Fixed level lexer to handle DOS-style line endings in .des files on Unix.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3159 c06c8d41-db1a-0410-9941-cceddc491573
ZWYVZW5QFM5I2F6BLMNDDTV7FROJUHOO3O2BCBG7WSCKMKXUEMTQC KKHUSTLNYFZJMMJQLJKAZMJTBMIILWGOVWYAXYDO6G2TXHOL4K2QC TKELIBG5COFMJWOVWFBPLVCMTCH6NYCDL3G5BSBJYXZLVEW7NTNAC AWQD3YE5UHO4IDXQETZ266CSEKJ3HXTIIPKFJBBQRQULBLSMTTMQC ZRJSOM6JBS4EBKBNK4UZZ74KNMLDP7N6EWMDH2NF5GSBXXPEW3SQC RIRJ746W5ESARX4HUEA4JRVAKXXF3WYVXUCFFONPJMMKWHQAGI2AC W52PCSHX72WAMWKG6L4BPUBVMO6E72KYYBNKAA7554KNOTY6V7WQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC MAZKIKR4PWBJQAYC37MGS5ZDSXTF2KIX62TMURVHPENBU72WCVUAC 34C4U6EQWERY75GZJKUCM5KVGU2OUICETS5LGZF6RMKMZT4R5SQAC 7Y5HSDFKA5TPLS2TWTRFMQVX6UXUDHXU5MUMXQSDFAIY4THQ3BIQC H3552BCIAVBLKAYKE4DHFLBLFW5RGRMYBMRRYHYEB5IPIJRUVU5QC SDLKLUNFGVKDS55DDJZCBAVIB7NL3RRYPTACAY65SCUQKV6APFSAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC MNUMFTIMJEOQKHXX7PGCLAPAK6KDDECBQBQIF5SL3TKWLBDWJ6KQC 5JRYIJOGYDTTIBNUQFB5DUHFPLCUEBSNMTZ4T34SDNTEDGHHCPIAC CI5VTLSMB2L5W5ZVKDZEJFUARGSZP2FUSTRFV3MG6U44TDDUYH5AC IGHO5UHUXYBLIHLUMLZ672YHAYUSK4FSFX7SA42XARIKLIMCVLUAC 5TKGFHC6X2JYR3MVN5T2XU2VWG45V7HGEI45H3BZ4B55WPULZEFAC 32B6H524I6YHMCVYFWZPHP32R4BURWJHMFGLYAEWADGI45B27ZUQC 53K44NBML2QHWLZNXU5HBY2MOIXRK7ZGFQYAWZFO663TCOJKVHZAC AUXVWXWIFSTWFA6VZXN2FMG7FQEKRZVV6MD32VQQ7J2RKCXHAVGAC VCISXSXE6WGRO6PQN7Y6IFZ7C4VFUMKQK6KGAXA6YZ5RCZIB64WAC KFM2ARORBIJ6BGX456VFW7EAVRIYBVFUV53JH63GSKNOKVPJWQ2QC D7UI5P567SVRKHJSUFKHMKN7OUSFKFH23OP75NCEK3WXVHF75WFAC SHQUW7EH2E2SGQ5ONR63MAKN2VGLKQDQ3HIC2Q6D4DFGPGIJXXJQC UBQTNLYGD3SNWMUNGWUPX7EXEGQXOXCFCPWIVWBFE7ID7DJLPFWAC GQL5SIGBHLU3FMCE54XVGLRY5AZHRM6DUEB722REA2DPLGJSN6EQC ENDMAP############################################################################### Defended altar#NAME: david_defended_altarDEPTH: D:7-20, Orc, Elf, SnakeSHUFFLE: 1ID/2TCTAGS: allow_dupMONS: orc priest, deep elf priest / w:30 nothingKFEAT: D = altar_beogh / w:2 altar_okawaru / w:2 altar_makhlebMAPccccc...c1..c...c1D.+.I@c1..c...ccccc...
