# Source:NetHack 3.6.1/dat/mines.des
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&nbsp;# NetHack 3.6	mines.des	$NHDT-Date: 1432512783 2015/05/25 00:13:03 $  $NHDT-Branch: master $:$NHDT-Revision: 1.25 $
&nbsp;#	Copyright (c) 1989-95 by Jean-Christophe Collet
&nbsp;#	Copyright (c) 1991-95 by M. Stephenson
&nbsp;# NetHack may be freely redistributed.  See license for details.
&nbsp;#
&nbsp;
&nbsp;#	The "fill" level for the mines.
&nbsp;#
&nbsp;#	This level is used to fill out any levels not occupied by
&nbsp;#	specific levels as defined below.
&nbsp;#
&nbsp;MAZE: "minefill" , ' '
&nbsp;INIT_MAP: mines, '.' , ' ' , true , true , random , true
&nbsp;NOMAP
&nbsp;#
&nbsp;STAIR: random, up
&nbsp;STAIR: random, down
&nbsp;#
&nbsp;OBJECT: '*', random
&nbsp;OBJECT: '*', random
&nbsp;OBJECT: '*', random
&nbsp;OBJECT: '(', random
&nbsp;OBJECT: random, random
&nbsp;OBJECT: random, random
&nbsp;OBJECT: random, random
&nbsp;#
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome lord"), random
&nbsp;MONSTER: ('h', "dwarf"), random
&nbsp;MONSTER: ('h', "dwarf"), random
&nbsp;MONSTER: 'G', random
&nbsp;MONSTER: 'G', random
&nbsp;MONSTER: 'h', random
&nbsp;#
&nbsp;TRAP: random, random
&nbsp;TRAP: random, random
&nbsp;TRAP: random, random
&nbsp;TRAP: random, random
&nbsp;TRAP: random, random
&nbsp;TRAP: random, random
&nbsp;
&nbsp;
&nbsp;# A tragic accident has occurred in Frontier Town....
&nbsp;# 
&nbsp;# Minetown variant 1
&nbsp;# Orcish Town - a variant of Frontier Town that has been
&nbsp;# overrun by orcs.  Note the barricades (iron bars).
&nbsp;#
&nbsp;LEVEL: "minetn-1"
&nbsp;FLAGS:mazelevel
&nbsp;INIT_MAP:mines,'.',' ',true,true,random,true
&nbsp;GEOMETRY:center,center
&nbsp;MAP
&nbsp;.....................................
&nbsp;.----------------F------------------.
&nbsp;.|.................................|.
&nbsp;.|.-------------......------------.|.
&nbsp;.|.|...|...|...|......|..|...|...|.|.
&nbsp;.F.|...|...|...|......|..|...|...|.|.
&nbsp;.|.|...|...|...|......|..|...|...|.F.
&nbsp;.|.|...|...|----......------------.|.
&nbsp;.|.---------.......................|.
&nbsp;.|.................................|.
&nbsp;.|.---------.....--...--...........|.
&nbsp;.|.|...|...|----.|.....|.---------.|.
&nbsp;.|.|...|...|...|.|.....|.|..|....|.|.
&nbsp;.|.|...|...|...|.|.....|.|..|....|.|.
&nbsp;.|.|...|...|...|.|.....|.|..|....|.|.
&nbsp;.|.-------------.-------.---------.|.
&nbsp;.|.................................F.
&nbsp;.-----------F------------F----------.
&nbsp;.....................................
&nbsp;ENDMAP
&nbsp;
&nbsp;# Don't let the player fall into his likely death
&nbsp;TELEPORT_REGION:levregion(01,01,20,19),levregion(20,00,70,19)
&nbsp;REGION:(00,00,36,16),lit,"ordinary"
&nbsp;STAIR:levregion(01,03,20,19),(00,00,36,15),up
&nbsp;STAIR:levregion(61,03,75,19),(00,00,36,15),down
&nbsp;
&nbsp;# shame we can't make polluted fountains
&nbsp;FOUNTAIN:(16,09)
&nbsp;FOUNTAIN:(25,09)
&nbsp;
&nbsp;# the altar's defiled; useful for BUC but never coaligned
&nbsp;ALTAR:(20,13),noalign,shrine
&nbsp;
&nbsp;# set up the shop doors; could be broken down
&nbsp;DOOR:random,(5,8)
&nbsp;DOOR:random,(9,8)
&nbsp;DOOR:random,(13,7)
&nbsp;DOOR:random,(22,5)
&nbsp;DOOR:random,(27,7)
&nbsp;DOOR:random,(31,7)
&nbsp;DOOR:random,(5,10)
&nbsp;DOOR:random,(9,10)
&nbsp;DOOR:random,(15,13)
&nbsp;DOOR:random,(25,13)
&nbsp;DOOR:random,(31,11)
&nbsp;
&nbsp;# knock a few holes in the shop interior walls
&nbsp;REPLACE_TERRAIN:(07,04,11,06),'|','.',18%
&nbsp;REPLACE_TERRAIN:(25,04,29,06),'|','.',18%
&nbsp;REPLACE_TERRAIN:(07,12,11,14),'|','.',18%
&nbsp;REPLACE_TERRAIN:(28,12,28,14),'|','.',33%
&nbsp;
&nbsp;# One spot each in most shops...
&nbsp;$place = { (05,04),(09,05),(13,04),(26,04),(31,05),(30,14),(05,14),(10,13),(26,14),(27,13) }
&nbsp;SHUFFLE:$place
&nbsp;
&nbsp;# scatter some bodies
&nbsp;OBJECT:('%',"corpse"),(20,12),montype:"aligned priest"
&nbsp;OBJECT:('%',"corpse"),$place[0],montype:"shopkeeper"
&nbsp;OBJECT:('%',"corpse"),$place[1],montype:"shopkeeper"
&nbsp;OBJECT:('%',"corpse"),$place[2],montype:"shopkeeper"
&nbsp;OBJECT:('%',"corpse"),$place[3],montype:"shopkeeper"
&nbsp;OBJECT:('%',"corpse"),$place[4],montype:"shopkeeper"
&nbsp;OBJECT:('%',"corpse"),random,montype:"watchman"
&nbsp;OBJECT:('%',"corpse"),random,montype:"watchman"
&nbsp;OBJECT:('%',"corpse"),random,montype:"watchman"
&nbsp;OBJECT:('%',"corpse"),random,montype:"watchman"
&nbsp;OBJECT:('%',"corpse"),random,montype:"watch captain"
&nbsp;
&nbsp;# Rubble!
