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###############################################################################
# large_themed.des: Large regular vaults go here (these are defined by having an
# ORIENT line with argument, north, northwest etc. This file
# is for vaults which have some kind of theme, and tend to
# define a set of monsters. Use large_abstract.des for vaults
# which don't have a special theme.
#
# Note that all maps for the Vaults branch system (including Vaults:$) reside in
# vaults.des.
###############################################################################
{{
crawl_require('dlua/vault.lua')
function grandhive_vaults(e, hivewallglyph)
e.tags('uniq_greathive no_monster_gen no_item_gen')
e.kmons('P = plant')
e.item('potion of ambrosia / nothing')
e.kitem('% = % no_pickup')
e.kitem('* = * no_pickup')
e.kitem('& = hive talisman')
e.kfeat(hivewallglyph .. ' = x')
e.nsubst('% = %%%&')
e.tile(hivewallglyph .. ' = wall_wax')
e.colour(hivewallglyph .. ' = yellow')
-- Lair has lots of randomization and thin scaling in its
-- monster set, so specify some monsters for Lair. Also,
-- avoid hornets and bears, because nature or whatever.
if you.in_branch("Lair") then
e.kmons('0 = yak / wolf w:8 / water moccasin w:8 / wyvern w:8 / \
basilisk w:8 / steam dragon w:2')
e.kmons('9 = elephant / cane toad / rime drake / komodo dragon w:6 / \
blink frog w:8 / manticore w:4 / hell rat w:4 / raven w:2')
e.kmons('8 = death yak w:14 / hydra / skyshark w:4 / \
black mamba / lindwurm w:8 / torpor snail w:4 / \
boulder beetle w:2 / catoblepas w:2 / mountainshell w:2')
end
end
function callback.wizard_prison_walls()
local wall_pos = dgn.find_marker_positions_by_prop("prison", "wall")
if wall_pos == nil then
return
end
for i, pos in ipairs(wall_pos) do
dgn.terrain_changed(pos.x, pos.y, "floor", false)
end
crawl.mpr("You hear a hidden mechanism click...the prison walls lower!")
end
}}
default-depth: D:12-, !D:$, Depths, !Depths:$
# be careful to adapt these numbers for new vaults (using DEPTH)
###############################################################################
# Castle of kobolds and goblins
NAME: minmay_goblin_kobold_castle
TAGS: no_rotate
ORIENT: north
DEPTH: D:3-6
MONS: goblin ; sling / hobgoblin w:2 ; sling
MONS: goblin ; club / hobgoblin ; club / gnoll w:3 ; club | spear
MONS: kobold ; stone
MONS: kobold ; club w:18 / kobold brigand w:1 / gnoll w:3 ; club | spear
MONS: goblin rider, kobold brigand
ITEM: stone q:1 no_pickup
KITEM: D = gold
KMONS: D = hobgoblin / kobold / gnoll
KFEAT: M = cache_of_meat
SHUFFLE: ABCD
SUBST: ABC = 2, ? = 2 1:2 .:22
: if you.depth() > 5 then
NSUBST: 2 = 1:5 / *:2
: end
SHUFFLE: 125 / 346
SUBST: 1 = 1:12 ., 2 = 2:23 ., 3 = 3., 4 = 4:22 .
SUBST: y : y:48 w:1 W:1, Y : Y:48 W:1 .:1, y = wWW, Y = WW.