NAME: minivault_2TAGS: allow_dupSHUFFLE: cvxxMAP............xxxx.xxxx..xx.....xx..x.......x..x.......x......C......x.......x..x.......x..xx.....xx..xxxx.xxxx............ENDMAP####################################NAME: minitempleTAGS: allow_dup# More common than the others.CHANCE: 20MAPcccccccccccccccccccccBcBcBcBccG.c.c.c.Bc@.......Bc@.......BcG.c.c.c.BccBcBcBcBccccccccccccccccccccccENDMAP###################################
############################### Worms!#NAME: worms_lemuelDEPTH: D:6-15, Lair, Swamp, Hive, SnakeFLAGS: no_rotateSUBST: W = W:20 wKFEAT: 1 = WKMONS: 1 = w:20 worm / swamp worm / w:5 brain wormMAPWWWWWWWWWWWWWWWWWWWWWxxxxxxxWWWWWWx11111xWWWWWWx11111+WWWWWWx11111xWWWWWWxxxxxxxWWWWWWWWWWWWWWWWWWWWWENDMAP
ENDMAP#################################### jmf: Multi-god temple thing#NAME: multi_god_templeSHUFFLE: abcSUBST: a:=, b:x, c:xDEPTH: 14-MAP.............axxxxxxxxa..x9......9x..bT......Tb..x..C..C..x..cT......Tc..xxxxxxxxxx..xxx$$$$xxx..xx8....8xx...xx....xx.....xG..Gx...............
# jmf: Another multi-god temple thing#NAME: multi_god_temple2DEPTH: 14-MAP..............vvvvvvvv...vv......vv..v..x..x..v..v.Cx..xC.v..v..x..x..v..vT8x..x8Tv..vvvx==xvvv....Gx99xG......+*99*+......GxxxxG...............ENDMAP###################################
########################### Ogre Cave, by Lemuel#NAME: lemuel_ogre_caveORIENT: floatDEPTH: D:9-15, OrcTAGS: no_pool_fixupMONS: ogre, two-headed ogre, ogre-mage / Erolcha, plant / fungusMONS: ogre zombie, two-headed ogre zombieSHUFFLE: WX/ZY , 12/12/67SUBST: W:ww. , X:. , Z:x , Y:+.=SHUFFLE: *5/WWSUBST: *=. , W=wW , !:$.SUBST: 5 = 5 6 = ^:5 I:5 F:5MAPxxxxxxxxxxx12xxxx*..x.122xxxxxxxxxxx5xxx...11xxxxWxxxxxxx*xxxxx....xxxxWWxxxxxx.xxxxxx**xxxxxWWWxxxxxx.xxxxxxx**xxxxxWWWW**xxxxx.xxxxxxx5xxxxxxxxxWWWW..xxxxx.xxxxxx.xccccccxxxWW....1xxx.xxxxx.xxc$$$$cx@..X...111..xxxxxx.xxc$$$$cxxxWWW...11xxxxxxx.xxxc!!!!cxxWWW....*xxxxxxx*..xxc+ccccxxxWWW..**xxxxxx*....x..xxxxxxxWWWW*xxxxxxx*.11.Y.xxxxWWWWWxxxxxxx1221xxxxxxxWWWWxxxxxxx23xxxxxxxWWxxxxxxxxx|xxxxWWWWxxxxxxxxxxxxWWWWxxxENDMAP
ENDMAP############################################################################### Hive vaults##############################################################################NAME: Hive_BalancerDEPTH: Hive:*TAGS: dummyCHANCE: 200MAPxENDMAP# Note the higher weight to the empty vault:# this is because vaults in the Hive should be rareNAME: lemuel_Hive_PoolDEPTH: Hive:*SUBST: W=W. , ?:W. , !:W.MAPWwwwW??wwwwwwW????wwwwwwwwW????wwwwwwwwwW????wwwwwwwwWW??..WwwwwwwW?!.WwwwwwW!...Wwwwww!!!..WwwwW!!!..Wwwww!!!WwwW!!!wwW!!!wWWENDMAPNAME: lemuel_Hive_MoatDEPTH: Hive:*ORIENT: floatMAPwwwwwwwwwwwwww.wwwwwwww. .wwwwwwww. .wwwwwwww.).].wwwwwwww..}..wwwwwwww. .wwwwwwww. .wwwwwwww.wwwwwwwwwwwwwwENDMAPNAME: lemuel_Hive_ZombiesDEPTH: Hive:1-3ORIENT: floatTAGS: no_monster_genMONS: killer bee zombie/weight:2 killer bee larva zombie, necromancer, plantSHUFFLE: {}SUBST: . = .:50 1:4 3:1SUBST: > = <>SUBST: }=} .:3SUBST: {={ .:3SUBST: == +:5 = .:3SUBST: ? = a.MAPaaaaaaaa?..?aaaaaaaaa?....?aaa{...........?aaaaaaaaa?........?aaaaaa...........?aaaaa?..111........?aaa?.11111........?aaa.11111........?aaa?.111..........?aaaaaaaaa?.....................