&nbsp;LOOP [9 + 2d5] {
&nbsp;  [90%]: OBJECT:('`',"boulder"),random
&nbsp;  OBJECT:('*',"rock"),random
&nbsp;}
&nbsp;
&nbsp;# Guarantee 7 candles since we won't have Izchak available
&nbsp;OBJECT:('(',"wax candle"),$place[0],quantity:1d2
&nbsp;OBJECT:('(',"wax candle"),$place[1],quantity:2d2
&nbsp;OBJECT:('(',"wax candle"),$place[2],quantity:1d2
&nbsp;OBJECT:('(',"tallow candle"),$place[3],quantity:1d3
&nbsp;OBJECT:('(',"tallow candle"),$place[2],quantity:1d2
&nbsp;OBJECT:('(',"tallow candle"),$place[0],quantity:1d2
&nbsp;
&nbsp;# go ahead and leave a lamp next to one corpse to be suggestive
&nbsp;# and some empty wands...
&nbsp;OBJECT:('(',"oil lamp"),$place[2]
&nbsp;OBJECT:('/',"striking"),$place[1],uncursed,0
&nbsp;OBJECT:('/',"striking"),$place[3],uncursed,0
&nbsp;OBJECT:('/',"striking"),$place[4],uncursed,0
&nbsp;OBJECT:('/',"magic missile"),$place[4],uncursed,0
&nbsp;OBJECT:('/',"magic missile"),$place[0],uncursed,0
&nbsp;
&nbsp;# the Orcish Army
&nbsp;
&nbsp;$inside = selection: floodfill(18,8)
&nbsp;$near_temple = selection: filter(fillrect(17,8, 23,14), $inside)
&nbsp;
&nbsp;LOOP [5 + 1d10] {
&nbsp;    IF [50%] {
&nbsp;        MONSTER: ('o', "orc-captain"), rndcoord($inside), hostile
&nbsp;    } ELSE {
&nbsp;        IF [80%] {
&nbsp;            MONSTER: ('o', "Uruk-hai"), rndcoord($inside), hostile
&nbsp;        } ELSE {
&nbsp;            MONSTER: ('o', "Mordor orc"), rndcoord($inside), hostile
&nbsp;        }
&nbsp;    }
&nbsp;}
&nbsp;# shamans can be hanging out in/near the temple
&nbsp;LOOP [2d3] {
&nbsp;  MONSTER: ('o', "orc shaman"), rndcoord($near_temple), hostile
&nbsp;}
&nbsp;# these are not such a big deal
&nbsp;# to run into outside the bars
&nbsp;LOOP [9 + 2d5] {
&nbsp;    IF [90%] {
&nbsp;        MONSTER: ('o', "hill orc"), random, hostile
&nbsp;    } ELSE {
&nbsp;        MONSTER: ('o', "goblin"), random, hostile
&nbsp;    }
&nbsp;}
&nbsp;
&nbsp;# Hack to force full-level wallification
&nbsp;NOMAP
&nbsp;WALLIFY
&nbsp;
&nbsp;
&nbsp;# Minetown variant 2
&nbsp;# "Town Square"
&nbsp;#
&nbsp;LEVEL: "minetn-2"
&nbsp;ROOM: "ordinary" , lit, (3,3), (center,center), (31,15) {
&nbsp;FOUNTAIN: (17, 5)
&nbsp;FOUNTAIN: (13, 8)
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (2,0), (2,2) {
&nbsp;  ROOMDOOR: false, closed, west, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", unlit, (5,0), (2,2) {
&nbsp;  ROOMDOOR: false, closed, south, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (8,0), (2,2) {
&nbsp;  ROOMDOOR: false, closed, east, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", lit, (16,0), (2,2) {
&nbsp;  ROOMDOOR: false, closed, west, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", unlit, (19,0), (2,2) {
&nbsp;  ROOMDOOR: false, closed, south, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (22,0), (2,2) {
&nbsp;  ROOMDOOR: false, locked, south, random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", unlit, (25,0), (2,2) {
&nbsp;  ROOMDOOR: false, closed, east, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", lit, (2,5), (2,2) {
&nbsp;  ROOMDOOR: false, closed, north, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", lit, (5,5), (2,2) {
&nbsp;  ROOMDOOR: false, closed, south, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (8,5), (2,2) {
&nbsp;  ROOMDOOR: false, locked, north, random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "shop" [90%] , lit, (2,10), (4,3) {
&nbsp;  ROOMDOOR: false, closed, west, random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "tool shop" [90%], lit, (23,10), (4,3) {
&nbsp;  ROOMDOOR: false, closed, east, random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "food shop" [90%], lit, (24,5), (3,4) {
&nbsp;  ROOMDOOR: false, closed, north, random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "candle shop", lit, (11,10), (4,3) {
&nbsp;  ROOMDOOR: false, closed, east, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", unlit, (7,10), (3,3) {
&nbsp;  ROOMDOOR: false, locked, north, random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "temple", lit, (19,5), (4,4) {
&nbsp;  ROOMDOOR: false, closed, north, random
&nbsp;  ALTAR:(02,02),align[0],shrine
&nbsp;  MONSTER: ('G', "gnomish wizard"), random
&nbsp;  MONSTER: ('G', "gnomish wizard"), random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", lit, (18,10), (4,3) {
&nbsp;  ROOMDOOR: false, locked, west, random
&nbsp;  MONSTER: ('G', "gnome lord"), random
&nbsp;}
&nbsp;
&nbsp;# The Town Watch
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watch captain"), random, peaceful
&nbsp;
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  STAIR: random, up
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  STAIR: random, down
&nbsp;  TRAP: random, random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  MONSTER: ('h', "dwarf"), random
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  TRAP: random, random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;}
&nbsp;
&nbsp;RANDOM_CORRIDORS
&nbsp;
&nbsp;
&nbsp;# Minetown variant 3 by Kelly Bailey
&nbsp;# "Alley Town"
&nbsp;#
&nbsp;LEVEL: "minetn-3"
&nbsp;ROOM: "ordinary",lit,(3,3),(center,center),(31,15) {
&nbsp;FOUNTAIN:(01,06)
&nbsp;FOUNTAIN:(29,13)
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(2,2),(2,2) {
&nbsp;  ROOMDOOR: false,closed,south,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"tool shop" [30%], lit,(5,3),(2,3) {
&nbsp;  ROOMDOOR: false,closed,south,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(2,10),(2,3) {
&nbsp;  ROOMDOOR: false, locked, north, random
&nbsp;  MONSTER: 'G',random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(5,9),(2,2) {
&nbsp;  ROOMDOOR: false,closed,north,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"temple",lit,(10,2),(3,4) {
&nbsp;  ROOMDOOR: false,closed,east,random
&nbsp;  ALTAR:(1,1),align[0],shrine
