
= false
;
202 GenerateFountains
= false
;
211 # = EBONY_WOOD solidterrain(FLOOR) { IsInside = true; }
213 ~
= GRASS solidterrain
(GROUND
) { IsInside
= true
; }
217 ##############################
218 #---------------#------------#
219 #---------------#------------#
220 ##############--#------------#
221 #------------#--#------------#
222 #------------#--#------------#
223 #------------#--#------------#
224 #------------#--##############
225 #------------#---------------#
226 #------------#---------------#
227 #------------#--##############
228 #------------#--#------------#
229 #------------#--#------------#
230 #------------#--#------------#
231 #------------#--#------------#
232 ##############################
233 ..............~~..............
234 ..............~~..............
235 ..............~~..............
236 ..............~~..............
237 ..............~~..............
238 ..............~~..............
239 ............~~~~~~~~~~........
240 ...........~~.~~....~~........
241 ..........~~..~~.....~........
242 .........~~...~~.....~~~~.....
243 .......~~.....~~.....~..~~~...
244 .......~......~~......~...~~..
245 .....~~.......~~.......~...~..
246 ..~~~..~......~~......~....~..
247 ....~...~.....~~.......~......
248 ....~....~....~~.....~........
249 ...~....~~....~~......~.......
250 ..~~~~~~~~....~~.....~~~......
251 ..~...~~.....~~.........~~....
252 ..~.....~~....~~........~~....
253 ..~~..........~~.........~~...
254 ..~~..........~~.........~....
255 ....~.........~~.........~....
256 ...~..........~~.....~~~~.....
257 ...~..........~~.....~..~.....
258 ...~..........~~....~~...~~~..
259 ..............~~....~...~~....
260 ..............~~...~.....~....
261 ..............~~..............
262 ..............~~..............
272 # = EBONY_WOOD wall(BRICK_FINE);
274 |
= decoration
(CARPET
);
275 D
= EBONY_WOOD door
(HEXAGONAL_LOCK
);
279 ##############################
280 #---------------#------------#
281 #---------------#------------#
282 ######D#######--#------------#
283 #------------#--#------------#
284 #------------#--#------------#
285 #------------#--#------------#
286 #------------#--######D#######
287 #------------#---------------#
288 #------------#---------------#
289 #------------#--######D#######
290 #------------#--#------------#
291 #------------#--#------------#
292 #------------#--#------------#
293 #------------#--#------------#
294 ##############DD##############
295 ..............................
296 ..............................
297 ..............................
298 ..............................
299 ..............................
300 ..............................
301 ..............................
302 ..............................
303 ..............................
304 ..............................
305 ..............................
306 ..............................
307 ..............................
308 ..............................
309 ..............................
310 ..............................
311 ..............................
312 ..............................
313 ..............................
314 ..............................
315 ..............................
316 ..............................
317 ..............................
318 ..............................
319 ..............................
320 ..............................
321 ..............................
322 ..............................
323 ..............................
324 ..............................
337 g
= guard
(MONDEDR_GUARD
);
341 ##############################
342 #g--------------#g----------g#
343 #g--------------#------------#
344 ##############--#------------#
345 #g----------g#--#------------#
346 #------------#--#------------#
347 #------------#--#g----------g#
348 #------------#--##############
349 #------------#---------------#
350 #------------#---------------#
351 #------------#--##############
352 #------------#--#g----------g#
353 #------------#--#------------#
354 #------------#--#------------#
355 #g----------g#--#g----------g#
356 ##############################
357 ..............................
358 ..............................
359 ..............................
360 ..............................
361 ..............................
362 ..............................
363 ..............................
364 ..............................
365 ..............................
366 ..............................
367 ..............................
368 ..............................
369 ..............................
370 ..............................
371 ..............................
372 ..............................
373 ..............................
374 ..............................
375 ..............................
376 ..............................
377 ..............................
378 ..............................
379 ..............................
380 ..............................
381 ..............................
382 ..............................
383 ..............................
384 ..............................
385 ..............................
386 ..............................
