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### Ambush Vault ###############################################################
#
# A large ambush with several monsters, many potentially OOD. Can appear almost
# anywhere, any number of times.
#
# Number of monsters (and amount of ood) depends on depth and randomness. Ranges
# from 8 to 24 monsters. Very random, middle part is all subvaults.
#
# There is a lair variant that is (mostly) a joke vault; all other variants
# appear no earlier than D:14.
{{
function ambush_stairs(e)
if you.in_branch("Dis") or you.in_branch("Coc") or you.in_branch("Tar")
or you.in_branch("Geh") then
e.nsubst("< = 1:{ / 1:}. / 1:>. / *:.")
else
e.nsubst("< = 1:{ / 1:( / 1:[} / 1:>")
end
end
}}
NAME: evilmike_ambush
TAGS: allow_dup transparent no_monster_gen no_descent
DEPTH: Lair, Depths, !Depths:$, Elf, !Elf:$, Snake, !Snake:$, \
Dis, !Dis:$, Geh, !Geh:$, Tar, !Tar:$, Coc, !Coc:$, \
Zot, !Zot:$, Crypt, !Crypt:$
KMONS: P = bush / scrub nettle w:1
: if you.in_branch("Snake") then
KMONS: 0 = black mamba / naga / salamander
KMONS: 9 = mana viper / anaconda / naga mage
KMONS: 8 = naga ritualist / salamander mystic
KMONS: & = naga warrior / naga sharpshooter
: elseif you.in_branch("Dis") then
KMONS: 0 = war gargoyle / crystal echidna w:5 / iron dragon draugr w:2
KMONS: 9 = ancient champion / quicksilver elemental / iron dragon
KMONS: 8 = iron giant / iron golem
KMONS: & = hellion / tormentor / ancient lich
: elseif you.in_branch("Geh") then
KMONS: 0 = hell hog / fire giant w:5 / golden dragon draugr w:2
KMONS: 9 = searing wretch / balrug
KMONS: 8 = hellephant / salamander tyrant w:5
KMONS: & = hellion / tormentor / brimstone fiend w:5
: elseif you.in_branch("Tar") then
KMONS: 0 = shadow wraith / spectral thing / shadow dragon zombie w:2
KMONS: 9 = eidolon / putrid mouth w:5
KMONS: 8 = undertaker / profane servitor / tainted leviathan w:5
KMONS: & = tormentor / ancient lich / dread lich
: elseif you.in_branch("Coc") then
KMONS: 0 = simulacrum / frost giant w:5 / ice dragon zombie w:2
KMONS: 9 = azure jelly / wendigo / nargun
KMONS: 8 = shard shrike / caustic shrike simulacrum w:5
KMONS: & = tormentor / titan
: elseif you.in_branch("Zot") then
KMONS: 0 = white draconian / green draconian / yellow draconian
KMONS: 9 = shadow dragon / draconian monk
KMONS: 8 = death cob / golden dragon / ghost moth w:5
KMONS: & = curse toe / moth of wrath
: end
SUBVAULT: = : evilmike_ambush_outer
SUBVAULT: - : evilmike_ambush_inner
SUBST: =- : .
: local x = you.absdepth() - 14 + crawl.random2(12)
: if you.in_branch("Lair") then
SUBST: 0 = PP., 1 = PP., 2 = PP0, 9 = PP0
: elseif x > 17 then
SUBST: 1 = 0, 2 = 8
: elseif x > 11 then
SUBST: 1 = 00., 2 = 89
: elseif x > 5 then
SUBST: 1 = 0., 2 = 9
: else
SUBST: 1 = 0.., 2 = 9.
: end
NSUBST: 8 = 1:&&8 / *:8
MAP
2...0...9
...1...1...
9.0=======0.2
..==-----==..
.1=-------=1.
..=-------=..
0.=-------=.0
..=-------=..
.1=-------=1.
..==-----==..
2.0=======0.9
...1...1...