NSUBST: ' = 3 = MMMdd / *:d
MAP
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xxxxwwwwcccccwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwcccccwwwwxxxxxx
xxxwwwwwcAAAccccccccccccccccccccccccccccccccccccccccccccccccccccccDDDcwwwwwxxxxx
xxxwwwwwcAAAc1.....ccccc.....c??????'c1..1c'??????c.............1cDDDcwwwwwwxxxx
xxxwwwwwcAAAc.......ccc.2....+??????'c....c'??????+...........2..cDDDcwwwwwwxxxx
xxwwwwwwcc+cc........c1...2..ccccccccc....ccccccccc..............cc+ccwwwwwwwxxx
xxwwwwwwwc1..........c..2...........c.2..2.c..........cccccccc.....1cwwwwwwwwxxx
xxwwwwwwwc...........+..............+......+..........cccccccc.2....cwwwwwwwwwxx
xxwwwwwwwc1..........c..2...........c.2..2.c..........cccccccc.....1cwwwwwwwwwxx
xwwwwwwwcc+cc........c1...2..ccccccccc....ccccccccc..............cc+ccwwwwwwwwxx
xwwwwwwwcBBBc.......ccc.2....+??????'c....c'??????+...........2..cCCCcwwwwwwwwwx
xwwwwwwwcBBBc1.....ccccc.....c??????'c....c'??????c.............1cCCCcwwwwwwwwwx
xwwwwwwwcBBBccccccccccccccccccccccccccc++cccccccccccccccccccccccccCCCcwwwwwwwwwx
xwwwwwwwcccccwwwwwwwwwwwwwwwwwwwwwwwyY1..1Yywwwwwwwwwwwwwwwwwwwwwcccccwwwwwwwwwx
xwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwyY....Yywwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwx
xyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyY.11.Yyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyx
xYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY1..1YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYx
x..............................................................................x
x..............................................................................x
ENDMAP
###############################################################################
# hidden cave vault with statue
#
NAME: statuecave_lemuel
TAGS: no_descent
ORIENT: northeast
DEPTH: D:7-, Lair, Crypt:1-4
: if you.in_branch("Crypt") then
MONS: orange crystal statue
SUBST: c = v
: else
MONS: ice statue / obsidian statue / orange crystal statue
: tile("c = " .. crackle_def(_G))
: end
SUBST: *:*$, ?:x., '=w.
ITEM: ring of flight pre_id
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxwwwxxxxxxxxxxx
xxxxxxxxxxxxxxxxxwwwwwwwcxxxxxxxx
xxxxxxxxxxxxxxxwwwwwwwwwwwxxxxxxx
xxxxxxxxxxxxxwwwwwwxxcwwwwwcxxxxx
xxxxxxxxxxxxwwwwwwxxxxxxwww.1xxxx
xxxxxxxxxxxwwwwxxxxxxxxxcwwW??xxx
xxxxxxxxxwwwwwxxxxxxxxxxxwwwW??xx
xxxxxxxxwwwwxxxxxxxxxxxxxxww|||xx
xxxxxxxxwwwxxxxxxxxxxxxxxxxw||dxx
xxxxxxxwwwxxxxxxxxxxxxxxxxxxxxcxx
xxxxxwwwwwxxxxxxxxxxxxxxxxxxxxxxx
xxxwwwwwwwwwxxxxxxxxxxxxxxxxxxxxx
wwwwwwwwwww''..................xx
.'wwwwwww''....................xx
..''wwww'.............. ....xx
.....'w............ ..xx
ENDMAP
###############################################################################
# Black bear nests (Eino)
# Old vaults placing black bears much earlier than they used to,
# before they got moved to much earlier depths.
NAME: black_bear_nest_1
TAGS: uniq_black_bear_nest
DEPTH: D:4-8
ORIENT: northwest
WEIGHT: 5
MONS: patrolling black bear
NSUBST: ' = 1:1 / *:.
MAP
xxxxxxxxxxxxxxx
xx''.xxxxxxxxxx
x''.......xxxxx
x''...xx....xxx
xx''xxxxxxx..xx
xxxxxxxxxxxxx.x
xxxxxxxxxxxxxx@
ENDMAP
NAME: black_bear_nest_2
TAGS: uniq_black_bear_nest
DEPTH: D:4-8
ORIENT: southeast
WEIGHT: 5
MONS: patrolling black bear
NSUBST: ' = 1:1 / *:.