&nbsp;  MONSTER: ('G', "gnomish wizard"), random
&nbsp;  MONSTER: ('G', "gnomish wizard"), random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(11,7),(2,2) {
&nbsp;  ROOMDOOR: false,closed,west,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"shop",lit,(10,10),(3,3) {
&nbsp;  ROOMDOOR:false,closed,west,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(14,8),(2,2) {
&nbsp;  ROOMDOOR:false,locked,north,random
&nbsp;  MONSTER: 'G',random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(14,11),(2,2) {
&nbsp;  ROOMDOOR:false,closed,south,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"tool shop" [40%],lit,(17,10),(3,3) {
&nbsp;  ROOMDOOR:false,closed,north,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(21,11),(2,2) {
&nbsp;  ROOMDOOR:false,locked,east,random
&nbsp;  MONSTER:'G',random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"food shop" [90%],lit,(26,8),(3,2) {
&nbsp;  ROOMDOOR:false,closed,west,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(16,2),(2,2) {
&nbsp;  ROOMDOOR:false,closed,west,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(19,2),(2,2) {
&nbsp;  ROOMDOOR:false,closed,north,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"wand shop" [30%],lit,(19,5),(3,2) {
&nbsp;  ROOMDOOR:false,closed,west,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "candle shop",lit,(25,2),(3,3) {
&nbsp;  ROOMDOOR:false,closed,south,random
&nbsp;}
&nbsp;
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watch captain"), random, peaceful
&nbsp;
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary", random, random, random, random {
&nbsp;  STAIR: random, up
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  STAIR: random, down
&nbsp;  TRAP: random, random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  MONSTER: ('h', "dwarf"), random
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  TRAP: random, random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;}
&nbsp;
&nbsp;RANDOM_CORRIDORS
&nbsp;
&nbsp;
&nbsp;# Minetown variant 4 by Kelly Bailey
&nbsp;# "College Town"
&nbsp;#
&nbsp;LEVEL: "minetn-4"
&nbsp;ROOM: "ordinary",lit,(3,3),(center,center),(30,15) {
&nbsp;FOUNTAIN:(08,07)
&nbsp;FOUNTAIN:(18,07)
&nbsp;
&nbsp;SUBROOM:"book shop",lit,(4,2),(3,3) {
&nbsp;  ROOMDOOR: false,closed,south,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(8,2),(2,2) {
&nbsp;  ROOMDOOR: false,closed,south,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"temple",lit,(11,3),(5,4) {
&nbsp;  ROOMDOOR: false,closed,south,random
&nbsp;  ALTAR:(2,1),align[0],shrine
&nbsp;  MONSTER: ('G', "gnomish wizard"), random
&nbsp;  MONSTER: ('G', "gnomish wizard"), random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(19,2),(2,2) {
&nbsp;  ROOMDOOR: false,closed,south,random
&nbsp;  MONSTER: 'G', random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"candle shop",lit,(22,2),(3,3) {
&nbsp;  ROOMDOOR:false,closed,south,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(26,2),(2,2) {
&nbsp;  ROOMDOOR:false,locked,east,random
&nbsp;  MONSTER: 'G',random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"tool shop" [90%],lit,(4,10),(3,3) {
&nbsp;  ROOMDOOR:false,closed,north,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(8,11),(2,2) {
&nbsp;  ROOMDOOR:false,locked,south,random
&nbsp;  MONSTER: ('k',"kobold shaman"),random
&nbsp;  MONSTER: ('k',"kobold shaman"),random
&nbsp;  MONSTER: ('f',"kitten"),random
&nbsp;  MONSTER: 'f',random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"food shop" [90%],lit,(11,11),(3,2) {
&nbsp;  ROOMDOOR:false,closed,east,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(17,11),(2,2) {
&nbsp;  ROOMDOOR:false,closed,west,random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"ordinary",random,(20,10),(2,2) {
&nbsp;  ROOMDOOR:false,locked,north,random
&nbsp;  MONSTER:'G',random
&nbsp;}
&nbsp;
&nbsp;SUBROOM:"shop" [90%],lit,(23,10),(3,3) {
&nbsp;  ROOMDOOR:false,closed,north,random
&nbsp;}
&nbsp;
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watch captain"), random, peaceful
&nbsp;
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  STAIR: random, up
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  STAIR: random, down
&nbsp;  TRAP: random, random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  MONSTER: ('h', "dwarf"), random
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  TRAP: random, random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;}
&nbsp;
&nbsp;RANDOM_CORRIDORS
&nbsp;
&nbsp;
&nbsp;# "Grotto Town" by Kelly Bailey
&nbsp;#
&nbsp;MAZE: "minetn-5",' '
&nbsp;GEOMETRY:center,center
&nbsp;MAP
&nbsp;-----         ---------                                                    
&nbsp;|...---  ------.......--    -------                       ---------------  
&nbsp;|.....----.........--..|    |.....|          -------      |.............|  
&nbsp;--..-....-.----------..|    |.....|          |.....|     --+---+--.----+-  
&nbsp; --.--.....----     ----    |.....|  ------  --....----  |..-...--.-.+..|  
&nbsp;  ---.........----  -----   ---+---  |..+.|   ---..-..----..---+-..---..|  
&nbsp;    ----.-....|..----...--    |.|    |..|.|    ---+-.....-+--........--+-  
&nbsp;       -----..|....-.....---- |.|    |..|.------......--................|  
&nbsp;    ------ |..|.............---.--   ----.+..|-.......--..--------+--..--  
&nbsp;    |....| --......---...........-----  |.|..|-...{....---|.........|..--  
&nbsp;    |....|  |........-...-...........----.|..|--.......|  |.........|...|  
&nbsp;    ---+--------....-------...---......--.-------....---- -----------...|  
&nbsp; ------.---...--...--..-..--...-..---...|.--..-...-....------- |.......--  
&nbsp; |..|-.........-..---..-..---.....--....|........---...-|....| |.-------   
&nbsp; |..+...............-+---+-----..--..........--....--...+....| |.|...S.    
