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|
################################################################################
# d_encompass.des: Encompass vaults that can place somewhere in D.
################################################################################
################################################################################
# Zero! Nine! Eight!
#
NAME: hangedman_slaughterboxes
TAGS: no_pool_fixup no_monster_gen no_item_gen patrolling uniq_d_encompass
ORIENT: encompass
DEPTH: Depths:2-
PLACE: D:$, Depths:$
WEIGHT: 1 (D:$), 2 (Depths:$), 10
MONS: fungus, plant
KMONS: S = 0 band
KMONS: # = 9 band
KFEAT: ^ = stone_arch
SHUFFLE: :;, `~, 34, 67, !?, XZ / yz
SUBST: % = %:40 $:20 ., * = *:30 %, | = |:30 *
SHUFFLE: ABCDE / BADCE / AGHIC / ACGHE, BDF
SUBST: ACF = ., BDGHI = x, E : .x
SHUFFLE: JKLMN / KJMLN / JPQRL / JLPQN, KMO
SUBST: JLO = ., KMPQR = x, N : .x
SHUFFLE: cdefg / dcfeg / cijke / ceijg, dfh
SUBST: ceh = ., dfijk = x, g : .x
SHUFFLE: nopqr / onqpr / ntuvp / nptur, oqs
SUBST: nps = ., oqtuv = x, r : .x
SUBST: X = xx', y= x'', Z = xx., z = x..
SUBST: ;` = ., :~ = x, T = TTV, U = TUU
SUBST: 7? = ., 36! = 0, Y : 09, 5 = 09, 4 = 9
SUBST: " : WW', _ = C, @ = G
NSUBST: ' = 7:S / 2:# / 6 = S:3 .:2 / *:.
: if you.absdepth() > 20 then
: kmons('9 = place:Depths:' .. you.depth() - 1 .. ' 9')
SUBST: & : a:45 c:8 vb x:2, a : c:15 vb
MARKER: ^ = lua:props_marker { portal=1 }
: if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then
KMONS: =- = draconian annihilator band / draconian knight band / \
draconian monk band
KITEM: - = midnight gem
KFEAT: = = enter_zot
KFEAT: > = zot_statue
SUBST: ) = =, ]} = .
: end
: else
SUBST: & : a:80 x:15 c:3 v:1 b:1, a : c:38 v:2 b:2
: if you.where() == dgn.level_name(dgn.br_entrance("Depths")) then
KITEM: - = smoky gem
KFEAT: = = enter_depths
TILE: c = stone_wall_depths_entry
SUBST: }] = ., ) = =, > = <
: else
SUBST: - = .
: end
: end
: if you.in_branch("Depths") then
TILE: G = depths_column / depths_crumbled_column w:5
LFLOORTILE: floor_depthstone
: end
MAP
xxxxxxxxxxxxxxx xxxxx xxxxx
xxxxxxxxxxxxxxxxx xxxxxxx xxxxxxaaaaaaaaaaaaaaa
xxxZZZZZZZZZZZZxxxxxxxxxXXXxxxxxxxxxZZaaaaaaaaaaaaaaaaa
xxxZ............ZxxxxxxXX'''XXxxxxxZZ..aaalalalalalalaaaa
xxZ..`x~x`x~x`x..ZZXXXX'''x'''XXZZZ....aalllllllllllllaaaa
xxZ.`x........`....'''''''x''''''......aal%%%%*****|||laaa
xxZ.x..~xxx`x.x....'x'''x'''x'''x...{..aal%........38|llaa
xxZ.~.~x''''`.~...x'''x'''x'''x''.x..[.aal%.&4&&..&&3|laaa
xxZ.x.x'`~`'x.x....'x'''x'''x'''x...(..aal%.48&&.&&&.*llaa
xxZ.`.x'~0~'x.`....''''''''''''''......aal%.&&&...&..*laaa
xxZ.x.x'`~`'x.x..aaaaaaaaaaaaaaaaaaaaaaaal%.&&.|.....*llaa
xxZ.~.`''''x~.~.aaaaraaaaaaaEaaaaaaaaaaal&&.....|.&&.*laaa
xxZ.x.x`xxx~..x.aa9...0.&.0..67aalllllll&&&+.....&&&.%llaa
xxZ.`........x`.aa.nop.&+&.ADC6aal%%%%%%&&.m+...&&84.%laaa
xxZ.x`x~x`x~x`..ar.qrq..&..BEB.Eal%90&...+m.m+..&&4&.%llaa
xxZ.............aa.pon.&+&.CDA.aal%0.&.0..+m.m+......%laaa
xxxZ.......aaaaaaa....9.&.....0aal%&&......+m.&&%%%%%%llaa
xxxZ.....aaaaNaaaa.a.aaaa.&.&.aal%......<..+&&&lllllllaaa
xxxZ.BAD.aa9....aaa+a+a0a&+&+&aaaaa+a+a5....&&laaaaaaaaaax
xxX'CEA'aa.JKL..aaa....a.&.&.aaaa.a.aaa..0.%laaaaaaaaaaxx
xxX'DCB'aN.MNM.a+acde..a...!?.&......a+....%laa.......Zxx
xxX'''''aa.LKJ..a.fgf.%a.nop!&+&.]1U..a..&&%laa..)....Zxx
xxX'''''aa....9a+.edc0%a.qrq..&..1@1.a+.&.0%laa.>->..Zxxx
xxX'LKJ'aa.&.&.aa...08*a.pon.&+&.U1}..a.&09%laa......Zxx
xxX'MNM'aa&+&+&a0..%%*aa9.....&......aa%%%%%laa..x..Zxxx
xxxX'JKL'aa.&.&.aaaaaaaa+aaaaaaa..&.&.aallllllaa.....Xxx
xxX''''''aa....0.&.....0aa&...+.a&+&+&aaaaaaaaaa'x'x'Xxx
xxX''''''aa.ABC.&+&.JKL.aY&.&.a+a.&.&.aaaaaEaaaa'''''Xxx