MAP
xxxxxxxx@xx
xxxxxxxx.xx
xxxxxxxx.xx
xxxxxxx..xx
xxxxxx...xx
xxxxx...xxx
xxxx...xxxx
xxx...xx'xx
xxx..xx'.xx
xxx..x''.xx
@....xx'.xx
xxx...xx.xx
xxxx.....xx
xxxxx....xx
xxxxxxxxxxx
xxxxxxxxxxx
ENDMAP
###############################################################################
# Dragon's cave
#
NAME: dragon1_lemuel
ORIENT: northeast
DEPTH: D:9-, Lair
MONS: patrolling fire dragon, patrolling ice dragon
ITEM: potion of enlightenment pre_id / scroll of teleportation pre_id
SUBST: ! : ?x
SHUFFLE: 1?/2W
SUBST: 2=2:20 1
SUBST: ? : wl
SUBST: * : $*|
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxx!!!xxxxxxxxx
xxxxxxxxxxxxxxxxx..????....dxxxx
xxxxxxxxxxxxxxx....???...1d**xxx
xxxxxxxxxxxxxx......???..$$**xxx
xxxxxxxxxxxx.........????$$!!xxx
xxxxxxxx.............??????!!!xx
xxx......xxxxx........????!!!!xx
xxx.xxxxxxxxxxx.......???!!!!!!x
xx..xxxxxxxxxxxxxx...????!!!!!!x
xx.xxxxxxxxxxxxxxxxxxxx!!!!!!!!x
xx.xxxxxxxxxxxxxxxxxxx!!!!!!!xxx
xx....xxxxxxxxxxxxxxxxxxx!!!xxxx
xxxxx.xxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxx@xxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
################################################################################
# Steading of the Giant Chief
#
NAME: giant_chief_lemuel
DEPTH: D:11-, Orc, Depths:2-, !Depths:$
ORIENT: north
: if you.in_branch("Depths") then
MONS: patrolling juggernaut, nothing, nothing
MONS: ettin, stone giant w:40 / fire giant / frost giant
MONS: ogre mage band / deep troll shaman band w:5 / \
deep troll earth mage band w:5
MONS: death yak / catoblepas w:2
NSUBST: 6 = 2:6 / *:.
SUBST: c = v
: vault_metal_statue_setup(_G, "G", "earthen conduit")
: else
MONS: patrolling stone giant, patrolling frost giant, patrolling fire giant
MONS: cyclops, ettin
MONS: ogre w:50 / ogre mage w:5 / two-headed ogre
MONS: wolf w:15 / warg
SUBST: G = '
# Nothing / water moat / lava moat for stone / frost / fire giant chiefs.
SHUFFLE: '1 / '1 / w2 / l3
: end
KMONS: Z = cyclops zombie / stone giant zombie / titan zombie
KMONS: P = plant
KITEM: ( = any weapon good_item
KITEM: Z = large rock
# Think of a giant eating fruit like we'd eat a handful of raisins,
# or like how a hippo can just eat an entire pumpkin, rind and all.
KFEAT: F = cache_of_fruit / cache_of_meat
SHUFFLE: aA / bB / dD / eE
SUBST: ; = .', aA = ., b : x., B : x., d : x., D : x., e : x., E : x.
SUBST: F = Fxx, 0 = 4 7 9:2 P:18 ., 5 = 5:20 x`
SUBST: | : |||Z
SUBST: X = x., - = +x, ' = .
KPROP: 5` = no_tele_into
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxccccccccccxxccccccccccccx
xxxxXFXxxxxxxX***XXxxxxxxxxxxxxx.........7...c...444..cccc.........<cx
xx$$$$$$FxxxxX.6..XxxxxxxxxxAAAA..7..........+........+..+.........5cx
xF$$$$$$.XxxX.666.xxxxxxAAAAAxxx7....7.......c........cccc.........1cx
x.$$$$$$..Xx...6..AAAAAAAxxxxxxx............7ccccc+ccccccc.........5cx
x....<.....+X....xxxxxxxxx$$$..cccc+cccccccccccccc.c(((((+..........cx
xX........Xxxxx.xxxxxxxF<+$$$..+.......+...........c(((((c.......***cx
xx........Xxx...xxxxxxxxxxx-xxxc..4.4..ccccccccccccccccccc444....***cx
xxxxX...Xxxxx.xxxxxxxxxxxxx5xxxc...4...cxxx5xxxxxxxxxxxxxxxxxxxxx+xxxx
xxxxxx-xxxxxx.xxxxxxxbbb;''''''c..4.4..c'''''';ddddddddddxxxxxxxF||xxx
xxx....xxxxx..xaaaaabbb0;''''''c.......c'''''';0eeeeddddddXXXXxxx||Fxx
x...xxxxxXXX0Xaaaaabbbb..;'''''ccc+++ccc''''';...eeeeeeddddddXXXxxxxxx
xx.xxxXXX......aaaabbbbb...;''G,''''''',G'';........eeeeeedddd.XXXxxxx
xX-XX.....0...aaaa..bbb........;''''''';.........eeeeeee.ddd..0...Xxxx
xx..........aaaaa....bbbbb.........4...eeeeeeeeeeeeeee...dddd......XXx
xxX...aaaaaaaaaa.......bbbbbbbbb..0..eeeeeeeeeeeeeee...0....dd......Xx
xxaaaaaaaaaaaa.....0.....bbbbbbbbbeeeeeeeeeeeeeee...........dd......Xx
xxaaaaaaaa[....@..........bbbbb..@..eeeeeeee........@.......d.....@..x
ENDMAP
NAME: minmay_smoke_and_mirrors
ORIENT: northwest
DEPTH: D:10-
MONS: arcanist, occultist
ITEM: warlock's_mirror no_pickup
MARKER: F = lua:fog_machine { cloud_type="purple smoke", \
pow_min = 5, pow_max = 15, delay_min = 10, \
delay_max = 50, size_min = 1, size_max = 5, \
walk_dist = 0, spread_rate= 100 }
SUBST: F = .