}accccccca...............?aaaaaaaac|..=2.+...........??aaaacccccccaa?.......?aaaaaa?....?aaaaaa...aaa?.?aaaa??aaaaa????aaaa....?aaaa?.>..aaaa?....aaaa..?aaa?aaaaaaENDMAPNAME: lemuel_Hive_OklobDEPTH: Hive:*MONS: oklob plantMAP1ENDMAPNAME: lemuel_Big_Bunch_of_BeesMONS: killer bee/weight:1 killer bee larvaMAP111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111ENDMAPNAME: lemuel_troublesome_eelsDEPTH: Hive:*KFEAT: X = deep_waterKMONS: X = electrical eelSUBST: W=w1.SUBST: . = 1:1 .SUBST: 1 = 1 .:5MONS: plantMAP....111.......1111111......11WwwwW11.....11WwwXwwW11...11WwwXwXwwW11.11WwwXwXwXwwW1111WwXwXwXwXwW1111WwwXwXwXwwW11.11WwwXwXwwW11...11WwwXwwW11.....11WwwwW11......1111111.......111....ENDMAPNAME: lemuel_wasp_nestDEPTH: Hive:2-3MONS: yellow wasp/weight:2 red waspCHANCE: 1SUBST: 1=1 .:15SUBST: ?=a.MAPa?@?aa?.?aaaaaa.aaaaaaa111a.a111aaaa111aa.aa111aaa111aaa.aaa111aa?1.??a.a??.1?aaa?...a.a...?aaaaa?.....?aaaaaa?.?aaaaa.aaa.aa.aa*aaaa
ENDMAP##################################### An old-fashioned vault, by Lemuel#NAME: traditional_vault_lemuelDEPTH: D:12-27, VaultORIENT: floatSUBST: 8 = 9 8SUBST: 9 = 9 0SUBST: 0 = 0 .KFEAT: $ = ^KITEM: $ = goldMAP........................wwwwwwwwwwwwwwwwwwwwwwwwwcccccccccc==ccccccccccwwc$..................$cwwc.........99.........cwwc..cccccccccccccccc..cwwc0.c$....9999....$c.0cwwc..c.....9999.....c..cwwc..c..cccc++cccc..c..cwwc..c..c$......$c..c..cwwc..c..c...99...c..c..cwwc..c..c..cccc..c..c..cwwc00c..c..c||c..c..c00cwwc00c..c..c||c..c..c00cwwc..c..c..c++c..c..c..cwwc..c..c..9889..c..c..cwwc..c..c$.9889.$c..c..cwwc..c..cccccccccc..c..cwwc..c......99......c..cwwc0.c$............$c.0cwwc..ccccccc++ccccccc..cwwc.........00.........cwwc$........00........$cwwccccccccccccccccccccccwwwwwwwwwwwwwwwwwwwwwwwww........................
# Entry vaults
NAME: entry_zaba_1TAGS: entry no_monster_gen no_item_genFLAGS: no_rotateORIENT: floatSUBST: T = TV, ? = wWMAPxxx@xxx@xxx@xxxx.............xx.G.T.T.T.T.G.xx.............xxw?W?wwWww?W?wxxwwW?wwWww?WwwxxwwWWwwWwwWWwwxxww?WwwWwwW?wwxxwwwW?wWw?WwwwxxwwwWWwWwWWwwwxxwww?WwWwW?wwwxxwwwwWwWwWwwwwxxwwwwWWWWWwwwwxxwwww?WWW?wwwwxxwww?WWWWW?wwwxxww?WW...WW?wwxxw?WW.({[.WW?wxxww?WW...WW?wwxxwww?WWWWW?wwwxxwwww?????wwwwxxwwwwwwwwwwwwwxxwwwwwwwwwwwwwxxxxxxxxxxxxxxxxENDMAP############################################################### Zaba's second entry vault everNAME: entry_zaba_2TAGS: entryORIENT: floatSHUFFLE: ([{>SUBST: ?:???!, ?=?., ?=!, !:cx, ===cc+MAP.................@..................cccccc...cccccc...cccccc...cccccc..c....c...c....c...c....c...c....c..c.(..c...c.{..c...c..[.c...c..>.c..c....cc=cc....cc=cc....cc=cc....c..cc+ccc...cc+ccc...ccc+cc...ccc+cc...!...+...+....+...+....+...+...!....!!??!???!????!?.?!????!???!??!!....!?.??.???.????.????.???.??.?!...!!?..??..???.....???..??..?!!.@.!??...???...???...???...??!.@.!!???....????.????....???!!...!!????....??.??....????!!....!!?????....?....?????!!....!!!??????...??????!!!.....!!!???..?..???!!!.....!!!!???.???!!!!.....!!!!!+!!!!!.........@......ENDMAP
