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[k8-i-v-a-n.git] / script / dungeons / muntuo.dat
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1 Dungeon MUNTUO;
3 Levels = 2;
5 Level 0;
7 LevelMessage = "You descend into a clearing full of tame animals.";
8 Description = "Muntuo, the Fastness of Solicitus";
9 ShortDescription = "Muntuo";
10 FillSquare = solidterrain(GRASS_TERRAIN), 0;
11 Size = 50, 42;
12 GenerateMonsters = false;
13 Rooms = 1;
14 Items = 0;
15 IsOnGround = true;
16 TeamDefault = SOLICITUS_TEAM;
17 LOSModifier = 48;
18 IgnoreDefaultSpecialSquares = false;
19 CanGenerateBone = false;
20 DifficultyBase = 50;
21 DifficultyDelta = 0;
22 EnchantmentMinusChanceBase = -15;
23 EnchantmentMinusChanceDelta = 0;
24 EnchantmentPlusChanceBase = 0;
25 EnchantmentPlusChanceDelta = 0;
26 BackGroundType = GREEN_FRACTAL;
28 RoomDefault
30 Pos = 2:36,2:36;
31 Size = 4:6,4:6;
32 AltarPossible = false;
33 WallSquare = solidterrain(GRASS_TERRAIN), wall(BRICK_OLD);
34 FloorSquare = MARBLE solidterrain(PARQUET), 0;
35 DoorSquare = solidterrain(GRASS_TERRAIN), BALSA_WOOD door;
36 GenerateDoor = false;
37 DivineMaster = 0;
38 GenerateTunnel = false;
39 GenerateLanterns = false;
40 Type = ROOM_NORMAL;
41 GenerateFountains = false;
42 AllowLockedDoors = false;
43 AllowBoobyTrappedDoors = false;
44 Shape = RECTANGLE;
45 IsInside = true;
46 GenerateWindows = false;
47 UseFillSquareWalls = false;
48 Flags = 0;
49 GenerateWards = false;
52 Room
54 Type = ROOM_NORMAL;
55 Pos = 4,5;
56 Size = 42,16;
57 WallSquare = solidterrain(GRASS_TERRAIN), TIN wall(BRICK_OLD);
58 FloorSquare = LIME_STONE solidterrain(PARQUET), 0;
59 GenerateDoor = false;
60 DivineMaster = LEGIFER;
61 GenerateLanterns = false;
62 GenerateWindows = false;
64 OTerrainMap
66 Pos = 0,0;
67 Size = 42,16;
68 Types
70 _ = 0;
71 # = 0;
72 $ = TIN wall(BRICK_OLD);
73 ^ = decoration(HOLY_TREE);
74 c = decoration(COUCH);
75 d = OAK_WOOD door;
76 f = fountain { SecondaryMaterial = LIQUID_HORROR; }
80 ##########################################
81 #................$$$$$$$$................#
82 #................$$$$$$$$................#
83 #.................$$..$$.................#
84 #................$$$..$$$................#
85 #.$$$$$.........$$$....$$$.........$$$$$.#
86 #$$...$$......$$$........$$$......$$...$$#
87 #$.....$....$$$............$$$....$.....$#
88 #$..f..$$$$$$................$$$$$$.....$#
89 #.......$$$$..................$$$$.......#
90 #........$$....................$$........#
91 #........................................#
92 #$.......$$....................$$.......$#
93 #$$.....$$$....................$$$.....$$#
94 #.$$$..$$.$$..................$$.$$..$$$.#
95 ####################dd####################
98 CharacterMap
100 Pos = 0,0;
101 Size = 42,16;
102 Types
104 # = 0;
105 g = guard(SENTINEL) { Team = SOLICITUS_TEAM; }
106 S = solicitus{ Team = SOLICITUS_TEAM; Flags = IS_MASTER; }
107 A = insudo { Team = SOLICITUS_TEAM; }
108 P = priest(SOLICITU) { Team = SOLICITUS_TEAM; }
109 /*X = morbe { Team = MORBE_TEAM; }*/
113 ##########################################
114 #................########................#
115 #................########................#
116 #.................##S.##.................#
117 #................###..###................#
118 #.#####.........###....###.........#####.#
119 ###...##......###.g....g.###......##...###