&nbsp;-----.....{....----...............-...........--...-...-|....| |.|...|     
&nbsp;|..............-- --+--.---------.........--..-........------- |.--+-------
&nbsp;-+-----.........| |...|.|....|  --.......------...|....---------.....|....|
&nbsp;|...| --..------- |...|.+....|   ---...---    --..|...--......-...{..+..-+|
&nbsp;|...|  ----       ------|....|     -----       -----.....----........|..|.|
&nbsp;-----                   ------                     -------  ---------------
&nbsp;ENDMAP
&nbsp;
&nbsp;IF [75%] {
&nbsp;   IF [50%] {
&nbsp;      TERRAIN:line (25,8),(25,9), '|'
&nbsp;   } ELSE {
&nbsp;      TERRAIN:line (16,13),(17,13), '-'
&nbsp;   }
&nbsp;}
&nbsp;IF [75%] {
&nbsp;   IF [50%] {
&nbsp;      TERRAIN:line (36,10),(36,11), '|'
&nbsp;   } ELSE {
&nbsp;      TERRAIN:line (32,15),(33,15), '-'
&nbsp;   }
&nbsp;}
&nbsp;IF [50%] {
&nbsp;   TERRAIN:fillrect (21,4,22,5), '.'
&nbsp;   TERRAIN:line (14,9),(14,10), '|'
&nbsp;}
&nbsp;IF [50%] {
&nbsp;   TERRAIN:(46,13), '|'
&nbsp;   TERRAIN:line (43,5),(47,5), '-'
&nbsp;   TERRAIN:line (42,6),(46,6), '.'
&nbsp;   TERRAIN:line (46,7),(47,7), '.'
&nbsp;}
&nbsp;[50%]: TERRAIN:fillrect (69,11,71,11), '-'
&nbsp;
&nbsp;STAIR:(01,01),up
&nbsp;STAIR:(46,03),down
&nbsp;FOUNTAIN:(50,09)
&nbsp;FOUNTAIN:(10,15)
&nbsp;FOUNTAIN:(66,18)
&nbsp;
&nbsp;REGION:(00,00,74,20),unlit,"ordinary"
&nbsp;REGION:(09,13,11,17),lit,"ordinary"
&nbsp;REGION:(08,14,12,16),lit,"ordinary"
&nbsp;REGION:(49,07,51,11),lit,"ordinary"
&nbsp;REGION:(48,08,52,10),lit,"ordinary"
&nbsp;REGION:(64,17,68,19),lit,"ordinary"
&nbsp;REGION:(37,13,39,17),lit,"ordinary"
&nbsp;REGION:(36,14,40,17),lit,"ordinary"
&nbsp;REGION:(59,02,72,10),lit,"ordinary"
&nbsp;
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watch captain"), random, peaceful
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome lord"), random
&nbsp;MONSTER: ('G', "gnome lord"), random
&nbsp;MONSTER: ('h', "dwarf"), random
&nbsp;MONSTER: ('h', "dwarf"), random
&nbsp;MONSTER: ('h', "dwarf"), random
&nbsp;
&nbsp;# The shops
&nbsp;REGION:(25,17,28,19),lit,"candle shop"
&nbsp;DOOR:closed,(24,18)
&nbsp;REGION:(59,9,67,10),lit,"shop"
&nbsp;DOOR:closed,(66,08)
&nbsp;REGION:(57,13,60,15),lit,"tool shop"
&nbsp;DOOR:closed,(56,14)
&nbsp;REGION:(05,09,08,10),lit,"food shop"
&nbsp;DOOR:closed,(07,11)
&nbsp;# Gnome homes
&nbsp;DOOR:closed,(04,14)
&nbsp;DOOR:locked,(01,17)
&nbsp;MONSTER: ('G', "gnomish wizard"), (02,19)
&nbsp;DOOR:locked,(20,16)
&nbsp;MONSTER: 'G', (20,18)
&nbsp;DOOR:random,(21,14)
&nbsp;DOOR:random,(25,14)
&nbsp;DOOR:random,(42,08)
&nbsp;DOOR:locked,(40,05)
&nbsp;MONSTER: 'G', (38,07)
&nbsp;DOOR:random,(59,03)
&nbsp;DOOR:random,(58,06)
&nbsp;DOOR:random,(63,03)
&nbsp;DOOR:random,(63,05)
&nbsp;DOOR:locked,(71,03)
&nbsp;DOOR:locked,(71,06)
&nbsp;DOOR:closed,(69,04)
&nbsp;DOOR:closed,(67,16)
&nbsp;MONSTER: ('G', "gnomish wizard"), (67,14)
&nbsp;OBJECT: '=', (70,14)
&nbsp;DOOR:locked,(69,18)
&nbsp;MONSTER: ('G', "gnome lord"), (71,19)
&nbsp;DOOR:locked,(73,18)
&nbsp;OBJECT: ('(', "chest"), (73,19)
&nbsp;DOOR:locked,(50,06)
&nbsp;OBJECT: '(', (50,03)
&nbsp;OBJECT: ('`', "statue"), (38,15), montype:"gnome king", 1
&nbsp;# Temple
&nbsp;REGION:(29,02,33,04),lit,"temple"
&nbsp;DOOR:closed,(31,05)
&nbsp;ALTAR:(31,03),align[0],shrine
&nbsp;
&nbsp;
&nbsp;# "Bustling Town" by Kelly Bailey
&nbsp;#
&nbsp;MAZE: "minetn-6",' '
&nbsp;FLAGS: inaccessibles
&nbsp;INIT_MAP:mines,'.','-',true,true,lit,true
&nbsp;GEOMETRY:center,top
&nbsp;MAP
&nbsp;.-----................----------------.-
&nbsp;.|...|................|...|..|...|...|..