xxX'CBA''aE.DED..&..MNM.a..efc..a...!?.&.0..67aa''x''Xxx
xxX'DED''aa.CBA.&+&.LKJ.a.&dgf&.a.nqp!&+&.ABC6aa''''''Xxx
xxX'ABC''aa9.....&.0....a%0cde..a.oro..&..DED.Ea'x'x''Xxxx
xxX''''''aaaaEaaaaa.&.&.a*80&.&&a.pqn.&+&.CBA.aa'''''''Xxx
xxX''''''aaaaaaaaaa&+&+&a|*%..Yaa9.....&.....0aa''x'xx'Xxx
xxX'pon''aawwwwwwaa.&.&.aaaaaaaa+aaaaaaaa.&.&.aa'''''''Xxx
xxX'qrq''aaw2112waa....5.&.....0aa*%%..0a&+&+&aa'x'x''Xxxx
xxX'nop''aaw..T.Wa..DCB.&+&.JML.a*80...aa.&.&.aa''''''Xxx
xxX''''''aaw....W+a.AEC..&..KNK.a%0cfe.+a9...0aa''x''Xxx
xxX''''''aaw.2..Wa..BAD.&+&.LMJ.a%.dgd.a..nqp.aa'''''Xxx
xxxX'edc'aaw....W+a......&.0....a..efca+a.oro.ra'x'x'Xxx
xxX'fgf'aaw...@waaa.a.aaaa.&.&.a....aaa..pqn.aa'''''Xxx
xxX'cde'aaw._..wwa+a+aaaaa&+&+&a0a+a+aaa....9aa..x..Zxxx
xxX'''''aaw....@wwWWWWwwaa.&.&.aaaa.a.aaaaraaaa.....Zxxxx
xxX'''''.aW......@....2waa....0.&.9....aaaaaaa.......Zxxx
xxX'cde'.+W.._.......T1waa.ADC.&+&.JML.aa.............Zxx
xxZ'fgd'.+W....._..2..1waE.BEB..&..KNK.Na..;x:x;x:x;x.Zxx
xxxZ.efc..aww..........2waa.CDA.&+&.LMJ.aa.;x........;.Zxx
xxxxZ......aawWWWwwwwwwwwwaa9.....&.....9aa.x..:xxx;x.x.Zxx
xxxX'''2'..aaa++aaaaaaaaaaaaaaEaaaaaaaNaaaa.:.:x'''';.:.Zxx
xxX''''''........aaaaaaaaaaaaaaaaaaaaaaaaa..x.x';:;'x.x.Zxx
xxX''''''2....''''''''''''''''''''''''''....;.x':0:'x.;.Zxx
xxX'2'^'''''.cde''efc''''''''''''LMJ''BAD...x.x';:;'x.x.Zxx
xxX'''""'''2.fgd''dgd''pqn''CDA''KNK''CEA...:.;''''x:.x.Zxx
xxX''^""^'''.efc''cfe''oro''BEB''JML''DCB...x.x;xxx:..x.Zxx
xxX'''^'''''..'''''''''nqp''ADC'''''''''....;........x;.Zxx
xxX'''''2'''ZZZXXXXXXX''''''''''XXXXXXXXZZ..x;x:x;x:x;..Zxx
xxxX'''''''XxxxxxxxxxxXXXXXXXXXXxxxxxxxxxxZ............Zxxx
xxxXXXXXXXxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxZZZZZZZZZZZZxxx
xxxxxxxxxxx xxxxxxxxxxxxx xxxxxxxxxxxxxxxx
xxxxxxxxx xxxxxxxxxxxxxx
ENDMAP
###############################################################################
# This vault exercises varied old ideas for the Vaults branch:
# a primarily humanoid-based monster set, a focus on placing groups,
# and a pattern-based layout emphasizing lots of discrete rooms.
# Of course, HangedMan twisted these ideas thoroughly.
# Many thanks to elliott for writing the band placement lua!
#
NAME: hangedman_spin_cycle
TAGS: no_monster_gen no_item_gen no_trap_gen patrolling uniq_d_encompass
ORIENT: encompass
DEPTH: Depths:2-
PLACE: D:$, Depths:$
WEIGHT: 1 (D:$), 2 (Depths:$), 10
KMONS: - : plant / bush
KMONS: _ = demonic plant
KMONS: mo = vault guard
KMONS: p = glass eye
KMONS: q : great orb of eyes w:7 / guardian serpent w:3
KMONS: r = ettin / deep troll shaman / stone giant / frost giant
{{
-- A depth-scaled Lua call to assign different intelligent bands.
-- Try to keep to monsters that mostly still spawn in D or Depths.
local bands = {
[65 - you.absdepth() * 3] =
{ "boggart", "tengu conjurer", "centaur warrior", "laughing skull" },
[42 - you.absdepth() * 2] =
{ "death knight", "harpy", "ogre mage", "meliai", "orc high priest",
"yaktaur", "skeletal warrior", "Azrael", "Kirke", },
[26 - you.absdepth()] =
{ "glass eye", "necromancer", "rakshasa", },
[you.absdepth() * 2 - 37] =
{ "salamander tyrant", "spriggan air mage",
"deep troll shaman", "hell knight", },
[you.absdepth() * 2 - 42] =
{ "naga sharpshooter", "vampire mage", "vampire knight",
"merfolk javelineer", "spriggan defender", },
[you.absdepth() - 18] =
{ "spark wasp", "ancient champion", "Margery",
"Saint Roka", "Sojobo", },
}
local kmonsters = {}
for weight, monsters in pairs(bands) do
if weight > 0 then
for _, mons in ipairs(monsters) do
if not you.uniques(mons) then
table.insert(kmonsters, mons .. " band w:" .. weight)
end
end
end
end
util.sort(kmonsters)
kmons("s = " .. table.concat(kmonsters, " / "))