391 OTerrain
= stairs
(STAIRS_DOWN
);
392 EntryIndex
= STAIRS_DOWN
;
399 Description
= Cellar
;
400 ShortDescription
= Cellar
;
402 GenerateMonsters
= false
;
406 TeamDefault
= MONDEDR_TEAM
;
408 IgnoreDefaultSpecialSquares
= false
;
409 CanGenerateBone
= false
;
410 DifficultyBase
= 150;
412 EnchantmentMinusChanceBase
= 0;
413 EnchantmentMinusChanceDelta
= 0;
414 EnchantmentPlusChanceBase
= 0;
415 EnchantmentPlusChanceDelta
= 0;
416 BackGroundType
= GRAY_FRACTAL
;
417 FillSquare
= solidterrain
(GROUND
), MORAINE earth
;
418 TunnelSquare
= solidterrain
(GROUND
), 0;
424 WallSquare
= solidterrain
(GROUND
), 0;
425 FloorSquare
= solidterrain
(GROUND
), 0;
426 AltarPossible
= false
;
427 GenerateDoor
= false
;
428 DivineMaster
= CLEPTIA
;
429 GenerateTunnel
= false
;
430 GenerateLanterns
= false
;
432 GenerateFountains
= false
;
433 AllowLockedDoors
= false
;
434 AllowBoobyTrappedDoors
= false
;
437 GenerateWindows
= false
;
438 UseFillSquareWalls
= false
;
448 # = BLACK_GRANITE wall(BRICK_OLD);
450 $
= IRON barwall
(BROKEN_BARWALL
);
451 % = MARBLE door
(BARDOOR
) { Parameters
= LOCKED
; }
452 B
= MARBLE brokendoor
(BARDOOR
);
453 e
= MARBLE wall
(BRICK_OLD
);
454 > = stairs
(STAIRS_DOWN
);
455 < = stairs
(STAIRS_UP
);
456 N
= GRANITE wall
(BRICK_FINE
);
458 D
= BLACK_GRANITE door
(HEXAGONAL_LOCK
);
459 X
= BLACK_GRANITE wall
(BROKEN_WALL
);
461 A
= OCTIRON altar
(CLEPTIA
);
463 |
= decoration
(CARPET
);
467 ***************************************
468 **########*********###############*****
469 **#......#*********#...#...#...#.#*****
470 **#......#*********#...#...#...#.#*****
471 **#......#*********#@%@#@%@#@%@#.#*****
472 **###D####*********#.............#*****
473 ****#.#************#######D#######*****
474 ****#.#******************#.#***********
475 ****#.#******************#.#***********
476 ****#.#******************#.#***********
477 **###D####*********#######D#######*****
478 **#......#*********#.............#*****
479 **#......#*********#.............#*****
480 **#......#*********#.............#*****
481 **#......#*********#.............#*****
482 **#......#*********#.............#*****
483 **#......#*********#.............#*****
484 **#......###########.............#*****
485 **#......D.........D......T......#*****
486 **#......###########.............#*****
487 **#......#*********#.............#*****
488 **#......#*********#.............#*****
489 **#......#*********#.............#*****
490 **#......#*********#.............#*****
491 **#......#*********#.............#*****
492 **###D####*********######D#D######*****
493 ****#.#*************#.....#.....#******
494 ****#.#*************#.....#.....#******
495 ****#.#*************#.....#.....#******
496 ****#.#*************#.....#.....#******
497 ****#.#*************#############******
498 ****#.#********************************
499 ****#.#********************************
500 **###D####*********##############******
501 **#......#*********#............#******
502 **#......###########............#******
503 **#......D.........D.....A......#******
504 **#......###########............#******
505 **#......#*********#............#******
506 **########*********##############******
507 ***************************************
508 ***************************************
509 ***************************************
510 ***************************************
521 1 == lantern
{ SquarePosition
= UP
; }
522 2 == lantern
{ SquarePosition
= DOWN
; }
523 3 == lantern
{ SquarePosition
= RIGHT
; }
524 4 == lantern
{ SquarePosition
= LEFT
; }
526 b
== lantern
(BROKEN
);
530 ***************************************
531 **###2####*********#############2#*****
532 **#......#*********#...#...#...#.#*****
533 **3.....