&nbsp;.|...+..--+--.........|...|..|...|...|..
&nbsp;.|...|..|...|..-----..|...|..|-+---+--..
&nbsp;.-----..|...|--|...|..--+---+-.........|
&nbsp;........|...|..|...+.............-----..
&nbsp;........-----..|...|......--+-...|...|..
&nbsp;.----...|...|+------..{...|..|...+...|..
&nbsp;.|..+...|...|.............|..|...|...|..
&nbsp;.|..|...|...|-+-.....---+-------------.|
&nbsp;.----...--+--..|..-+-|..................
&nbsp;...|........|..|..|..|----....---------.
&nbsp;...|..T.....----..|..|...+....|......|-.
&nbsp;...|-....{........|..|...|....+......|-.
&nbsp;...--..-....T.....--------....|......|-.
&nbsp;.......--.....................----------
&nbsp;ENDMAP
&nbsp;
&nbsp;REGION:(00,00,38,15),lit,"ordinary"
&nbsp;STAIR:levregion(01,03,20,19),(0,0,39,15),up
&nbsp;STAIR:levregion(61,03,75,19),(0,0,39,15),down
&nbsp;FOUNTAIN:(22,07)
&nbsp;FOUNTAIN:(09,13)
&nbsp;REGION:(13,5,14,6),unlit,"ordinary"
&nbsp;REGION:(9,7,11,9),lit,"candle shop"
&nbsp;REGION:(16,4,18,6),lit,"tool shop"
&nbsp;REGION:(23,1,25,3),lit,"shop"
&nbsp;REGION:(22,12,24,13),lit,"food shop"
&nbsp;REGION:(31,12,36,14),lit,"temple"
&nbsp;ALTAR:(35,13),align[0],shrine
&nbsp;
&nbsp;DOOR:closed,(5,2)
&nbsp;DOOR:locked,(4,8)
&nbsp;DOOR:closed,(10,2)
&nbsp;DOOR:closed,(10,10)
&nbsp;DOOR:locked,(13,7)
&nbsp;DOOR:locked,(14,9)
&nbsp;DOOR:closed,(19,5)
&nbsp;DOOR:closed,(19,10)
&nbsp;DOOR:closed,(24,4)
&nbsp;DOOR:closed,(24,9)
&nbsp;DOOR:closed,(25,12)
&nbsp;DOOR:closed,(28,4)
&nbsp;DOOR:locked,(28,6)
&nbsp;DOOR:closed,(30,13)
&nbsp;DOOR:closed,(31,3)
&nbsp;DOOR:closed,(35,3)
&nbsp;DOOR:closed,(33,7)
&nbsp;
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), random
&nbsp;MONSTER: ('G', "gnome"), (14,6)
&nbsp;MONSTER: ('G', "gnome lord"), (14,5)
&nbsp;MONSTER: ('G', "gnome"), (27,8)
&nbsp;MONSTER: ('G', "gnome lord"), random
&nbsp;MONSTER: ('G', "gnome lord"), random
&nbsp;MONSTER: ('h', "dwarf"), random
&nbsp;MONSTER: ('h', "dwarf"), random
&nbsp;MONSTER: ('h', "dwarf"), random
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watch captain"), random, peaceful
&nbsp;MONSTER: ('@', "watch captain"), random, peaceful
&nbsp;
&nbsp;
&nbsp;# "Bazaar Town" by Kelly Bailey
&nbsp;#
&nbsp;LEVEL: "minetn-7"
&nbsp;ROOM: "ordinary" , lit, (3,3), (center,center), (30,15) {
&nbsp;FOUNTAIN: (12, 07)
&nbsp;FOUNTAIN: (11, 13)
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (2,2), (4,2) {
&nbsp;  ROOMDOOR: false, closed, south, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (7,2), (2,2) {
&nbsp;  ROOMDOOR: false, closed, north, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (7,5), (2,2) {
&nbsp;  ROOMDOOR: false, closed, south, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", lit, (10,2), (3,4) {
&nbsp;  MONSTER:('G',"gnome"),random
&nbsp;  MONSTER:('Y',"monkey"),random
&nbsp;  MONSTER:('Y',"monkey"),random
&nbsp;  MONSTER:('Y',"monkey"),random
&nbsp;  ROOMDOOR: false, closed, south, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (14,2), (4,2) {
&nbsp;  ROOMDOOR: false, closed, south, 0
&nbsp;  MONSTER: 'n', random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (16,5), (2,2) {
&nbsp;  ROOMDOOR: false, closed, south, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", unlit, (19,2), (2,2) {
&nbsp;  ROOMDOOR: false, locked, east, random
&nbsp;  MONSTER: ('G',"gnome king"),random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "food shop" [50%], lit, (19,5), (2,3) {
&nbsp;  ROOMDOOR: false, closed, south, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (2,7), (2,2) {
&nbsp;  ROOMDOOR: false, closed, east, random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "tool shop" [50%], lit, (2,10), (2,3) {
&nbsp;  ROOMDOOR: false, closed, south, random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "candle shop", lit, (5,10),(3,3) {
&nbsp;  ROOMDOOR: false, closed, north, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (11,10), (2,2) {
&nbsp;  ROOMDOOR: false, locked, west, random
&nbsp;  MONSTER: 'G',random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "shop" [60%], lit, (14,10), (2,3) {
&nbsp;  ROOMDOOR: false, closed, north, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (17,11), (4,2) {
&nbsp;  ROOMDOOR: false, closed, north, random
&nbsp;}
&nbsp;
&nbsp;[75%]: SUBROOM: "ordinary", random, (22,11), (2,2) {
&nbsp;  ROOMDOOR: false, closed, south, random
&nbsp;  SINK: (00,00)
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "food shop" [50%], lit, (25,11), (3,2) {
&nbsp;  ROOMDOOR: false, closed, east, random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "tool shop" [30%], lit, (25,2), (3,3) {
