1-- NetHack 3.7 Priest.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.11 $ 2-- Copyright (c) 1989 by Jean-Christophe Collet 3-- Copyright (c) 1991-2 by M. Stephenson 4-- NetHack may be freely redistributed. See license for details. 5-- 6des.level_init({ style = "solidfill", fg = " " }); 7 8des.level_flags("mazelevel", "hardfloor", "graveyard", "outdoors", "noflip") 9-- This is a kludge to init the level as a lit field. 10des.level_init({ style="mines", fg=".", bg=".", smoothed=false, joined=false, lit=1, walled=false }) 11 12des.map([[ 13........................................ 14........................................ 15..........----------+----------......... 16..........|........|.|........|......... 17..........|........|.|........|......... 18..........|----.----.----.----|......... 19..........+...................+......... 20..........+...................+......... 21..........|----.----.----.----|......... 22..........|........|.|........|......... 23..........|........|.|........|......... 24..........----------+----------......... 25........................................ 26........................................ 27]]); 28-- Dungeon Description 29des.region({ region={00,00, 09,13}, lit=0, type="morgue", filled=1 }) 30des.region({ region={09,00, 30,01}, lit=0, type="morgue", filled=1 }) 31des.region({ region={09,12, 30,13}, lit=0, type="morgue", filled=1 }) 32des.region({ region={31,00, 39,13}, lit=0, type="morgue", filled=1 }) 33des.region({ region={11,03, 29,10}, lit=1, type="temple", filled=1, irregular=1 }) 34-- The altar inside the temple 35des.altar({ x=20,y=07, align="noalign", type="shrine" }) 36des.monster({ id = "aligned cleric", x=20, y=07, align="noalign", peaceful = 0 }) 37-- Doors 38des.door("locked",10,06) 39des.door("locked",10,07) 40des.door("locked",20,02) 41des.door("locked",20,11) 42des.door("locked",30,06) 43des.door("locked",30,07) 44-- Stairs 45-- Note: The up stairs are *intentionally* off of the map. 46des.stair("up", 43,05) 47des.stair("down", 20,06) 48-- Non diggable walls 49des.non_diggable(selection.area(10,02,30,13)) 50-- Objects (inside the antechambers). 51des.object({ coord = { 14, 03 } }) 52des.object({ coord = { 15, 03 } }) 53des.object({ coord = { 16, 03 } }) 54des.object({ coord = { 14, 10 } }) 55des.object({ coord = { 15, 10 } }) 56des.object({ coord = { 16, 10 } }) 57des.object({ coord = { 17, 10 } }) 58des.object({ coord = { 24, 03 } }) 59des.object({ coord = { 25, 03 } }) 60des.object({ coord = { 26, 03 } }) 61des.object({ coord = { 27, 03 } }) 62des.object({ coord = { 24, 10 } }) 63des.object({ coord = { 25, 10 } }) 64des.object({ coord = { 26, 10 } }) 65des.object({ coord = { 27, 10 } }) 66-- Random traps 67des.trap({ coord = { 15,04 } }) 68des.trap({ coord = { 25,04 } }) 69des.trap({ coord = { 15,09 } }) 70des.trap({ coord = { 25,09 } }) 71des.trap() 72des.trap() 73-- No random monsters - the morgue generation will put them in. 74