}}
# Uniquely defined rings rewards to match the shape of the vault.
KITEM: ? = any ring randart w:390 / ring_of_the_octopus_king
KITEM: ! = ring of slaying / ring of wizardry / any good_item ring no_uniq w:75
KITEM: | = | / any good_item
KFEAT: ^ = permanent teleport trap
KFEAT: ~ = teleport trap
KFEAT: aD = stone_arch
KFEAT: ; = cache_of_fruit
KFEAT: A = enter_hell
KFEAT: & = enter_pandemonium
KFEAT: @ = enter_abyss
KFEAT: C : C / any shop
# Rotate eight types of rooms each used thrice in the 24 total rooms.
# Brackets turn into stairs and items, alphanumerics turn into monsters.
SHUFFLE: <d` / {e1 / (f2 / [g3, >h4 / }i5 / )j6 / ]k7, (f2 / )j6, 15
: if you.in_branch("Depths") then
# We need at least four portals, currently, so dedicate six rooms to this.
# Sometimes, place all the portals inside the garden instead.
SUBST: ( = C, ) = D
MARKER: C = lua:props_marker { portal=1 }
MARKER: D = lua:props_marker { portal=1 }
: if crawl.random2(you.absdepth() - 15) > (you.absdepth() - 18) then
SUBST: A&@ = a, _ : -_
: else
SHUFFLE: aA&@
: end
: else -- Dungeon
SUBST: A&@ = a, _ = -, l = W
: end
# Some item, stair, and altar placement, juggling around the stair glyphs
SUBST: {} = **|||, ) = C, [ = !, ] = ?
NSUBST: < = 1:{ / 1:( / 1:[, > = 1:} / 1:) / 1:]
# To ensure one gem is visible by one branch entrance every time, the branch
# entrance has now been placed reliably in the central garden.
: if you.depth() == dgn.br_depth(you.branch()) then
SUBST: })] = T
: if you.where() == dgn.level_name(dgn.br_entrance("Depths")) then
KITEM: r = smoky gem
KFEAT: Z = enter_depths
NSUBST: ; = 1:Z / 1:r
SUBST: f = ', ^ = W
: elseif you.where() == dgn.level_name(dgn.br_entrance("Zot")) then
KMONS: U = base draconian
KMONS: Z = draconian knight / draconian scorcher / draconian annihilator
KITEM: t = midnight gem
KFEAT: B = zot_statue
KFEAT: U = fountain_sparkling
KFEAT: Z = enter_zot
NSUBST: ; = 1:Z / 1:t
SUBST: -_ = B, ^ = l
: end
: else
SHUFFLE: })] / {([
SUBST: ` = >
: end
# Define monsters for each room type.
SUBST: d = 0, e = 009, f = %, g = 0, h = 0, i = 009, j = %, k = 0
SUBST: 1 = 9988s, 2 = 009, 3 = s, 4 = `, 5 = 998ss, 6 = 009, 7 = s
# Randomize pillars, side-gaps, and traps for the central ring.
SHUFFLE: LM / LM / LM / LM / LM / LM / ML / ML / MM
SHUFFLE: NO / NO / NO / NO / NO / NO / ON / ON / OO
SHUFFLE: PQ / PQ / PQ / PQ / QP, RS / RS / RS / SR
SHUFFLE: EF / GH / Iu / yz, mo / pq, pq / pq / pq / qp / pp / qq, ?!
SUBST: LNPR : x, MOQS : ~, J : ~xxx, K : ~xxxx, c : x:7 c:1, v : v:7 c:1
SUBST: Iy = D, uz = a, ` = <, ; : ;"
NSUBST: ~ = 2:~ / ~. / 75 = ~ .:4490 / 225 = ~ .:9990 / *:.
# Assign floor tiles and set up transporters.
COLOUR: "-_ = green
COLOUR: '`089s%*|!? = white
FTILE: "-_^;artuzAFHB@&UZ = floor_grass_dark
: if you.where() == dgn.level_name(dgn.br_entrance("Depths")) then
FTILE: '`<{([>})]089s%*|!?CTDEGI = floor_depthstone
TILE: c = stone_wall_depths_entry
: else
: if you.in_branch("Depths") then
FTILE: .~mopq = floor_depthstone
: end
: if crawl.coinflip() then
FTILE: '`<{([>})]089s%*|!?CTDEGI = floor_vault
: else
FTILE: '`<{([>})]089s%*|!?CTDEGI = floor_pebble_darkgray
: end
: end
MARKER: E = lua:transp_loc("spin_cycle_entry")
MARKER: F = lua:transp_dest_loc("spin_cycle_entry")
MARKER: G = lua:transp_dest_loc("spin_cycle_exit")
MARKER: H = lua:transp_loc("spin_cycle_exit")
MAP
vvvvvvv
vv'%<%'vv
vvvv vd'''''dv vvvv
vv%'vvvvvv'''`'''vvvvvv'%vv
vv{''evvcccc+ccc+ccccvvg''[vv
v%'1'''cc...........cc'''3'%v
v'''cc+c.......N.....c+cc'''v
vve'c.....L~~~~OO~......c'gvv
vv'+....~MM~~~~N~~~....+'vv
xxxx xcccc..~~~~L~~~~OO~~~~..ccv xxxx
xxJJxxx~~~..~~~~~MM~~~~N~~Q~~..ccxxxKKxx
xJJJJxx~~~~px~~~~~L~~~~OO~~x~~~~~xxKKKKx
xJJJJx~~~~~xm~~~~~MM~~~~N~~~P~~~~~xKKKKx
xxJJ~~~~~~~~~~~~~~.L...~~~~~~~~~~~~~KKxx
vvvv xxx~www~~~~~~~~~.......~~~~~~~~www~xxxx
vv%'vv xx~~www~x~~~.....c+c+c....~~~x~www~~~xx vvvvv
vv(''fvvc~~~ww~R~~~.....cc'''cc.....~~R~ww~~~~cvv'%vvv
v%'2'''cc~~~~~RS~~..c+ccc''4''ccc+c..~SR~~~~~~cvf''(vv