: if you.depth() < 11 then
NSUBST: 1 = 1:1 / 1:. / * = 1.
: else
NSUBST: 1 = 1:1 / 1:2 / 1:. / * = 12..
: end
NSUBST: * = 1:d / *:*
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxx
xbbbbbbbbbbbbbbbbbbbbbbbbb
xb1...................Fbb.
xb...bbbbb..1......1..bb..
xb..bb***bb..........bb...
xb.bb.....bb..1..1..bb....
xb......1..bb......bb..1..
xb..........bb****bb......
xb.1...bb...FbbbbbbF.....
xb....bb....bb....bb.....
xb...bb.1..bb......bb....
xb..bb....bb........bb...
xbbbb....bb....bb.1.Fbb..
xb*.bb........bb....bb..
xb...bb...1..bb....bb...
xb....bb....bb....bb....
xb1....bbbbbb....bb.....
xbbb........bb.........
xb*bb....1...bb.....1..
xb.1bb........bb.......
xb...bb........bb.....
xb...Fbb.............
xb...bb.............
xb..bb....1......
xb1bb........
xb......
ENDMAP
NAME: minmay_elf_outpost
TAGS: no_rotate
ORIENT: northwest
DEPTH: D:12-
MONS: deep elf pyromancer / deep elf zephyrmancer / nothing w:20
MONS: deep elf knight / deep elf archer
MONS: deep elf pyromancer w:15 / deep elf zephyrmancer w:15 / nothing
TILE: c = wall_stone_magic_shelf
MAP
xxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxx
xx..3..............|x1...
xx.b..b..b..b3.b...|x....
xx.....3.........3.|x..x.
xx+xxxxxxx+xxxxxxxxxx....
xx..................x....
xx......1...........x..x.
xx..xxxc....cxxxxx1.x1...
xx.1x*.....1..2.*x..x....
xx..x*.2.1......*x..x..x.
xx..xxxxxc...1cxxx..x....
xx..................x....
xx1................1x..x.
xxxxxxxx..xxxxxx..xxx....
xx1................1x1...
xx.......1....11....x..x.
xx..cxxxxx....xxxc..x....
xx..1.2.*x....x*....x....
xx.1....*x....x*.2..x..x.
xxxxxxxxxxx++xxxxxxxx....
xx1......11..11.....1....
xx.......................
xx..x..x..x..x..x..x.....
xx.......................
ENDMAP
NAME: minmay_ice_pillars
TAGS: no_rotate no_pool_fixup no_monster_gen no_tele_into no_descent
ORIENT: north
DEPTH: D:11-, !D:$
WEIGHT: 5
MONS: ice beast / nothing w:3, ice statue, ice dragon / nothing
SUBST: y : y:48 w:1 W:1, Y : Y:48 W:1 .:1, y = wwW, Y = WW.