&nbsp;  ROOMDOOR: false, closed, west, random
&nbsp;}
&nbsp;
&nbsp;SUBROOM: "temple", lit, (24,6), (4,4) {
&nbsp;  ROOMDOOR: false, closed, west, random
&nbsp;  ALTAR:(02,01),align[0],shrine
&nbsp;  MONSTER: ('G', "gnomish wizard"), random
&nbsp;  MONSTER: ('G', "gnomish wizard"), random
&nbsp;}
&nbsp;
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watchman"), random, peaceful
&nbsp;MONSTER: ('@', "watch captain"), random, peaceful
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome lord"),random
&nbsp;MONSTER:('Y',"monkey"),random
&nbsp;MONSTER:('Y',"monkey"),random
&nbsp;
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  STAIR: random, up
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  STAIR: random, down
&nbsp;  TRAP: random, random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  MONSTER: ('h', "dwarf"), random
&nbsp;}
&nbsp;
&nbsp;ROOM: "ordinary" , random, random, random, random {
&nbsp;  TRAP: random, random
&nbsp;  MONSTER: ('G', "gnome"), random
&nbsp;}
&nbsp;
&nbsp;RANDOM_CORRIDORS
&nbsp;
&nbsp;
&nbsp;# Mine end level variant 1
&nbsp;# "Mimic of the Mines"
&nbsp;#
&nbsp;MAZE: "minend-1", ' '
&nbsp;GEOMETRY:center,center
&nbsp;#1234567890123456789012345678901234567890123456789012345678901234567890
&nbsp;MAP
&nbsp;------------------------------------------------------------------   ------
&nbsp;|                        |.......|     |.......-...|       |.....|.       |
&nbsp;|    ---------        ----.......-------...........|       ---...-S-      |
&nbsp;|    |.......|        |..........................-S-      --.......|      |
&nbsp;|    |......-------   ---........................|.       |.......--      |
&nbsp;|    |..--........-----..........................|.       -.-..----       |
&nbsp;|    --..--.-----........-.....................---        --..--          |
&nbsp;|     --..--..| -----------..................---.----------..--           |
&nbsp;|      |...--.|    |..S...S..............---................--            |
&nbsp;|     ----..-----  ------------........--- ------------...---             |
&nbsp;|     |.........--            ----------              ---...-- -----      |
&nbsp;|    --.....---..--                           --------  --...---...--     |
&nbsp;| ----..-..-- --..---------------------      --......--  ---........|     |
&nbsp;|--....-----   --..-..................---    |........|    |.......--     |
&nbsp;|.......|       --......................S..  --......--    ---..----      |
&nbsp;|--.--.--        ----.................---     ------..------...--         |
&nbsp;| |....S..          |...............-..|         ..S...........|          |
&nbsp;--------            --------------------           ------------------------
&nbsp;ENDMAP
&nbsp;
&nbsp;# Dungeon Description
&nbsp;$place = { (08,16),(13,07),(21,08),(41,14),(50,04),(50,16),(66,01) }
&nbsp;SHUFFLE: $place
&nbsp;
&nbsp;REGION:(26,01,32,01),unlit,"ordinary",filled,irregular
&nbsp;REGION:(20,08,21,08),unlit,"ordinary"
&nbsp;REGION:(23,08,25,08),unlit,"ordinary"
&nbsp;# Secret doors
&nbsp;DOOR:locked,(07,16)
&nbsp;DOOR:locked,(22,08)
&nbsp;DOOR:locked,(26,08)
&nbsp;DOOR:locked,(40,14)
&nbsp;DOOR:locked,(50,03)
&nbsp;DOOR:locked,(51,16)
&nbsp;DOOR:locked,(66,02)
&nbsp;# Stairs
&nbsp;STAIR:(36,04),up
&nbsp;# Non diggable walls
&nbsp;NON_DIGGABLE:(00,00,74,17)
&nbsp;# Niches
&nbsp;# Note: $place[6] empty
&nbsp;OBJECT:('*',"diamond"),$place[0]
&nbsp;OBJECT:('*',"emerald"),$place[0]
&nbsp;OBJECT:('*',"worthless piece of violet glass"),$place[0]
&nbsp;MONSTER:'m',$place[0], m_object "luckstone"
&nbsp;OBJECT:('*',"worthless piece of white glass"),$place[1]
&nbsp;OBJECT:('*',"emerald"),$place[1]
&nbsp;OBJECT:('*',"amethyst"),$place[1]
&nbsp;MONSTER:'m',$place[1], m_object "loadstone"
&nbsp;OBJECT:('*',"diamond"),$place[2]
&nbsp;OBJECT:('*',"worthless piece of green glass"),$place[2]
&nbsp;OBJECT:('*',"amethyst"),$place[2]
&nbsp;MONSTER:'m',$place[2], m_object "flint"
&nbsp;OBJECT:('*',"worthless piece of white glass"),$place[3]
&nbsp;OBJECT:('*',"emerald"),$place[3]
&nbsp;OBJECT:('*',"worthless piece of violet glass"),$place[3]
&nbsp;MONSTER:'m',$place[3], m_object "touchstone"
&nbsp;OBJECT:('*',"worthless piece of red glass"),$place[4]
&nbsp;OBJECT:('*',"ruby"),$place[4]
&nbsp;OBJECT:('*',"loadstone"),$place[4]
&nbsp;OBJECT:('*',"ruby"),$place[5]
&nbsp;OBJECT:('*',"worthless piece of red glass"),$place[5]
&nbsp;OBJECT:('*',"luckstone"),$place[5]
&nbsp;# Random objects
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'(',random
&nbsp;OBJECT:'(',random
&nbsp;OBJECT:random,random
&nbsp;OBJECT:random,random