v'''cc+c.~~~~x~~...cc''kch'''hci''cc..~~x~~~~~c'''2'%v
vvf'c....~~~~~~....+'7''cc%>%cc''5'+..~~~~~~~.c+cc'''v
vv'+...~~P~~~..c+cck''%bbbEbbb%''ic...~~~~xq....c'fvv
vvcc..~~x~~~..cc'jbbb%]bbnnnbb}%bbc+c..~~~ox~...+'vv
vcc...~Q~~~~..+'6'bbbbbbblllbbbbbbj'cc..~~~~~~..ccvv
vc....~~~~~~..c'''%bbbbbbl^lbbbbbb'6'+..~~~~~~...ccv
vvvc...~~~ON~~..cj'%)bblllllFllllbb%'''c..~~~~~~....cv
vvg'c..~~ONO~~..ccccbbbbla""""""Albb)%'jc..~~~~~~~...cvvv
v'''+..ONO~~~..cc'icbbbbl""U"_"""lbbbbcccc..~~~~~ML..c'evv
v%''c.NO~~~~~..+'''%bnlll"_""";""lbbbbck'cc..~~MLM~..+'''v
v['3c..~~~~~ML.c'5'}Gnl^H""""""U"lllnb%'''+..MLM~~~..c''%v
v%''c..~~~MLM..+'''%bnlll"U""""""u^lnI]'7'c.LM~~~~~..c1'{v
v'''+..~MLM~~..cc'icbbbbl"";"""_"lllnb%'''+..~~~~~ON.c''%v
vvg'c..LM~~~~~..ccccbbbbl"""_"U""lbbbbck'cc..~~~ONO..+'''v
vvvc...~~~~~~~..ch'%>bbl@""""""&lbbbbcccc..~~ONO~~..c'evv
vc....~~~~~~..c'''%bbllllzlllllbb>%'hc..~~NO~~~~..cvvv
vcc...~~~~~~..+'4'bbbbbbl^lbbbbbb%'''c..~~~~~~~...cv
vvcc..~~~~~~..cc'hbbbbbblllbbbbbbb'4'+..~~~~Q~...ccv
vvv'+...~xo~~~..c+cbb%]bbnnnbb}%bbbh'cc..~~~x~~..ccvv
vvd'c....qx~~~~...ck''%bbbybbb%''icc+c..~~~P~~...+'vvv
v'''cc+c.~~~~~~~..+'7''cc%)%cc''5'+....~~~~~~....c'dvv
v%'`'''c~~~~~x~~..cc''kcj'''jci''cc...~~x~~~~.c+cc'''v
vv<''dvc~~~~~~RS~..c+ccc''6''ccc+c..~~SR~~~~~cc'''`'%v
vv%'vvc~~~~ww~R~~.....cc'''cc.....~~~R~ww~~~cvvd''<vv
vvvv cxx~~www~x~~.....c+c+c.....~~~x~www~~xx vv'%vv
xxx~www~~~~~~~~.......~~~~~~~~~www~xxx vvvv
xxKK~~~~~~~~~~~~~..L..~~~~~~~~~~~~~~JJxx
xKKKKx~~~~~P~~~N~~~MM~~~~~~mx~~~~~xJJJJx
xKKKKxx~~~~~x~~OO~~~L~~~~~~xp~~~~xxJJJJx
xxKKxxxxc..~~Q~~N~~~MM~~~~~~..~~~xxxJJxx
xxxx vcc..~~~~OO~~~L~~~~~..ccccc xxxx
vv'+....~~~N~~~MM~~....+'vv
vve'c.....~~OO~~~L~.....c'gvv
v'''cc+c.....N.......c+cc'''v
v%'1'''cc...........cc'''3'%v
vv{''evvcccc+ccc+ccccvvg''[vv
vv%'vvvvvv'''2'''vvvvvv'%vv
vvvv vf'''''fv vvvv
vv'%(%'vv
vvvvvvv
ENDMAP
default-depth: D:$, Depths:2-, !Depths:$
################################################################################
# An imposing crystal structure, luring in and altering many mystics and
# monsters to feast upon and be empowered by the radiant great elemental magic.
# Vaguely, vaguely inspired by Crawl Alternative's Jade Caves
# and the non-livings sets for the old proposed Radiant Caverns.
NAME: hangedman_crystal_crosses_colossus
TAGS: no_monster_gen no_item_gen no_pool_fixup uniq_d_encompass
ORIENT: encompass
DEPTH: Depths:2-
PLACE: D:$
WEIGHT: 1 (D:$), 10
: if you.in_branch("D") then
MONS: gargoyle ; mace ego:freezing | mace ego:electrocution w:20 / \
yaktaur ; arbalest ego:flaming | arbalest ego:freezing / \
salamander ; spear ego:electrocution | spear ego:heavy / \
arcanist / boggart w:2 / deep elf pyromancer
MONS: fire crab / rime drake / air elemental / \
raiju w:5 / raiju perm_ench:shapeshifter w:5 / \
basilisk w:5 / basilisk perm_ench:shapeshifter w:5 / \
ugly thing w:15 / rust devil / meliai simulacrum / water elemental
MONS: molten gargoyle ; flail ego:electrocution / \
efreet ; scimitar ego:electrocution / \
tengu conjurer / deep elf zephyrmancer / \
ogre mage / deep elf knight / occultist / \
rakshasa ; robe . whip ego:freezing | whip ego:electrocution
MONS: lindwurm / lindwurm perm_ench:shapeshifter w:5 / \
boulder beetle / boulder beetle perm_ench:shapeshifter w:5 / \
wind drake w:5 / wind drake perm_ench:shapeshifter w:5 / \
catoblepas / wolf spider simulacrum / \
freezing wraith / sun demon / sixfirhy
KMONS: 5 = naga sharpshooter ; fire dragon scales . longbow ego:freezing
KMONS: 6 = hell knight ; ice dragon scales . demon blade good_item
KMONS: 7 = fire dragon
KMONS: 8 = frost giant
KMONS: A = Azrael band w:2 / salamander mystic band, salamander mystic band
KMONS: B = shock serpent perm_ench:glowing_shapeshifter
KMONS: CD = thermic dynamo
KITEM: R = smoky gem
KFEAT: O = enter_depths
NSUBST: { = 1:{ / 1:[ / 1:( / 2:< / *:T, 1 = 4:. / *:1
NSUBST: | = 1:R / 1:O
: _G.set_random_mon_list("place:" .. you.where() .. " w:170 / " ..