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######################### Dead fish# As of 0.3.2 the fish zombies can't move, they're basically just decorativeNAME: lemuel_dead_fish_poolDEPTH: Crypt:*# Lemuel also had Cocytus:*TAGS: no_pool_fixupSUBST: . : .wSUBST: 1 = w:50 1KFEAT: 1 = wKMONS: 1 = big fish zombie / giant goldfish zombieMAP...wwwww.....ww111ww...ww11111ww.ww1111111www111111111ww111111111www1111111ww.ww11111ww...ww111ww.....wwwww...ENDMAP############################################################ tombs in the wallNAME: tombwall_bobbensTAGS: allow_dupDEPTH: CryptMONS: w:5 small zombie/large zombie/w:1 large abomination/w:1 small abomination/w:1 skeletal warrior/w:1 necrophage/w:1 ghoul/w:1 rotting hulk/w:5 small skeleton/large skeleton/w:3 nothingMAPcccccccccccccccccccccccccc1c1c1c1c1c1c1c1c1cccccc+c+c+c+c+c+c+c+c+ccc.....................................................................ENDMAP###########################################################
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############################################################ small pyramid leading to the bigger oneNAME: tomb_entry_pyramid_bobbensORIENT: floatTAGS: tomb_entry no_monster_genMONS: sphinxMONS: w:1 mummy / w:9 guardian mummyMONS: mummy priestSUBST: ' = ~ .:50MAP..................................................cccccccccccccccccccc....cccccccccccccccccccc....cc....2...........cc....cc..............2.cc....cc....cccccccccc''cc....cc....c''''''''c''cc....cc....c''ccccc'c''cc....cc....c''cO'3''c''cc....cc....c''ccccccc''cc....cc.2..c''2''''''''cc....cc....c'''''''''''cc....cc....cccccccccccccc....cc................cc....cc....2......2....cc....cc...ccc++++ccc...cc....cc...cc......cc...cc....cc.2.cc.G..G.cc.2.cc....cc.V.cc......cc.V.cc....cc...cc......cc...cc....ccccccc.G..G.ccccccc....ccccccc......ccccccc.................................1........1.......................................................ENDMAP############################################################ sphere entryNAME: tomb_entry_sphere_bobbensORIENT: floatTAGS: tomb_entry no_monster_gen no_rotateMONS: w:1 mummy / w:9 guardian mummyMONS: sphinxMONS: mummy priestMAPccccccccc.1.ccccccc.........ccccc......c......cccc....ccccccc....ccc....cc.1.1.ccc..1c..cccc...........cc..cc.1c..cc...........c3O.c..+..2ccccc.F.ccccccccc.1c...c...............c..cc..cc.............ccc...ccc.1..1.cc...ccc....cccccccc...cccc......c......ccccc.........ccccccc.1.cccccccccENDMAP###########################################################
"bazaar.des", "entry.des", "elf.des", "float.des", "hells.des", "hive.des","lab.des", "lair.des", "large.des", "mini.des", "orc.des", "pan.des","portal.des", "temple.des", "vaults.des", "crypt.des", "zot.des"
"altar.des", "bazaar.des", "entry.des", "elf.des", "float.des", "hells.des","hive.des", "lab.des", "lair.des", "large.des", "mini.des", "orc.des","pan.des", "portal.des", "temple.des", "vaults.des", "crypt.des", "zot.des"