&nbsp;OBJECT:random,random
&nbsp;# Random traps
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;# Random monsters
&nbsp;MONSTER:('G',"gnome king"),random
&nbsp;MONSTER:('G',"gnome lord"),random
&nbsp;MONSTER:('G',"gnome lord"),random
&nbsp;MONSTER:('G',"gnome lord"),random
&nbsp;MONSTER:('G',"gnomish wizard"),random
&nbsp;MONSTER:('G',"gnomish wizard"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('h',"hobbit"),random
&nbsp;MONSTER:('h',"hobbit"),random
&nbsp;MONSTER:('h',"dwarf"),random
&nbsp;MONSTER:('h',"dwarf"),random
&nbsp;MONSTER:('h',"dwarf"),random
&nbsp;MONSTER:'h',random
&nbsp;
&nbsp;
&nbsp;# Mine end level variant 2
&nbsp;# "Gnome King's Wine Cellar"
&nbsp;#
&nbsp;MAZE: "minend-2", ' '
&nbsp;GEOMETRY:center,center
&nbsp;MAP
&nbsp;---------------------------------------------------------------------------
&nbsp;|...................................................|                     |
&nbsp;|.|---------S--.--|...|--------------------------|..|                     |
&nbsp;|.||---|   |.||-| |...|..........................|..|                     |
&nbsp;|.||...| |-|.|.|---...|.............................|                ..   |
&nbsp;|.||...|-|.....|....|-|..........................|..|.               ..   |
&nbsp;|.||.....|-S|..|....|............................|..|..                   |
&nbsp;|.||--|..|..|..|-|..|----------------------------|..|-.                   |
&nbsp;|.|   |..|..|....|..................................|...                  |
&nbsp;|.|   |..|..|----|..-----------------------------|..|....                 |
&nbsp;|.|---|..|--|.......|----------------------------|..|.....                |
&nbsp;|...........|----.--|......................|     |..|.......              |
&nbsp;|-----------|...|.| |------------------|.|.|-----|..|.....|..             |
&nbsp;|-----------|.{.|.|--------------------|.|..........|.....|....           |
&nbsp;|...............|.S......................|-------------..-----...         |
&nbsp;|.--------------|.|--------------------|.|.........................       |
&nbsp;|.................|                    |.....................|........    |
&nbsp;---------------------------------------------------------------------------
&nbsp;ENDMAP
&nbsp;
&nbsp;IF [50%] {
&nbsp;   TERRAIN:(55,14),'-'
&nbsp;   TERRAIN:(56,14),'-'
&nbsp;   TERRAIN:(61,15),'|'
&nbsp;   TERRAIN:(52,5), 'S'
&nbsp;   DOOR:locked, (52,5)
&nbsp;}
&nbsp;IF [50%] {
&nbsp;   TERRAIN:(18,1), '|'
&nbsp;   TERRAIN:rect (7,12, 8,13), '.'
&nbsp;}
&nbsp;IF [50%] {
&nbsp;   TERRAIN:(49,4), '|'
&nbsp;   TERRAIN:(21,5), '.'
&nbsp;}
&nbsp;IF [50%] {
&nbsp;   IF [50%] {
&nbsp;      TERRAIN:(22,1), '|'
&nbsp;   } ELSE {
&nbsp;      TERRAIN:(50,7), '-'
&nbsp;      TERRAIN:(51,7), '-'
&nbsp;   }
&nbsp;}
&nbsp;
&nbsp;
&nbsp;# Dungeon Description
&nbsp;FOUNTAIN:(14,13)
&nbsp;REGION:(23,03,48,06),lit,"ordinary"
&nbsp;REGION:(21,06,22,06),lit,"ordinary"
&nbsp;REGION:(14,04,14,04),unlit,"ordinary"
&nbsp;REGION:(10,05,14,08),unlit,"ordinary"
&nbsp;REGION:(10,09,11,09),unlit,"ordinary"
&nbsp;REGION:(15,08,16,08),unlit,"ordinary"
&nbsp;# Secret doors
&nbsp;DOOR:locked,(12,02)
&nbsp;DOOR:locked,(11,06)
&nbsp;# Stairs
&nbsp;STAIR:(36,04),up
&nbsp;# Non diggable walls
&nbsp;NON_DIGGABLE:(00,00,52,17)
&nbsp;NON_DIGGABLE:(53,00,74,00)
&nbsp;NON_DIGGABLE:(53,17,74,17)
&nbsp;NON_DIGGABLE:(74,01,74,16)
&nbsp;NON_DIGGABLE:(53,07,55,07)
&nbsp;NON_DIGGABLE:(53,14,61,14)
&nbsp;# The Gnome King's wine cellar.
&nbsp;# the Trespassers sign is a long-running joke
&nbsp;ENGRAVING:(12,03),engrave,"You are now entering the Gnome King's wine cellar."
&nbsp;ENGRAVING:(12,04),engrave,"Trespassers will be persecuted!"
&nbsp;OBJECT:('!',"booze"),(10,07)
&nbsp;OBJECT:('!',"booze"),(10,07)
&nbsp;OBJECT:'!',(10,07)
&nbsp;OBJECT:('!',"booze"),(10,08)
&nbsp;OBJECT:('!',"booze"),(10,08)
&nbsp;OBJECT:'!',(10,08)
&nbsp;OBJECT:('!',"booze"),(10,09)
&nbsp;OBJECT:('!',"booze"),(10,09)
&nbsp;OBJECT:('!',"object detection"),(10,09)
&nbsp;# Objects
&nbsp;# The Treasure chamber...
&nbsp;OBJECT:('*',"diamond"),(69,04)
&nbsp;OBJECT:'*',(69,04)
&nbsp;OBJECT:('*',"diamond"),(69,04)
&nbsp;OBJECT:'*',(69,04)
&nbsp;OBJECT:('*',"emerald"),(70,04)
&nbsp;OBJECT:'*',(70,04)
&nbsp;OBJECT:('*',"emerald"),(70,04)
&nbsp;OBJECT:'*',(70,04)
&nbsp;OBJECT:('*',"emerald"),(69,05)
&nbsp;OBJECT:'*',(69,05)
&nbsp;OBJECT:('*',"ruby"),(69,05)
&nbsp;OBJECT:'*',(69,05)
&nbsp;OBJECT:('*',"ruby"),(70,05)
&nbsp;OBJECT:('*',"amethyst"),(70,05)
&nbsp;OBJECT:'*',(70,05)
&nbsp;OBJECT:('*',"amethyst"),(70,05)
&nbsp;OBJECT:('*',"luckstone"),(70,05)
&nbsp;# Scattered gems...