: "arcanist / shapeshifter / ugly thing band")
: else
MONS: tengu conjurer / kobold fleshcrafter / occultist w:2 / \
hell knight / rakshasa w:5 ; robe . wand of iceblast charges:1 | \
any beam wand . trident ego:freezing | trident ego:flaming
MONS: fire dragon w:5 / fire dragon perm_ench:shapeshifter w:5 / \
ice dragon w:5 / ice dragon perm_ench:shapeshifter w:5 / \
very ugly thing w:20 / thermic dynamo band w:5 / \
spark wasp / war gargoyle / crystal guardian / \
spriggan defender simulacrum w:4 / \
quicksilver dragon simulacrum w:6 / \
dancing weapon w:8 ; trident ego:flaming | trident ego:freezing | \
war axe ego:flaming | war axe ego:freezing
MONS: fire giant ; battleaxe ego:freezing / \
frost giant ; great sword ego:flaming / \
deep troll earth mage / salamander tyrant / tengu reaver / \
ettin ; great mace ego:flaming . great mace ego:freezing / \
spriggan air mage / lich / guardian sphinx w:5 / \
deep elf annihilator ; ice dragon scales | fire dragon scales . \
scimitar ego:flaming | scimitar ego:freezing
MONS: iron dragon w:5 / iron dragon perm_ench:shapeshifter w:5 / \
storm dragon w:5 / storm dragon perm_ench:shapeshifter w:5 / \
juggernaut simulacrum w:5 / balrug w:5 / blizzard demon w:5 / \
sun moth w:5 / glowing shapeshifter hd:11 w:15 / \
dancing weapon ; glaive ego:flaming | glaive ego:freezing | \
battleaxe ego:flaming | battleaxe ego:freezing
KMONS: 5 = deep elf blademaster ; mundane crystal plate armour . \
rapier ego:flaming . rapier ego:freezing
KMONS: 6 = deep elf master archer ; ice dragon scales . longbow ego:flaming / \
deep elf master archer ; fire dragon scales . longbow ego:freezing
KMONS: 7 = Vv w:2 / ancient lich / alderking w:6, \
ancient lich / alderking w:6
KMONS: 8 = Frederick / titan / draconian annihilator w:5, \
titan / draconian annihilator w:5
KMONS: A = golden dragon w:19 / golden dragon perm_ench:shapeshifter w:1 / \
wyrmhole w:5 / quicksilver dragon w:14 / \
quicksilver dragon perm_ench:shapeshifter w:1
KMONS: B = glowing shapeshifter hd:16 / glowing shapeshifter hd:15
KMONS: C = Josephina band w:5 / walking frostbound tome, \
walking frostbound tome
KMONS: D = walking crystal tome
NSUBST: { = 1:{ / 1:[ / 1:( / 1:} / 1:] / 1:) / 1:<<> / 1:>>< / *:T
: _G.set_random_mon_list("place:" .. you.where() .. " w:210 / " ..
: "rakshasa / dancing weapon / glowing shapeshifter / very ugly thing band")
: end
: local bookEle = util.random_from({"numspells:4 disc:air disc2:earth",
: "numspells:4 disc:fire disc2:ice"})
: kitem("| = randbook " .. bookEle .. " w:24 / staff of fire randart / " ..
: "staff of cold randart / staff of air randart / " ..
: "staff of earth randart / granite talisman w:1 / storm talisman w:1")
# Randomized: Entryways across arms, stair and portal placement,
# "boss" center versus arm distribution, center openness,
# pillars across halves, monsters sets versus depth,
# item quality and decorative lining.
SHUFFLE: defghi
SUBVAULT: d : crystal_crosses_four
SUBVAULT: e : crystal_crosses_four
SUBVAULT: f : crystal_crosses_two
SUBVAULT: g : crystal_crosses_two
SUBVAULT: h : crystal_crosses_one
SUBVAULT: i : crystal_crosses_one
NSUBST: 5 = 1:5 / *:1, 6 = 1:6 / *:1, 7 = 1:774 / *:1, 8 = 1:8 / 1:AA4 / *:1
SUBST: 1 = 1:99 .:1, j : b:3 ~:2
SHUFFLE: 5678ABCD, XYZ, -=~
SUBST: X = bbX.., Y = bbY.., Z : bb.
SUBST: X : w:60 l ., Y : l:40 w ., l = lll.
SUBST: - = ., = = +:3 .:1, ~ = +:9 .:1
SUBST: * = *:4 |:1, % = %:14 *:5 .:1
SUBST: v : v:3 b:2, k : c:3 b:2
KPROP: l = no_cloud_gen
: local Z = you.absdepth()
: if you.absdepth() > 1 then
: subst("1 = 1:" .. math.max(62 - Z * 2, 2) ..
: " 2:" .. math.max(60 - Z * 2, 2) ..
: " 3:" .. math.max(Z * 5 - 74, 8) ..