################################################################################ altar.des: This is the place where minivaults (and floating vaults)# containing altars should go. Vaults particular to a specific# branch (Beogh altar minivaults for Orc:*, for example), may# go in the corresponding des-file. A few entry vaults contain# altars; these should always be in entry.des.## There are two reasons for keeping altar vaults separate:# * This makes it easier to adapt for new gods.# * Easier tweaking of altar chances.###################################################################################################################### I Temples (Multi-altar vaults)######################################NAME: minitempleTAGS: allow_dup# More common than the others.CHANCE: 20MAPcccccccccccccccccccccBcBcBcBccG.c.c.c.Bc@.......Bc@.......BcG.c.c.c.BccBcBcBcBccccccccccccccccccccccENDMAPNAME: jmf_multi_god_templeSHUFFLE: abcSUBST: a:=, b:x, c:xDEPTH: 8-MAP.............axxxxxxxxa..x9......9x..bT......Tb..x..C..C..x..cT......Tc..xxxxmmxxxx..xxx$$$$xxx..xx8....8xx...xx....xx.....xG..Gx...............ENDMAPNAME: jmf_multi_god_temple2DEPTH: 12-MAP..............vvvvvvvv...vv......vv..v..x..x..v..v.Cx..xC.v..v..x..x..v..vT8x..x8Tv..vvvx==xvvv....Gx99xG......+*99*+......GxxxxG...............ENDMAP####################################### II General altars######################################NAME: old_standard_altarTAGS: allow_dupSHUFFLE: cvxxMAP............xxxx.xxxx..xx.....xx..x.......x..x.......x......C......x.......x..x.......x..xx.....xx..xxxx.xxxx............ENDMAPNAME: lemuel_round_altarTAGS: allow_dupSHUFFLE: cvxxMAPxxxxxxx...xxxx.....xxx.......xx...C...@x.......xxx.....xxxx...xxxxxxxENDMAPNAME: lemuel_crystal_altarTAGS: allow_dupMAPb.b.C.b.bENDMAPNAME: lemuel_altar_in_waterDEPTH: D:2-18, !Lair, !Hive, !SlimeCHANCE: 9FLAGS: no_rotate: local brnd = crawl.random2(13): if brnd > 10 thenTAGS: no_monster_gen# this case almost always has altar access: elseTAGS: no_monster_gen no_pool_fixup: endMAP............wwwww.....wwwwwwwww...wwwwwwwwwww..wwwwwwwwwwwww.wwwwwwCwwwwww.wwwwwwwwwwwww..wwwwwwwwwww....wwwwwwwww.....wwwww...........ENDMAPNAME: lemuel_altar_in_water2TAGS: no_pool_fixup no_monster_genDEPTH: 2-18FLAGS: no_rotateCHANCE: 1MAPwwwwwwwwwwwwwww@..CwwwwwwwwwwwwwwwwwwENDMAPNAME: lemuel_oklob_altarDEPTH: 6-18MONS: oklob plant, plantMAP22C12ENDMAPNAME: lemuel_hidden_altarDEPTH: 1-18, !Lair, !Orc, !Hive, !SlimeSHUFFLE: XYSUBST: X = .SUBST: Y = =MAP..........xxxXxxx..xxx.xxx..xxxYxxx..X.YCY.X..xxxYxxx..xxx.xxx..xxxXxxx..........ENDMAPNAME: lemuel_sealed_altar_aCHANCE: 3DEPTH: 2-18, !Lair, !Orc, !Hive, !SlimeMAPxxxxxxxxxxxxxx...........xx...........xx...........xx...........xx.....>.....xx.....C.....xx...........xx...........xx...........xx...........xxxxxxxxxxxxxxENDMAPNAME: lemuel_sealed_altar_bCHANCE: 7DEPTH: 2-18, !Lair, !Orc, !Hive, !SlimeMAPxxxxxxxxxxxx.........xx.........xx....