data dirs renamed
[k8-i-v-a-n.git] / Script / dungeons / mondedr.dat
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1 /* Mondedr */
3 Dungeon MONDEDR;
5 Levels = 6;
6 Description = "Underground Mondedr";
7 ShortDescription = "UM";
9 LevelDefault
11 Size = 40, 40;
12 GenerateMonsters = true;
13 Rooms = 40;
14 Items = 0;
15 IsOnGround = false;
16 TeamDefault = ATTNAM_TEAM;
17 LOSModifier = 16;
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;
27 IsCatacomb = false;
28 DifficultyBase = 0;
29 DifficultyDelta = 10;
30 MonsterAmountBase = 0;
31 MonsterAmountDelta = 5;
32 MonsterGenerationIntervalBase = 150;
33 MonsterGenerationIntervalDelta = -25;
35 RoomDefault
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;
42 Size = 4:11,4:11;
43 AltarPossible = false;
44 GenerateDoor = true;
45 DivineMaster = 0;
46 GenerateTunnel = true;
47 GenerateLanterns = false;
48 Type = ROOM_NORMAL;
49 GenerateFountains = false;
50 AllowLockedDoors = false;
51 AllowBoobyTrappedDoors = false;
52 Shape = RECTANGLE;
53 IsInside = true;
54 GenerateWindows = false;
55 UseFillSquareWalls = false;
56 Flags = 0;
57 GenerateWards = false;
61 Level 0;
63 Size = 61, 67;
64 Description = Mondedr;
65 ShortDescription = Mondedr;
66 FillSquare = solidterrain(GRASS_TERRAIN), 0;
67 Size = 61, 67;
68 GenerateMonsters = false;
69 Rooms = 50:60;
70 Items = 0;
71 IsOnGround = true;
72 TeamDefault = MONDEDR_TEAM;
73 LOSModifier = 48;
74 IgnoreDefaultSpecialSquares = false;
75 CanGenerateBone = false;
76 DifficultyBase = 150;
77 DifficultyDelta = 0;
78 EnchantmentMinusChanceBase = 0;
79 EnchantmentMinusChanceDelta = 0;
80 EnchantmentPlusChanceBase = 0;
81 EnchantmentPlusChanceDelta = 0;
82 BackGroundType = GREEN_FRACTAL;
84 RoomDefault
86 Pos = 2:XSize-5,2:51;
87 Size = 4:8,4:8;
88 AltarPossible = false;
89 WallSquare = solidterrain(GRASS_TERRAIN),wall(BRICK_FINE);
90 FloorSquare = solidterrain(PARQUET), 0;
91 DoorSquare = solidterrain(PARQUET),door;
92 GenerateDoor = true;
93 DivineMaster = 0;
94 GenerateTunnel = false;
95 GenerateLanterns = true;
96 Type = ROOM_NORMAL;
97 GenerateFountains = false;
98 AllowLockedDoors = false;
99 AllowBoobyTrappedDoors = false;
100 Shape = RECTANGLE;
101 IsInside = true;
102 GenerateWindows = true;
103 UseFillSquareWalls = false;
104 Flags = 0;
107 Square, Pos 0, 0;
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);
115 Times = 100;
118 Square, Random NOT_IN_ROOM;
120 Character = farmer(MONDEDR);
121 Times = 5;
124 Square, Random NOT_IN_ROOM;
126 Character = housewife(MONDEDR);
127 Times = 5;
130 Square, Pos 30,YSize - 1;
132 EntryIndex = STAIRS_UP;
135 Room
137 Pos = 34,33;
138 Size = 7,6;
139 WallSquare = solidterrain(GRASS_TERRAIN),wall(BRICK_FINE);
140 FloorSquare = solidterrain(PARQUET), 0;
141 GenerateDoor = false;
142 DivineMaster = MELLIS;
143 Type = ROOM_SHOP;
144 GenerateLanterns = false;
145 GenerateWindows = false;
147 Square, Pos 3, 5;
149 GTerrain = solidterrain(PARQUET);
150 OTerrain = door;
153 Square, Pos 1, 4;
155 Items == ring(RING_OF_FIRE_RESISTANCE);
158 Square, Pos 3, 1;
160 Character = shopkeeper(MONDEDR) { Flags = IS_MASTER; }
163 ItemMap
165 Pos = 0,0;
166 Size = 7,6;
167 Types
169 # == 0;
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; }
176 l == lantern;
177 2 == lantern { SquarePosition = DOWN; }
178 3 == lantern { SquarePosition = RIGHT; }
179 4 == lantern { SquarePosition = LEFT; }
183 ##2#2##
184 #aa.ad#
185 #wwwwd#
186 3uuuvd4
187 #.eevd#
188 2##.##2
192 Square, Pos 36, 39;
194 Character = guard(MONDEDR_GUARD);
197 Room
199 Pos = 16,16;
200 Size = 30,16;
201 AltarPossible = false;
202 GenerateFountains = false;
203 Shape = RECTANGLE;
205 GTerrainMap
207 Pos = 0,0;
208 Size = 30,46;
209 Types
211 # = EBONY_WOOD solidterrain(FLOOR) { IsInside = true; }
212 - = 0;
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 ..............~~..............
265 OTerrainMap
267 Pos = 0,0;
268 Size = 30,46;
270 Types
272 # = EBONY_WOOD wall(BRICK_FINE);
273 - = 0;
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 ..............................
328 CharacterMap
330 Pos = 0,0;
331 Size = 30,46;
333 Types
335 # = 0;
336 - = 0;
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 ..............................