: " 4:" .. math.max(Z * 5 - 78, 8))
: end
MARKER: T = lua:props_marker { portal=1 }
TILE: b = wall_emerald
: if you.where() ~= dgn.level_name(dgn.br_entrance("Depths")) then
TILE: c = wall_crystal_squares
: else
TILE: c = stone_wall_depths_entry
: end
TILE: v = dngn_metal_wall_darkgray
FTILE: ' = floor_depthstone
LFLOORTILE: floor_pebble_green
LFLOORCOL: white
MAP
bbb
bbYbb
b.%.b
b.Y.b
bbb b.6.b bbb
bbXbb bbbbk...kbbbebYbb
b.*.b bb...........e...b
b.X.b bY.Y...Y...Y.e.Y.b
b.5.b bbb bb...........e.1.b
bbbbk...kbbbdbXbb eeeee...eeeee...kbbbb
bb...........d...b b...e.1.e...........bb
bX.X1..X...X.d.X.b b.Y.e.Y.e%Y1..Y..6Y*Yb
bb...........d...b bbb b...e.%.e...........bb
ddddd...ddddd...bbbbbbXbb bbbbb...eeeeveeee...kbbbb
b...d.1.d....1......b...b bb......1....e.%.e...b
b.X.d.X.d%X...X...X.-.X.b bY.Y...Y...Y%e...e.Y.b
b...b.%.d......1....b...b bb....1......e...e...b
bbbbk...ddddvdddd...bbbbb...bbbbbb-bb...eeeee...eeeee
bb...........d.%.d...b....1......b...b...b......1....bb
bX%X5..X..1X%d.X.d.X.b%{...X...X.-.Z.b.{.b%Y...Y...Y.Yb
bb...........d...d.%.b......1....b...b.%.b....1......bb
bbbbk...ddddd...dbbbvbbbb...bbjbb...bbbbvbbbb...bbbbb
b...d....1......b.%.b...b......1....b.%.b...b
b.X.d.X...X...{%b.Z.b.{.b.Z...Z...Z%b.{.b.Y.b
b...d......1....b...b.%.b....6......b...b...b
bbXbdbbbb...bbbbb...bbbbv+c+b...bbbbb...bb-bb
bbb b...b....1......j...b...b......1....bb
b.X.-.Z...Z...Z%b.Z.b.Z.b%{...Y...Y.Yb
b...b......5....j...b.%.b....1......bb
bbXbbb-bb...bbbbb'''bjbjvbbbb...bbbbb
bbbb...b...+...'5*6'...+...b...b
b.Y.j.Z.c.Z.'|z|'.Z.c.Z.j.Y.b
b...b...+...'8*7'...+...b...bbbb
bbbbb...bbbbvjbjb'''bbbbb...bb-bbbXbb
bb......1....b.%.b...j....7......b...b
bY.Y...Y...{%b.Z.b.Z.b%Z...Z...Z.-.w.b
bb....1......b...b...j......1....b...b bbb
bb-bb...bbbbb...b+c+vbbbb...bbwbb...bbbbbbXbb
b...b...b......8....b.%.b...b....1......w...b
b.Y.b.{.b%Z...Z...Z.b.{.b.Z.b%{...X...X.w.X.b
b...b.%.b....1......b...b.%.b......1....w...b
bbbbb...bbbbvbbbb...bbjbb...bbbbvwwww...wwwww...kbbbb
bb......1....b.%.b...b....1......b.%.w...............bb
bY.Y...Y...Y%b.Y.b.Z.-.X...X...{%b.X.w.X..%X1..X..7X%Xb
bb....1......b.{.b...b......1....b...w.%b.b..........bb
fffff...fbbbb...bb-bbbbbb...bbwbb...w...w...w...kbbbb
b...f...f......1....bb b...b....1.....b.b%.w...b
b.Y.f.Y.f%Y...Y...Y.Yb b.X.-.w...X...X%..X.w.X.b
b...f.%.f....1......bb b...b......1......1.w...b
bbbbk...ffffvffff...bbbbb bbXbbbbbb...wwwww...wwwwb
bb...........f.%.f...b bbb b...w...........bb
bY*Y8..Y..1Y%f.Y.f.Y.b b.X.w.X...X..1X.Xb
bb...........f.1.f...b b...w...........bb
bbbbk...fffff...fffff bbXbbbbbk...kbbbb
b.1.f...........bb bbb b.7.b
b.Y.f.Y...Y...Y.Yb b.X.b
b...f...........bb b.*.b
bbYbfbbbk...kbbbb bbXbb
bbb b.8.b bbb
b.Y.b
b.%.b
bbYbb
bbb
ENDMAP
# Precision arm randomization. No more than two of a specific divider style
# per spawning, with specific chances on each style's doors.
NAME: crystal_crosses_arms_four
TAGS: unrand allow_dup crystal_crosses_four
SUBST: + : +++.
TILE: b = wall_emerald
MAP
b+b.b bbbbb
. b
b b
b b
b+bb bb+b
b b
b b
b .
b.b+b b.b+b
.
b
+
b
ENDMAP
NAME: crystal_crosses_arms_two
TAGS: unrand allow_dup crystal_crosses_two
SHUFFLE: +. / +. / .+
SUBST: + : ++.
TILE: b = wall_emerald
MAP
bb+bb bbbbb
b b
. b
b b
bbbb bbbb
b b
b .
b b
bb.bb bb+bb
b
+
b
b
ENDMAP
NAME: crystal_crosses_arms_one
TAGS: unrand allow_dup crystal_crosses_one
SHUFFLE: B+ / B+ / B+ / +B
SUBST: B = b, + : +.., b : bbn
TILE: b = wall_emerald
MAP
bb+bb bbbbb
b b
B b
b b
bbbb bbbb
b b
b B
b b
bbBbb bb+bb
b
+
b
b
ENDMAP
################################################################################
# Giving players the runaround...
default-depth:
NAME: grunt_runaround
TAGS: no_monster_gen uniq_d_encompass
PLACE: Depths:$
DEPTH: D:$, Depths:2-
WEIGHT: 1 (D:$), 2 (Depths:$), 10
ORIENT: encompass
KMONS: 0 = 0 band
KMONS: 9 = 9 band
KFEAT: G = granite_statue / fountain_blue / fountain_sparkling w:1 / \
floor w:21
SUBST: 0 = 0.