>....xx....C....xx.........xx.........xxxxxxxxxxxxENDMAPNAME: lemuel_tele_altarDEPTH: 2-18, !Lair, !Orc, !Hive, !SlimeKFEAT: X = teleport trapMAP..............xxxxxXxxxxx..x.........x..x.........x..x.........x..X....C....X..x.........x..x.........x..x.........x..xxxxxXxxxxx..............ENDMAPNAME: lemuel_statue_altarDEPTH: 2-18, !Lair, !Hive, !SlimeMAP......cFc..c.c..c.c..c.c..c.c..cCc..ccc......ENDMAPNAME: lemuel_coloured_pillars_altarDEPTH: 2-18, !Lair, !Hive, !Slime, !OrcFLAGS: no_rotateCOLOUR: c = blue / yellow / red / cyanMAPxxxxxxxxxxxxxxxxxxxx...................xc...c...c...c...c..x..................Cxc...c...c...c...c..x...................xxxxxxxxxxxxxxxxxxxxxENDMAPNAME: lemuel_upstairs_altarDEPTH: 2-12, !Lair, !Hive, !Slime, !OrcORIENT: floatSUBST: T:T.SUBST: ) = )}]MAPccccccccT...Tcc.....cc..C..cc.....ccT...Tcccc+cccc.cc.cc.cc.cc)ccccENDMAP####################################### III Special altars######################################NAME: lemuel_angel_altarDEPTH: 2-18, !Lair, !Orc, !Hive, !SlimeMONS: angelKFEAT: C = altar_elyvilon / altar_zin / altar_shining_oneMAP.......xmx....xx.xx....xxx.xxx...xxxx1xxxx..m...C...m..xxxx.xxxx...xxx.xxx....xx.xx....xmx..ENDMAPNAME: lemuel_hellish_altarDEPTH: 2-18, !Lair, !Hive, !SlimeMONS: iron devil/orange demon, beast/rotting devil, lemure/manes, hellionSUBST: 2 = 23SUBST: 2 = 12SUBST: 3 = 3L: if you.absdepth() >14 thenSUBST: 1 = 1:20 4: endSUBST: L = l.SUBST: C = C / P:1KFEAT: C = altar_lugonu/altar_yredelemnul/altar_kikubaaqudgha/altar_makhlebKFEAT: P = enter_abyssMAP....LLllLL........LllllllLLL....Lll323lllLLL..LLl32123lllLL..LLl33C33llLL....Lll323llLL.....LLll3llL........LLlllL..........LLLL............LLLLL............LLLL....ENDMAPNAME: david_defended_altarDEPTH: D:7-20, Orc, Elf, SnakeSHUFFLE: 1ID/2TCTAGS: allow_dupMONS: orc priest, deep elf priest / w:30 nothingKFEAT: D = altar_beogh / w:2 altar_okawaru / w:2 altar_makhlebMAPccccc...c1..c...c1D.+.I@c1..c...ccccc...ENDMAPNAME: lemuel_blue_sif_altarDEPTH: 2-18, !Lair, !Hive, !Slime, !OrcTAGS: no_monster_genCOLOUR: . = blueKFEAT: C = altar_sif_munaMAPxxxxxxxxxxxxxx...........xxx...........+Cx...........xxxxxxxxxxxxxxxxxENDMAPNAME: lemuel_dead_fish_altarDEPTH: 2-18, !Hive, !Slime, !OrcTAGS: no_pool_fixupKMONS: 1 = giant goldfish zombie / big fish zombie / nothingKFEAT: 1 = deep_waterKFEAT: C = altar_kikubaaqudgha / altar_yredelemnulMAPxxxxxxxxxxxxxxxxxxxx11111111xxxxxxxxwwwwwwwwxxxx..............Cxxxxxwwwwwwwwxxxxxxxx11111111xxxxxxxxxxxxxxxxxxxxENDMAP# The mix of deep and shallow water is intended to keep the centaurs from# escaping without requiring the player to be able to cross deep water.NAME: lemuel_centaur_altarDEPTH: 7-20, ShoalTAGS: no_pool_fixup no_monster_genMONS: centaurMAPxxxxxxxxxxxxxxxxxxxxxxxwxxxxwx.1.1.xxwxxwxx1.C.1xwwxxwwxWwwWwWwxxxwwWwwwwwwxxxxxwWwWWwwWxxxxxxwWwwWwxxxxxxxwwwWwWxxxxxxx......xxxxENDMAPNAME: lemuel_mausoleum_altarDEPTH: 7-20, CryptMONS: w:50 human zombie/orc zombie/elf zombie/w:5 ogre zombie/w:5 troll zombieMONS: w:50 human skeleton/orc skeleton/elf skeleton/w:5 ogre skeleton/w:5 troll skeletonMONS: mummy, wight, wraith, necrophage, ghoulNSUBST: ? = 1:C / *:1SUBST: 1 = 1:25 2 3 4:8 5:6 6:4 7:2KFEAT: C = altar_kikubaaqudgha / altar_yredelemnulKMONS: C = human zombieMAPcccccccc?+.+?cccc.cccc?+.+?cccc.cccc?+.+?cccc.cccc?+.+?cccc.cccc?+.+?cccc.cccc?+.+?cccc.cccccc+ccccGc@cGcENDMAP