.4*********#...#...#...#.#*****
534 **#......#*********#############.#*****
535 **########*********3.............4*****
536 ****3.4************#1###########1#*****
537 ****#.#******************3*4***********
538 ****#.#******************#*#***********
539 ****3.4******************3*4***********
540 **#2###2##*********#######2#######*****
541 **#......#*********#.............#*****
542 **#......#*********#.............#*****
543 **#......#*********#.............#*****
544 **#......#*********#.............#*****
545 **3.....
.4*********3............
.4*****
546 **#......#*********#.............#*****
547 **#......#2#######2#.............#*****
548 **3......
#.........#.............4*****
549 **#......#1#######1#.............#*****
550 **#......#*********#.............#*****
551 **3.....
.4*********3............
.4*****
552 **#......#*********#.............#*****
553 **#......#*********#.............#*****
554 **#......#*********#.............#*****
555 **#1###1##*********#######1#######*****
556 ****3.4*************#.....#.....#******
557 ****#.#*************#.....#.....#******
558 ****#.#*************#.....#.....#******
559 ****#.#*************#.....#.....#******
560 ****#.#*************#############******
561 ****#.#********************************
562 ****3.4********************************
563 **########*********######2#######******
564 **#......4*********3............#******
565 **#......#2#######2#............#******
566 **3......
#.........#............4******
567 **#......#1#######1#............#******
568 **#......4*********3............#******
569 **###1####*********######1#######******
570 ***************************************
571 ***************************************
572 ***************************************
573 ***************************************
584 R
= raven
{ Flags
= IS_MASTER
; }
585 g
= guard
(MONDEDR_GUARD
);
590 ***************************************
591 **########*********###############*****
592 **#......#*********#...#...#...#g#*****
593 **#......#*********#...#...#...#.#*****
594 **#.g.g..#*********#############.#*****
595 **########*********#.............#*****
596 ****#.#************###############*****
597 ****#.#******************#.#***********
598 ****#.#******************#.#***********
599 ****#.#******************#.#***********
600 **########*********###############*****
601 **#.g.g..#*********#g...........g#*****
602 **#......#*********#.............#*****
603 **#......#*********#.............#*****
604 **#......#*********#.............#*****
605 **#......#*********#.............#*****
606 **#......#*********#.............#*****
607 **#.....g###########g............#*****
608 **#......#.........#......R......#*****
609 **#.....g###########g............#*****
610 **#......#*********#.............#*****
611 **#......#*********#.............#*****
612 **#......#*********#.............#*****
613 **#......#*********#.............#*****
614 **#.g.g..#*********#g...........g#*****
615 **########*********###############*****
616 ****#.#*************#.....#.....#******
617 ****#.#*************#.....#.....#******
618 ****#.#*************#.....#.....#******
619 ****#.#*************#.....#.....#******
620 ****#.#*************#############******
621 ****#.#********************************
622 ****#.#********************************
623 **########*********##############******
624 **#.g.g..#*********#............#******
625 **#.....g###########............#******
626 **#......#.........#......P.....#******
627 **#.....g###########............#******
628 **#......#*********#............#******
629 **########*********##############******
630 ***************************************
631 ***************************************
632 ***************************************
633 ***************************************
639 OTerrain
= stairs
(STAIRS_UP
);
640 EntryIndex
= STAIRS_UP
;
645 OTerrain
= stairs
(STAIRS_DOWN
);
646 EntryIndex
= STAIRS_DOWN
;
652 FillSquare
= WATER liquidterrain
(UNDERGROUND_LAKE
), 0;
658 Character
= rogue
{ Team
= MONSTER_TEAM
; }
664 Items
== Random
{ MinPrice
= 250; MaxPrice
= 2000; }
668 Square
, Random ATTACHABLE
;
670 OTerrain
= stairs
(STAIRS_UP
);
671 EntryIndex
= STAIRS_UP
;
672 AttachRequired
= true
;
675 Square
, Random ATTACHABLE
;
677 OTerrain
= stairs
(STAIRS_DOWN
);
678 EntryIndex
= STAIRS_DOWN
;
679 AttachRequired
= true
;
687 Character
= rogue
{ Team
= MONSTER_TEAM
; }
693 Items
== Random
{ MinPrice
= 500; MaxPrice
= 2000; }
697 Square
, Random NOT_WALKABLE|ATTACHABLE
;
699 OTerrain
= stairs
(STAIRS_UP
);
700 EntryIndex
= STAIRS_UP
;
701 AttachRequired
= true
;
704 Square