SUBST: 9 = 90
: if you.where() == dgn.level_name(dgn.br_entrance("Depths")) then
KFEAT: Z = metal_wall
SUBST: 9 = 0
SUBVAULT: F : grunt_runaround_depths
NSUBST: < = 1:{ / 1:[ / 1:( / 2:< / *=A
: else
LFLOORTILE: floor_depthstone
: if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then
KFEAT: Z = stone_wall
TILE: Z = wall_zot_magenta
COLOUR: Z = lightmagenta
SUBVAULT: F : grunt_runaround_zot
NSUBST: < = 1:{ / 1:[ / 1:( / 2:< / *=A
: else
KFEAT: Z = metal_wall
SUBVAULT: F : grunt_runaround_loot
NSUBST: < = 1:{ / 1:[ / 1:( / 1:] / 1:) / *=A
: end
: end
SUBVAULT: B : grunt_runaround_doors_1
SUBVAULT: C : grunt_runaround_doors_2
SUBVAULT: D : grunt_runaround_doors_3
SUBVAULT: E : grunt_runaround_doors_4
{{
local room_centres = { 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k',
'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O',
'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W' }
for i = 1, #room_centres do
subst(room_centres[i] .. ' : .:21 w l c v b:2')
end
}}
MARKER: A = lua:props_marker { portal=1 }
KFEAT: A = floor
MAP
cccccccccccccccc
ccc.......<......ccc
cccc..................cccc
ccc..c..0.dddGddGddd.0..c..ccc
cc....BB................BB....cc
cc...0..c.cBBccccccccBBc.c..0...cc
cc......cccc.....cc.....cccc......cc
cc..kk.ccc...HH...CC...II...ccc.ee..cc
cc<.Gk.BB..HHGH..0.CC.0..IGII..BB.eG.<cc
cc..kk.cc...H.......cc.......I...cc.ee..cc
cc..Gk.cc..0....cCCccccccCCc....0..cc.eG..cc
cc..kk.ccc.....ccc..........ccc.....ccc.ee..cc
c...k.cccCC..CCc.c..0.QQ.0..c.cCC..CCccc.e...c
cc....Bc..CCccc...DD..QGGQ..DD...cccCC..cB....cc
c..0.cB....ccc..0..c........c..0..ccc....Bc.0..c
c....c..0..cc.PP...cDDccccDDc...RR.cc..0..c....c
cccB.cc....Cc.PG..DDc...ZZ...cDD..GR.cC....cc.Bccc
c..Bcc.OO..C..P..cc...9.EE.9...cc..R..C..JJ.ccB..c
cc....c.O..cc.0..ccZ..9G.EE.G9..Zcc..0.cc..J.c....cc
c..0.cc.G..c....DcZEE....ZZ....EEZcD....c..G.cc.0..c
c....B.OO.cccD..D..EEZZEEZZEEZZEE..D..Dccc.JJ.B....c
c..j.B.O..C..Dccc...ZZZFFFFFFZZZ...cccD..C..J.B.f..c
c..j.c....C....D..9.ZZFFFFFFFFZZ.9..D....C....c.f..c
c..j.c..0.c.0..D.9G.EFFFFFFFFFFE.G9.D..0.c.0..c.f..c
c..G.c....c..W.c....EFFFFFFFFFFE....c.S..c....c.G..c
c<.j.ccCCcc.WG.cZEEZZFFFFFFFFFFZZEEZc.GS.ccCCcc.f..c
c..j.ccCCcc.WG.cZEEZZFFFFFFFFFFZZEEZc.GS.ccCCcc.f.<c
c..G.c....c..W.c....EFFFFFFFFFFE....c.S..c....c.G..c
c..j.c..0.c.0..D.9G.EFFFFFFFFFFE.G9.D..0.c.0..c.f..c
c..j.c....C....D..9.ZZFFFFFFFFZZ.9..D....C....c.f..c
c..j.B.N..C..Dccc...ZZZFFFFFFZZZ...cccD..C..K.B.f..c
c....B.NN.cccD..D..EEZZEEZZEEZZEE..D..Dccc.KK.B....c
c..0.cc.G..c....DcZEE....ZZ....EEZcD....c..G.cc.0..c
cc....c.N..cc.0..ccZ..9G.EE.G9..Zcc..0.cc..K.c....cc
c..Bcc.NN..C..V..cc...9.EE.9...cc..T..C..KK.ccB..c
cccB.cc....Cc.VG..DDc...ZZ...cDD..GT.cC....cc.Bccc
c....c..0..cc.VV...cDDccccDDc...TT.cc..0..c....c
c..0.cB....ccc..0..c........c..0..ccc....Bc.0..c
cc....Bc..CCccc...DD..UGGU..DD...cccCC..cB....cc
c...i.cccCC..CCc.c..0.UU.0..c.cCC..CCccc.g...c
cc..ii.ccc.....ccc..........ccc.....ccc.gg..cc
cc..Gi.cc..0....cCCccccccCCc....0..cc.gG..cc
cc..ii.cc...M.......cc.......L...cc.gg..cc
cc<.Gi.BB..MMGM..0.CC.0..LGLL..BB.gG.<cc
cc..ii.ccc...MM...CC...LL...ccc.gg..cc
cc......cccc.....cc.....cccc......cc
cc...0..c.cBBccccccccBBc.c..0...cc
cc....BB................BB....cc
ccc..c..0.hhhGhhGhhh.0..c..ccc
cccc..................cccc
ccc......<.......ccc
cccccccccccccccc
ENDMAP
NAME: grunt_runaround_doors_1
TAGS: grunt_runaround_doors_1 allow_dup unrand
SHUFFLE: ABCDEFGH
SHUFFLE: IJKLMNOPQRSTUVWX
SUBST: ABCDEFGIJ : +, HKLMNOPQRSTUVWX : c
CLEAR: _
MAP
AA BB
II JJ
_
_
XX KK
_
_
_
_
W L
W L
_
H C
H C
_
_
V M
V M
_
_
_
_
_
_
_
_
U N
U N
_
_
G D
G D
_
T O
T O
_
_
_
_
SS PP
_
_
RR QQ
FF EE
ENDMAP
NAME: grunt_runaround_doors_2
TAGS: grunt_runaround_doors_2 allow_dup unrand
SHUFFLE: ABCDEFGH
SHUFFLE: IJKLMNOPQRSTUVWX
SUBST: ABCDEFGIJ : +, HKLMNOPQRSTUVWX : c
CLEAR: _
MAP
AA
AA
_
XX II
_
HH WW JJ BB
HH BB
_
_
V K
V K
_
_
_
U L
U L
_
_
GG CC
GG CC
_
_
T M
T M
_
_
_
S N
S N
_
_
FF DD
FF RR OO DD
_
QQ PP
_
EE
EE
ENDMAP
NAME: grunt_runaround_doors_3
TAGS: grunt_runaround_doors_3 allow_dup unrand
SHUFFLE: ABCDEFGH
SHUFFLE: IJKLMNOPQRSTUVWX
SUBST: ABCDEFGIJ : +, HKLMNOPQRSTUVWX : c
CLEAR: _
MAP
AA BB
_
II JJ
XX KK
_
_
W L
H W L C
H C
V M
V M
_
_
_
_
U N
U N
G D
G T O D
T O
_
_
SS PP
RR QQ
_
FF EE
ENDMAP
NAME: grunt_runaround_doors_4
TAGS: grunt_runaround_doors_4 allow_dup unrand
SHUFFLE: ABCDEFGH
SHUFFLE: IJKLMNOP
SUBST: ABCDEFGI : +, HJKLMNOP : Z
: if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then
KFEAT: Z = stone_wall
TILE: Z = wall_zot_magenta
COLOUR: Z = lightmagenta
: else
KFEAT: Z = metal_wall
: end
CLEAR: _
MAP
AA
AA
HH BB
HH PP II BB
_
_
O J
O J
GG CC
GG CC
N K
N K
_
_
FF MM LL DD
FF DD
EE
EE
ENDMAP
NAME: grunt_runaround_loot
TAGS: grunt_runaround_loot allow_dup unrand
KMONS: 9 = 9 band
KMONS: 8 = 8
SHUFFLE: }>de
SUBST: d = %, e = A
NSUBST: % = 4:| / 8:* / *=%
MAP
......