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxx
xxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwWWWWWWWWWWWWWWwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxx
xxwwWWWWWWWwwwwwwwwwwwwwwwwwWWWWWW............WWWWWWwwwwwwwwwwwwwwwwwWWWWWWWwwxx
xxwWW.....WWwwwwWWWWWwwwwwWWW.....1ccc++++ccc1.....WWWwwwwwWWWWWwwwwWW.....WWwxx
xwwW.1c.c1.WwwwWW...WWwwwWW..1cccccc........cccccc1..WWwwwWW...WWwwwW.1c.c1.Wwwx
xwwW.cc.cc.WwwwW.ccc.WwwwW..ccc..................ccc..WwwwW.ccc.WwwwW.cc.cc.Wwwx
xwwW.c*2*c.WWWWW.ccc.WWWWW..c>3.2..............2.3<c..WWWWW.ccc.WWWWW.c*2*c.Wwwx
xwwW.cc*cc.WwwwW.ccc.WwwwW..ccc..................ccc..WwwwW.ccc.WwwwW.cc*cc.Wwwx
xwwW.1ccc1.WwwwWW...WWwwwWW..1cccccc********cccccc1..WWwwwWW...WWwwwW.1ccc1.Wwwx
xwwWW.....WWwwwwWWWWWwwwwwWWW.....1cccccccccc1.....WWWwwwwwWWWWWwwwwWW.....WWwwx
xwwwWWWWWWWwwwwwwwwwwwwwwwwwWWWWWW............WWWWWWwwwwwwwwwwwwwwwwwWWWWWWWwwwx
xwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwWWWWWWWWWWWWWWwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwx
xwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwx
xyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyx
xYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYx
ENDMAP
NAME: minmay_skeleton_keep
TAGS: no_monster_gen
ORIENT: northwest
DEPTH: Depths, Crypt
WEIGHT: 5 (Depths), 10
MONS: laughing skull, draugr
MONS: skeletal warrior band / bone dragon w:1 / \
lich w:1 / curse skull w:1 / ancient champion w:1
SUBST: 1 = 11..., 2 = 222.., G : GGccV.
: vault_metal_statue_setup(_G, "S", "soul conduit")
MAP
cccccccccccccccccccccccccccccccc
c....2....%||c...+....111c|%...c
c+c.2.3...cccc...c.....21cc%.3.c
c.cc...2.2.ccc...c......1ccc...c
c..cc...2...cc...c...S...+2cc..c
c...cc.2...2.c...c......cc2ccc.c
c....cc...2..c...c1....cc2...+.c
c..3..cc.2...+...c12..cc2.2.2c.c
c1.....cc....c...c111cc2.2.22c|c
c11.....cccccc.3.ccccccccccc+ccc
c1111....c...........c22.+.111.c
cc+cc1.3.c.G2G2G2G2G.c2..cc.111c
c***c1...+...........+.2.2cc.11c
c***c11..c.G2G2G2G2G.c2...2cc.1c
c***c111.c...........c..22.2cc+c
cccccccccccccccccccccccccccccc@
ENDMAP
NAME: minmay_spriggan_fort
TAGS: no_rotate
ORIENT: northwest
DEPTH: Depths
KMONS: 01 = spriggan w:50 / spriggan druid / spriggan berserker / spriggan rider
KMONS: 9 = spriggan defender
KMONS: 8 = alderking
KMONS: P = plant
KMONS: B = bush
KITEM: % = %
KFEAT: % = cache_of_fruit
SUBST: B : PBt p:1, p = PBt, c : xc, 9 = 999", 8 = 88', % : %$
FTILE: PBt+ = floor_moss
FTILE: '18$%* = floor_sprouting_stone
FTILE: "9$%* = floor_sprouting_squares
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xccccccccccccccccccccccccccccxx
xcBBBBBBBBBBBBBBBBBBBBBBBBBBcB.
xcB8''''''''''''''''''''''8BcB0
xcB''''''''''''''''''''''''BcB.
xcB''BBB''''''''1'''''BBB''BcB.
xcB1'BcB''1'''''''''''BcB''BcB.
xcB''BBB''''''''''1'''BBB''BcB.
xcB'''''''''''1''''''''''''BcB.
xcB'''''''''1'''1''''''''''BcB.
xcB'''''''BBt''''tBB'''''''BcB.
xcB'''''''Bccc++cccB'''''''BcB.
xcB'''''''BcB""""BcB''1''''BcB.
xcB'''''''BcB""""BcB'''''''BcB.
xcB''''1''BcB9**9BcB'''''''BcB0
xcB'''''''BcB****BcB'''''''BcB.
xcB'''''''BcB%**%BcB'''''''BcB.
xcB'''''''BcBBBBBBcB''''1''BcB.
xcB''1''''BccccccccB'''''''BcB.
xcB'''''''BBBBBBBBBB'''''''BcB.
xcB''''''''''''''''''''''''BcB.
xcB''''''''''''''''''''''''BcB.
xcB''BBB''''''''1'''''BBB''BcB.
xcB''BcB''1'''''''''''BcB''BcB.
xcB''BBB''''''''''''''BBB''BcB.
xcB''''''''''''''''''''''''BcB.
xcB1''''''''''''''''''''''1BcB.
xcBBBBBBBBBBt''''tBBBBBBBBBBcB.
xccccccccccccc++cccccccccccccB.
xxBBBBBBBBBBt....tBBBBBBBBBBBB0
xx.0........0.0..0.............