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:'(',random
&nbsp;OBJECT:'(',random
&nbsp;OBJECT:random,random
&nbsp;OBJECT:random,random
&nbsp;OBJECT:random,random
&nbsp;# Random traps
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;# Random monsters.
&nbsp;MONSTER:('G',"gnome king"),random
&nbsp;MONSTER:('G',"gnome lord"),random
&nbsp;MONSTER:('G',"gnome lord"),random
&nbsp;MONSTER:('G',"gnome lord"),random
&nbsp;MONSTER:('G',"gnomish wizard"),random
&nbsp;MONSTER:('G',"gnomish wizard"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('G',"gnome"),random
&nbsp;MONSTER:('h',"hobbit"),random
&nbsp;MONSTER:('h',"hobbit"),random
&nbsp;MONSTER:('h',"dwarf"),random
&nbsp;MONSTER:('h',"dwarf"),random
&nbsp;MONSTER:('h',"dwarf"),random
&nbsp;MONSTER:'h',random
&nbsp;
&nbsp;
&nbsp;# "Catacombs" by Kelly Bailey
&nbsp;# Relies on some very specific behavior of MAZEWALK.
&nbsp;#
&nbsp;MAZE:"minend-3",'-'
&nbsp;FLAGS:nommap
&nbsp;GEOMETRY:center,bottom
&nbsp;MAP
&nbsp; - - - - - - - - - - -- -- - - . - - - - - - - - - -- - - -- - - - - . - - |
&nbsp;------...---------.-----------...-----.-------.-------     ----------------|
&nbsp; - - - - - - - - - - - . - - - . - - - - - - - - - - -- - -- - . - - - - - |
&nbsp;------------.---------...-------------------------.---   ------------------|
&nbsp; - - - - - - - - - - . . - - --- - . - - - - - - - - -- -- - - - - |.....| |
&nbsp;--.---------------.......------------------------------- ----------|.....S-|
&nbsp; - - - - |.. ..| - ....... . - - - - |.........| - - - --- - - - - |.....| |
&nbsp;----.----|.....|------.......--------|.........|--------------.------------|
&nbsp; - - - - |..{..| - - -.... . --- - -.S.........S - - - - - - - - - - - - - |
&nbsp;---------|.....|--.---...------------|.........|---------------------------|
&nbsp; - - - - |.. ..| - - - . - - - - - - |.........| - --- . - - - - - - - - - |
&nbsp;----------------------...-------.---------------------...------------------|
&nbsp;---..| - - - - - - - - . --- - - - - - - - - - - - - - . - - --- - - --- - |
&nbsp;-.S..|----.-------.------- ---------.-----------------...----- -----.-------
&nbsp;---..| - - - - - - - -- - - -- . - - - - - . - - - . - . - - -- -- - - - -- 
&nbsp;-.S..|--------.---.---       -...---------------...{.---------   ---------  
&nbsp;--|. - - - - - - - -- - - - -- . - - - --- - - - . . - - - - -- - - - - - - 
&nbsp;ENDMAP
&nbsp;
&nbsp;$place = { (1,15),(68,6),(1,13) }
&nbsp;SHUFFLE: $place
&nbsp;
&nbsp;NON_DIGGABLE:(67,3,73,7)
&nbsp;NON_DIGGABLE:(0,12,2,16)
&nbsp;FOUNTAIN:(12,08)
&nbsp;FOUNTAIN:(51,15)
&nbsp;REGION:(0,0,75,16),unlit,"ordinary"
&nbsp;REGION:(38,6,46,10),lit,"ordinary"
&nbsp;DOOR:closed,(37,8)
&nbsp;DOOR:closed,(47,8)
&nbsp;DOOR:closed,(73,5)
&nbsp;DOOR:closed,(2,15)
&nbsp;MAZEWALK:(36,8),west,false
&nbsp;STAIR:(42,8),up
&nbsp;WALLIFY
&nbsp;
&nbsp;# Objects
&nbsp;OBJECT:('*',"diamond"),random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:('*',"diamond"),random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:('*',"emerald"),random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:('*',"emerald"),random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:('*',"emerald"),random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:('*',"ruby"),random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:('*',"ruby"),random
&nbsp;OBJECT:('*',"amethyst"),random
&nbsp;OBJECT:'*',random
&nbsp;OBJECT:('*',"amethyst"),random
&nbsp;OBJECT:('*',"luckstone"),$place[0]
&nbsp;OBJECT:('*',"flint"),$place[1]
&nbsp;OBJECT:'?',random
&nbsp;OBJECT:'?',random
&nbsp;OBJECT:'?',random
&nbsp;OBJECT:'?',random
&nbsp;OBJECT:'?',random
&nbsp;OBJECT:'+',random
&nbsp;OBJECT:'+',random
&nbsp;OBJECT:'+',random
&nbsp;OBJECT:'+',random
&nbsp;OBJECT:random,random
&nbsp;OBJECT:random,random
&nbsp;OBJECT:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;TRAP:random,random
&nbsp;# One-time annoyance factor
&nbsp;TRAP:"level teleport",$place[0]
&nbsp;TRAP:"level teleport",$place[1]
&nbsp;MONSTER:'M',random
&nbsp;MONSTER:'M',random
&nbsp;MONSTER:'M',random
&nbsp;MONSTER:'M',random
&nbsp;MONSTER:'M',random
&nbsp;MONSTER:('M',"ettin mummy"),random
&nbsp;MONSTER:'V',random
&nbsp;MONSTER:'Z',random
&nbsp;MONSTER:'Z',random
&nbsp;MONSTER:'Z',random
&nbsp;MONSTER:'Z',random
&nbsp;MONSTER:'Z',random
&nbsp;MONSTER:'V',random
&nbsp;MONSTER:'e',random
&nbsp;MONSTER:'e',random
&nbsp;MONSTER:'e',random
&nbsp;MONSTER:'e',random
&nbsp;
&nbsp;
&nbsp;# end mines.des