, Random NOT_WALKABLE|ATTACHABLE
;
706 OTerrain
= stairs
(STAIRS_DOWN
);
707 EntryIndex
= STAIRS_DOWN
;
708 AttachRequired
= true
;
716 Character
= rogue
{ Team
= MONSTER_TEAM
; }
722 Character
= assassin
{ Team
= MONSTER_TEAM
; }
728 Items
== Random
{ MinPrice
= 500; MaxPrice
= 2000; }
732 Square
, Random NOT_WALKABLE|ATTACHABLE
;
734 OTerrain
= stairs
(STAIRS_UP
);
735 EntryIndex
= STAIRS_UP
;
736 AttachRequired
= true
;
739 Square
, Random NOT_WALKABLE|ATTACHABLE
;
741 OTerrain
= stairs
(STAIRS_DOWN
);
742 EntryIndex
= STAIRS_DOWN
;
743 AttachRequired
= true
;
750 GenerateMonsters
= false
;
754 TeamDefault
= MONDEDR_TEAM
;
756 IgnoreDefaultSpecialSquares
= false
;
757 CanGenerateBone
= false
;
758 DifficultyBase
= 150;
760 EnchantmentMinusChanceBase
= 0;
761 EnchantmentMinusChanceDelta
= 0;
762 EnchantmentPlusChanceBase
= 0;
763 EnchantmentPlusChanceDelta
= 0;
764 BackGroundType
= GRAY_FRACTAL
;
765 FillSquare
= solidterrain
(GROUND
), BLACK_GRANITE earth
;
766 TunnelSquare
= solidterrain
(GROUND
), 0;
772 WallSquare
= solidterrain
(GROUND
), 0;
773 FloorSquare
= solidterrain
(GROUND
), 0;
774 AltarPossible
= false
;
775 GenerateDoor
= false
;
776 DivineMaster
= CLEPTIA
;
777 GenerateTunnel
= false
;
778 GenerateLanterns
= false
;
780 GenerateFountains
= false
;
781 AllowLockedDoors
= false
;
782 AllowBoobyTrappedDoors
= false
;
785 GenerateWindows
= false
;
786 UseFillSquareWalls
= false
;
797 ~
= WATER liquidterrain
(UNDERGROUND_LAKE
);
801 **************#################**************
802 *************##...............##*************
803 ************##.................##************
804 ***********##...................##***********
805 **********##.....................##**********
806 **********#.......................#**********
807 **********#.......................#**********
808 **********#.......................#**********
809 **********#~.....................~#**********
810 **********#~~...................~~#**********
811 **********#~~~.......~.~.......~~~#**********
812 **********#~~~~.....~~.~~......~~~#**********
813 **********#~~~~~~~~~~...~~~~~~~~~~#**********
814 **********#~~~~~~~~~~...~~~~~~~~~~#**********
815 **********#~~~......~~.~~......~~~#**********
816 **********#~~........~.~........~~#**********
817 **********#~.....................~#**********
818 **********#.......................#**********
819 **********#.......................#**********
820 **********#.......................#**********
821 **********##.....................##**********
822 ***********##...................##***********
823 ************##.................##************
824 *************##...............##*************
825 **************#################**************
826 ******************##.....##******************
827 ******************#~.....~#******************
828 ******************##.....##******************
829 ******************#~.....~#******************
830 ******************##.....##******************
831 ******************#~.....~#******************
832 ******************##.....##******************
833 **************#################**************
834 *#######******#...............#*****########*
835 *#.....########...............#######.....#**
836 *#.....#......#...............#.....#.....#**
837 *#.....#......#...............#.....#.....#**
838 *#.....########...............#######.....#**
839 *#######******#...............#*****#######**
840 **************#################**************
841 *******************##..##********************
842 *******************#~..~#********************
843 *******************##..##********************
844 *******************#~..~#********************
845 *******************##..##********************
846 ******************########*******************
847 ******************#......#*******************
848 ******************#......#*******************
849 ******************#......#*******************
850 ******************#......#*******************
851 ******************#......#*******************
852 ******************#......#*******************
853 ******************#......#*******************
854 ******************########*******************
863 * = BLACK_GRANITE earth
;
864 # = BLACK_GRANITE wall(BRICK_OLD);
866 $
= IRON barwall
(BROKEN_BARWALL
);
867 % = MARBLE door
(BARDOOR
) { Parameters
= LOCKED
; }
868 B
= MARBLE brokendoor
(BARDOOR
);
869 e
= MARBLE wall
(BRICK_OLD
);
870 > = stairs
(STAIRS_DOWN
);
871 < = stairs
(STAIRS_UP
);
872 N
= GRANITE wall
(BRICK_FINE
);
874 D
= BLACK_GRANITE door
(HEXAGONAL_LOCK
);
875 X
= BLACK_GRANITE wall
(BROKEN_WALL
);
877 A
= OCTIRON altar
(CLEPTIA
);