120 ##.....#....###.....P......###....#.....##
121 ##.....######................######..A..##
122 #.......####..................####.......#
123 #.......g##....................##g.......#
124 #........................................#
125 ##......g##....................##g......##
126 ###.....###....................###.....###
127 #.###..##.##......g....g......##.##..###.#
128 ####################..####################
131 GTerrainMap
133 Pos = 0,0;
134 Size = 42,16;
135 Types
137 # = LIME_STONE solidterrain(FLOOR);
138 _ = LIME_STONE solidterrain(FLOOR);
139 - = OAK_WOOD solidterrain(PARQUET);
143 ##########################################
144 #................########................#
145 #................########................#
146 #.................##__##.................#
147 #................###__###................#
148 #.#####.........###____###.........#####.#
149 ###___##......###________###......##___###
150 ##_____#....###____________###....#_____##
151 ##_____######________________######_____##
152 #_______####__________________####_______#
153 #________##____________________##________#
154 #________________________________________#
155 ##_______##____________________##_______##
156 ###_____###____________________###_____###
157 #.###__##.##__________________##.##__###.#
158 ####################--####################
161 ItemMap
163 Pos = 0,0;
164 Size = 42,16;
165 Types
167 # == 0;
168 _ == 0;
169 2 == lantern { SquarePosition = DOWN; }
170 3 == lantern { SquarePosition = RIGHT; }
171 4 == lantern { SquarePosition = LEFT; }
172 5 == lantern { SquarePosition = UP; }
173 /*E == EMERALD OCTIRON eptyron { Enchantment = 5; LifeExpectancy = 2000:5000;} */
174 /*f == GLASS LIQUID_HORROR potion;*/
175 /*v == GLASS VINEGAR potion;*/
176 /*C == COPPER OMMEL_BLOOD cauldron;*/
177 /*e == COPPER WATER cauldron;*/
178 /*t == taiaha;*/
182 ##########################################
183 #................########................#
184 #................########................#
185 #.................##..##.................#
186 #................###..###................#
187 #.##2##.........###....###.........##2##.#
188 ###...##......###........###......##...###
189 ##.....#....###............###....#.....##
190 ##.....######................######.....##
191 #.......####..................####.......#
192 3........##....................##........4
193 #........................................#
194 ##.......#3....................4#.......##
195 ###.....###....................###.....###
196 #.##5..##.##..................##.##..5##.#
197 #################5##..##5#################
201 Square, Random NOT_IN_ROOM|HAS_NO_OTERRAIN;
203 OTerrain = decoration(BIRCH);
204 Times = 50;
207 Square, Random NOT_IN_ROOM;
209 Character = mouse(FIELD_MOUSE) { Team = SOLICITUS_TEAM; }
212 Square, Random NOT_IN_ROOM;
214 Character = carnivorousplant { Team = SOLICITUS_TEAM; }
215 Times = 9:18;
218 Square, Random NOT_IN_ROOM;
220 Character = carnivorousplant(GREATER) { Team = SOLICITUS_TEAM; }
221 Times = 3:6;
224 Square, Random NOT_IN_ROOM;
226 Character = carnivorousplant(GIANTIC) { Team = SOLICITUS_TEAM; }
227 Times = 1:2;
230 Square, Random NOT_IN_ROOM;
232 Character = okapi { Team = SOLICITUS_TEAM; }
235 Square, Random NOT_IN_ROOM;
237 Character = firefox { Team = SOLICITUS_TEAM; }
240 Square, Pos 25, 41;
242 EntryIndex = STAIRS_UP;