..9..9..
..8.%%.8..
.9.%%%%.9.
..%%}>%%..
..%%de%%..
.9.%%%%.9.
..8.%%.8..
..9..9..
......
ENDMAP
NAME: grunt_runaround_depths
TAGS: grunt_runaround_depths allow_dup unrand
MONS: tengu warrior band w:15 / tengu conjurer band w:15 / \
deep troll earth mage / hell knight / vampire knight
MONS: ettin w:20 / stone giant w:20 / fire giant / frost giant / \
fire dragon w:12 / ice dragon w:8 / shadow dragon
MONS: very ugly thing
KITEM: h = smoky gem
KFEAT: O = enter_depths
NSUBST: 1 = 1:2 / *:1
SHUFFLE: O3hG
TILE: G = depths_column
TILE: c = stone_wall_depths_entry
FTILE: .123OhG = floor_depthstone
MAP
......
...cc...
..1....1..
..........
.c..Oh..c.
.c..G3..c.
..........
..1....1..
...cc...
......
ENDMAP
NAME: grunt_runaround_zot
TAGS: grunt_runaround_zot allow_dup unrand
MONS: base draconian, nonbase draconian
KMONS: d = golden dragon
KMONS: e = quicksilver dragon
KMONS: f = storm dragon
KMONS: g = shadow dragon
KITEM: h = midnight gem
KFEAT: O = enter_zot
KFEAT: Z = zot_statue
SHUFFLE: defg
NSUBST: 1 = 1:2 / *=1
KMASK: h = no_item_gen
COLOUR: .1defghO = magenta
FTILE: .1defghOZ = floor_marble
MAP
......
..1..1..
..d....e..
.1....Z.1.
....O.....
.....h....
.1.Z....1.
..f....g..
..1..1..
......
ENDMAP
##############################################################
NAME: kennysheep_town
TAGS: uniq_d_encompass
ORIENT: encompass
DEPTH: D:8-11
WEIGHT: 5
KMONS: op = plant
KMONS: P = bush
KMONS: 1 = merfolk
KMONS: 2 = orc warrior / kobold brigand / \
two-headed ogre / troll / gnoll sergeant
KMONS: 3 = orc priest / orc wizard / kobold geomancer w:5 / \
centaur / gnoll bouda
KMONS: 4 = orc / hound / kobold / goblin / hobgoblin / gnoll
KMONS: 5 = yak / hog / bullfrog w:40
KMONS: 6 = wyvern w:6 / manticore w:3 / black bear w:19
KFEAT: B = cache_of_baked_goods
KITEM: o5 = gold / nothing w:1000
SUBST: M = tww.!, p = pP!!!!!
NSUBST: 1 = 1:1 / *:., H = 20:H / 5:% / 160:. / * = .:25 %:1 4
NSUBST: F = 5:5 / 5 = 55o / * = o:100 R:57
NSUBST: ' = 2:6 / 3 = 66... / *:., " = 2:6 / 3 = 66... / *:.
NSUBST: ` = 3:6 / 4 = 66... / *:., - = 1:6 / 2 = 6.. / *:.
NSUBST: } = 1:] / 1:) / 1:} / * = **23..
TILE: x = wall_pebble_brown
FTILE: !pPt = floor_grass_dark / floor_swamp w:1
FTILE: 5oR = floor_dirt
SUBST: ! = .
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxx'''''''''''xxxxxxwwwwwwwxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxx''''''''''''''''''xxxxwwwwwwwxxxxxxxxxxxxxxxxxxxxx""""""""xxxxxxxxxxxxxxxx
xxxx'''''''xx'}''xxx'''''xxxxwwwwwwxxxxxxxxxxxxxxxxx"""""xxxxxx""""""""xxxxxxxxx
xxx''''xxxxxxx*'*xxxxx''''xxxwwwwwwxxxxxxxxxxxxxxxx""xx"xxxxxxxxxxxxx""""xxxxxxx
xxx!'xxxxxxxxxxxxxxxxxxx'!xxxxwwwwwxxxxxxxxxxxxx!x""xxx"""xxxxxxxxxxxxxx""xxxxxx
xtt!!xxxxxxttttttxxxxxxt!!ttttwwwwwxxxxxxttttttt!""xxxxxx!!!xxxxxxxx*xx"""xxxxxx
xtt!!tttttttttttttttttt!!tttttwwwwww!!ptttttttttp!!xxxxtttt!!xxxxxxxx""""xxxxxxx
xtt!!tttttttttttttttttt!tttttt!wwwwww!ppttttttttpp!tttttttt!ptttxxxxxxxx"""xxxxx
xttt!!tttttpppptttttttt!tppppt!wwwwwww!pttpptttttp!tttttttt!ttttxxxxxxxxxx"""xxx
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