879 1 = decoration
(POOL_CORNER
) { VisualEffects
= NONE
; }
880 2 = decoration
(POOL_CORNER
) { VisualEffects
= MIRROR
; }
881 3 = decoration
(POOL_CORNER
) { VisualEffects
= MIRROR | FLIP
; }
882 4 = decoration
(POOL_CORNER
) { VisualEffects
= FLIP
; }
883 5 = decoration
(POOL_BORDER
) { VisualEffects
= NONE
; }
884 6 = decoration
(POOL_BORDER
) { VisualEffects
= ROTATE
; }
885 7 = decoration
(POOL_BORDER
) { VisualEffects
= FLIP
; }
886 8 = decoration
(POOL_BORDER
) { VisualEffects
= MIRROR | ROTATE
; }
887 |
= decoration
(CARPET
);
891 **************#################**************
892 *************##...............##*************
893 ************##.................##************
894 ***********##...................##***********
895 **********##.....................##**********
896 **********#...........T...........#**********
897 **********#.......................#**********
898 **********#.......................#**********
899 **********#.......................#**********
900 **********#.......................#**********
901 **********#.......................#**********
902 **********#.......................#**********
903 **********#.......................#**********
904 **********#@@@@@@@@@@...@@@@@@@@@@#**********
905 **********#.......................#**********
906 **********#.......................#**********
907 **********#.......................#**********
908 **********#.......................#**********
909 **********#.......................#**********
910 **********#.......................#**********
911 **********##.....................##**********
912 ***********##...................##***********
913 ************##.................##************
914 *************##...............##*************
915 **************########D########**************
916 ******************##.....##******************
917 ******************#.......#******************
918 ******************##.....##******************
919 ******************#.......#******************
920 ******************##.....##******************
921 ******************#.......#******************
922 ******************##.....##******************
923 **************########D########**************
924 ########******#...............#*****#########
925 #......########...............#######.......#
926 #......D......D...............D.....D.......#
927 #......D......D...............D.....D.......#
928 #......########...............#######.......#
929 ########******#...............#*****#########
930 **************#######DD########**************
931 *******************##..##********************
932 *******************#....#********************
933 *******************##..##********************
934 *******************#....#********************
935 *******************##..##********************
936 ******************###DD###*******************
937 ******************#......#*******************
938 ******************#......#*******************
939 ******************#......#*******************
940 ******************#......#*******************
941 ******************#......#*******************
942 ******************#......#*******************
943 ******************#......#*******************
944 ******************########*******************
957 B
= blinkdog
{ Team
= MONSTER_TEAM
; }
958 F
= floatingeye
{ Team
= MONSTER_TEAM
; }
959 A
= assassin
{ Team
= MONSTER_TEAM
; }
960 V
= vulcan
{ Team
= MONSTER_TEAM
; }
961 S
= invisiblestalker
{ Team
= MONSTER_TEAM
; }
962 f
= frog
(DARK
) { Team
= MONSTER_TEAM
; }
966 **************#################**************
967 *************##...............##*************
968 ************##.................##************
969 ***********##...................##***********
970 **********##.....................##**********
971 **********#.........F.V.F.........#**********
972 **********#.......................#**********
973 **********#.......................#**********
974 **********#.......................#**********
975 **********#.......................#**********
976 **********#.......................#**********
977 **********#.......................#**********
978 **********#f.....................f#**********
979 **********#..........f.f..........#**********
980 **********#f.....................f#**********
981 **********#.......................#**********
982 **********#.......................#**********
983 **********#.......................#**********
984 **********#.......................#**********
985 **********#.......................#**********
986 **********##.....................##**********
987 ***********##...................##***********