9...0...2
ENDMAP
# Outer ring subvaults
NAME: evilmike_ambush_outer_basic
TAGS: evilmike_ambush_outer allow_dup unrand
WEIGHT: 25
SUBST: G : Gx..
SUBST: x : xcbwnm
: if you.in_branch("Dis") then
KFEAT: G = metal_statue
TILE: G = dngn_statue_iron
: end
MAP
...G...
.G G.
. .
. .
G G
. .
. .
.G G.
...G...
ENDMAP
NAME: evilmike_ambush_outer_pillars
TAGS: evilmike_ambush_outer allow_dup unrand
SHUFFLE: x.
SUBST: x : xxxccvvbmG
: if you.in_branch("Dis") then
KFEAT: G = metal_statue
TILE: G = dngn_statue_iron
: end
MAP
.x.x.x.
.x x.
x x
. .
x x
. .
x x
.x x.
.x.x.x.
ENDMAP
NAME: evilmike_ambush_outer_corners
TAGS: evilmike_ambush_outer allow_dup unrand
SUBST: y : x., x : xxxcccvvbm
MAP
xy...yx
xx xx
y y
. .
. .
. .
y y
xx xx
xy...yx
ENDMAP
NAME: evilmike_ambush_outer_doors
TAGS: evilmike_ambush_outer allow_dup unrand
WEIGHT: 5
SHUFFLE: +D
SUBST: D : +x
MAP
x+D+D+x
xx xx
+ +
D D
+ +
D D
+ +
xx xx
x+D+D+x
ENDMAP
# Inner subvaults. Always contains two stairs, with a large chance of having all 3
# In hell always has the upstair, with a chance of downstairs or hatch
NAME: evilmike_ambush_inner_basic
TAGS: evilmike_ambush_inner allow_dup
WEIGHT: 25
SHUFFLE: <AB
SUBST: AB = .
: if you.in_branch("Dis") then
KFEAT: G = metal_statue
TILE: G = dngn_statue_iron
: end
: ambush_stairs(_G)
MAP
..A..
...<...
...B...
A<BGB<A
...B...
...<...
..A..
ENDMAP
NAME: evilmike_ambush_inner_wall_1
TAGS: evilmike_ambush_inner allow_dup
WEIGHT: 3
SHUFFLE: AB / {<
SUBST: { = <
SUBST: AB = .
SHUFFLE: yxX / "">
SUBST: " = .
SUBST: y : x., X = x
SUBST: x : xxxccvvbmm
SUBST: > = }>
: ambush_stairs(_G)
MAP
.....
...y...
...x...
A{.X.<B
...x...
...y...
.....
ENDMAP
NAME: evilmike_ambush_inner_wall_2
TAGS: evilmike_ambush_inner allow_dup
WEIGHT: 3
SHUFFLE: AB / {<
SUBST: AB = .
SHUFFLE: yxX / ""<
SUBST: " = .
SUBST: y : x., X = x
SUBST: x : xxxccvvbmm
SUBST: > = }>
: ambush_stairs(_G)
MAP
.....
..y.y..
..x.x..
A{X>X<B
..x.x..
..y.y..
.....
ENDMAP
NAME: evilmike_ambush_inner_pond
TAGS: evilmike_ambush_inner allow_dup
SUBST: w : wwwWWlm...
SUBST: > : >..
: if you.in_branch("Dis") then
KFEAT: G = metal_statue
TILE: G = dngn_statue_iron
: elseif you.in_branch("Coc") or you.in_branch("Tar") then
SUBST: l = w
: elseif you.in_branch("Geh") then
SUBST: wW = l
: end
: ambush_stairs(_G)
MAP
.....
..>w<..
.<www>.
.wwGww.
.>www<.
..<w>..
.....
ENDMAP
NAME: evilmike_ambush_inner_cross
TAGS: evilmike_ambush_inner allow_dup
WEIGHT: 5
SUBST: y : x., z : x., x : xxxccvvbmm
: ambush_stairs(_G)
MAP
..y..
...x...
..<x<..
yxxzxxy
..<x<..
...x...
..y..
ENDMAP
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