389 Square, Pos 6,10;
391 OTerrain = stairs(STAIRS_DOWN);
392 EntryIndex = STAIRS_DOWN;
397 Level 1;
399 Description = Cellar;
400 ShortDescription = Cellar;
401 Size = 42, 48;
402 GenerateMonsters = false;
403 Rooms = 1;
404 Items = 0;
405 IsOnGround = false;
406 TeamDefault = MONDEDR_TEAM;
407 LOSModifier = 16;
408 IgnoreDefaultSpecialSquares = false;
409 CanGenerateBone = false;
410 DifficultyBase = 150;
411 DifficultyDelta = 0;
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;
420 Room
422 Size = 38, 44;
423 Pos = 2, 2;
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;
431 Type = ROOM_NORMAL;
432 GenerateFountains = false;
433 AllowLockedDoors = false;
434 AllowBoobyTrappedDoors = false;
435 Shape = RECTANGLE;
436 IsInside = true;
437 GenerateWindows = false;
438 UseFillSquareWalls = false;
439 Flags = 0;
441 OTerrainMap
443 Size = 39, 44;
444 Pos = 0, 0;
445 Types
447 * = MORAINE earth;
448 # = BLACK_GRANITE wall(BRICK_OLD);
449 @ = IRON barwall;
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);
457 b = boulder(1);
458 D = BLACK_GRANITE door(HEXAGONAL_LOCK);
459 X = BLACK_GRANITE wall(BROKEN_WALL);
460 I = ironmaiden;
461 A = OCTIRON altar(CLEPTIA);
462 T = OCTIRON throne;
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 ***************************************
513 ItemMap
515 Size = 39, 44;
516 Pos = 0, 0;
517 Types
519 * == 0;
520 # == 0;
521 1 == lantern { SquarePosition = UP; }
522 2 == lantern { SquarePosition = DOWN; }
523 3 == lantern { SquarePosition = RIGHT; }
524 4 == lantern { SquarePosition = LEFT; }
525 r == GRANITE stone;
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 ***************************************
576 CharacterMap
578 Size = 39, 44;
579 Pos = 0, 0;
580 Types
582 * = 0;
583 # = 0;
584 R = raven { Flags = IS_MASTER; }
585 g = guard(MONDEDR_GUARD);
586 P = priest(CLEPTIA);
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 ***************************************
637 Square, Pos 7,5;
639 OTerrain = stairs(STAIRS_UP);
640 EntryIndex = STAIRS_UP;
643 Square, Pos 32,30;
645 OTerrain = stairs(STAIRS_DOWN);
646 EntryIndex = STAIRS_DOWN;
650 Level 2;
652 FillSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
653 Rooms = 60;
654 Items = 0;
656 Square, Random;
658 Character = rogue { Team = MONSTER_TEAM; }
659 Times = 1;
662 Square, Random;
664 Items == Random { MinPrice = 250; MaxPrice = 2000; }
665 Times = 10;
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;
683 Level 3;
685 Square, Random;
687 Character = rogue { Team = MONSTER_TEAM; }
688 Times = 2;
691 Square, Random;
693 Items == Random { MinPrice = 500; MaxPrice = 2000; }
694 Times = 10;
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;
712 Level 4;
714 Square, Random;
716 Character = rogue { Team = MONSTER_TEAM; }
717 Times = 3;
720 Square, Random;
722 Character = assassin { Team = MONSTER_TEAM; }
723 Times = 1;
726 Square, Random;
728 Items == Random { MinPrice = 500; MaxPrice = 2000; }
729 Times = 10;
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;
747 Level 5;
749 Size = 61, 67;
750 GenerateMonsters = false;
751 Rooms = 1;
752 Items = 0;
753 IsOnGround = false;
754 TeamDefault = MONDEDR_TEAM;
755 LOSModifier = 16;
756 IgnoreDefaultSpecialSquares = false;
757 CanGenerateBone = false;
758 DifficultyBase = 150;
759 DifficultyDelta = 0;
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;
768 Room
770 Pos = 6,6;
771 Size = 45, 42;
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;
779 Type = ROOM_NORMAL;
780 GenerateFountains = false;
781 AllowLockedDoors = false;
782 AllowBoobyTrappedDoors = false;
783 Shape = RECTANGLE;
784 IsInside = true;
785 GenerateWindows = false;
786 UseFillSquareWalls = false;
787 Flags = 0;
789 GTerrainMap
791 Size = 45, 54;
792 Pos = 0, 0;
793 Types
795 * = 0;
796 # = 0;
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 ******************########*******************
857 OTerrainMap
859 Size = 45, 54;
860 Pos = 0, 0;
861 Types
863 * = BLACK_GRANITE earth;
864 # = BLACK_GRANITE wall(BRICK_OLD);
865 @ = IRON barwall;
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);
873 b = boulder(1);
874 D = BLACK_GRANITE door(HEXAGONAL_LOCK);
875 X = BLACK_GRANITE wall(BROKEN_WALL);
876 I = ironmaiden;
877 A = OCTIRON altar(CLEPTIA);
878 T = OCTIRON throne;
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 ******************########*******************
947 CharacterMap
949 Pos = 0,0;
950 Size = 45, 54;
952 Types
954 * = 0;
955 # = 0;
956 - = 0;
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 ******************########*******************
1022 ItemMap
1024 Pos = 0,0;
1025 Size = 45, 54;
1027 Types
1029 * == 0;
1030 # == 0;
1031 - == 0;
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 ******************########*******************
1095 Square, Pos 22,36;
1097 OTerrain = stairs(STAIRS_UP);
1098 EntryIndex = STAIRS_UP;