988 ************##.................##************
989 *************##....A.....A....##*************
990 **************#################**************
991 ******************##f...f##******************
992 ******************#.......#******************
993 ******************##.....##******************
994 ******************#.......#******************
995 ******************##.....##******************
996 ******************#.......#******************
997 ******************##.....##******************
998 **************#################**************
999 ########******#S.............S#*****#########
1000 #......########...............#######.......#
1001 #......#......#...............#.....#.......#
1002 #......#......#...............#.....#.......#
1003 #......########...............#######.......#
1004 ########******#S.............S#*****#########
1005 **************#################**************
1006 *******************##..##********************
1007 *******************#....#********************
1008 *******************##..##********************
1009 *******************#....#********************
1010 *******************##..##********************
1011 ******************########*******************
1012 ******************#......#*******************
1013 ******************#......#*******************
1014 ******************#......#*******************
1015 ******************#......#*******************
1016 ******************#......#*******************
1017 ******************#......#*******************
1018 ******************#......#*******************
1019 ******************########*******************
1032 1 == lantern
{ SquarePosition
= UP
; }
1033 2 == lantern
{ SquarePosition
= DOWN
; }
1034 3 == lantern
{ SquarePosition
= RIGHT
; }
1035 4 == lantern
{ SquarePosition
= LEFT
; }
1039 **************#######2#2#######**************
1040 *************##...............##*************
1041 ************##.................##************
1042 ***********##...................##***********
1043 **********##.....................##**********
1044 **********#.......................#**********
1045 **********#.......................#**********
1046 **********#.......................#**********
1047 **********#.......................#**********
1048 **********#.......................#**********
1049 **********#.......................#**********
1050 **********#.......................#**********
1051 **********3......................
.4**********
1052 **********#.......................#**********
1053 **********3......................
.4**********
1054 **********#.......................#**********
1055 **********#.......................#**********
1056 **********#.......................#**********
1057 **********#.......................#**********
1058 **********#.......................#**********
1059 **********##.....................##**********
1060 ***********##...................##***********
1061 ************##.................##************
1062 *************##...............##*************
1063 **************#######1#1#######**************
1064 ******************##.....##******************
1065 ******************3......
.4******************
1066 ******************##.....##******************
1067 ******************3......
.4******************
1068 ******************##.....##******************
1069 ******************3......
.4******************
1070 ******************##.....##******************
1071 **************#################**************
1072 ########******#...............#*****#########
1073 #......#2####2#...............#2###2#.......#
1074 #......#......#...............#.....#.......#
1075 #......#......#...............#.....#.......#
1076 #......#1####1#...............#1###1#.......#
1077 ########******#...............#*****#########
1078 **************#################**************
1079 *******************##..##********************
1080 *******************#....#********************
1081 *******************##..##********************
1082 *******************#....#********************
1083 *******************##..##********************
1084 ******************########*******************
1085 ******************#......#*******************
1086 ******************#......#*******************
1087 ******************#......#*******************
1088 ******************#......#*******************
1089 ******************#......#*******************
1090 ******************#......#*******************
1091 ******************#......#*******************
1092 ******************########*******************
1097 OTerrain
= stairs
(STAIRS_UP
);
1098 EntryIndex
= STAIRS_UP
;