ENDMAP
NAME: minmay_haunted_quarter
ORIENT: northwest
TAGS: no_descent
DEPTH: Depths, !Depths:$
KMONS: w = shadow wraith / phantasmal warrior / \
flayed ghost / nothing w:950
KFEAT: w = w
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xcccccccccccccccccxxxxxxxxxx
xc|||...wcxw..>..wxw..>..wx.
xc|>|c.wwcxww.x.wwxww.x.wwx.
xc|||cwwwcwwwxxwwwxwwwxwwwx.
xcccccwwwcwwwxwwwxxwwwxwwwx.
xccwwwwwwcwwwxwwwxwwwxxwwwx.
xcwwwwwwwcwwwxwwwxwwwxwwwxx.
xc.wwwwwccwwwxwwwxwwwxwwwx.
xc.ccccccwwwxxwwwxwwwxwwwx.
xc>cwwwwwwwwxwwwxxwwwxwwwx.
xc..wwwwwwwwxwwwxwwwxxwwwx.
xc.wwwwwwxxxxwwwxwwwxwwwxx.
xcwwxxxxxxwwwwwwxwwwxwwwx.
xxxxxwwwwwwwwwwxxwwwxwwwx.
xxwwwwwwwwwwwwxxwwwxxwwwx.
xx.wwwwwwwxxxxxwwwwxwwwxx.
xx..wxxxxxxwwwwwwwwxwwwx.
xx>xxxwwwwwwwwwwwwxxwwwx.
xx..wwwwwwwwwwwxxxxwwwxx.
xx.wwwwwwwwxxxxxwwwwwwx.
xxwwwwxxxxxxwwwwwwwwwxx.
xxxxxxxwwwwwwwwwwwwxxx.
xxwwwwwwwwwwwwwwxxxx..
xx.wwwwwwwwwxxxxx...
xx..wwwxxxxxx....
xx.xxxxx.....
x.......
ENDMAP
#########################################################################
# Orc temple
#
NAME: orc_temple
TAGS: no_rotate
ORIENT: southwest
DEPTH: D:12-, !D:$, Orc
MONS: orc warlord, patrolling orc priest, patrolling orc high priest
MONS: orc warrior, orc wizard, orc knight, orc sorcerer
ITEM: battleaxe good_item no_pickup / plate armour good_item no_pickup / \
kite shield good_item no_pickup / manual of invocations / \
$ q:50 no_pickup w:30
KFEAT: C = altar_beogh
KFEAT: e = cache_of_fruit / cache_of_meat / cache_of_baked_goods
SUBST: e : e$
: decorative_floor(_G, 'F', "orcish standard")
MAP
xxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxF.Fxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx4.4xxxxxxxxxxxxxxx
xxe*..........x414x..........*exx
xx**..........x4.4x..........**xx
xx............+...+....4.......xx
xx....4..4....x...x............xx
xx............x...x.......4....xx
xx............xx.xx............xx
xx...4......xxxx+xxxx......6...xx
xx........xxx.......xxx........xx
xxxx...xxxx..2.....2..xxxx...xxxx
xxxxx+xxxx.............xxxx+xxxxx
xxxx...xxx.............xxx...xxxx
xx......x.......d.......x......xx
xx..4...x...2...C...2...x...5..xx
xx......x...............x......xx
xx...4..xx.............xx..5...xx
xx$......x....2...2....x......$xx
xx$6..5..xx.....3.....xx.5...7$xx
xx$$$.....xxx.......xxx.....$$$xx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
#############################################################################
# Fort Yaktaur
#
NAME: fort_yaktaur
TAGS: no_pool_fixup vaults_hard vaults_orient_w allow_dup
ORIENT: float
DEPTH: D:11-, !D:$, Vaults, !Vaults:$
WEIGHT: 20 (Vaults), 10
: if you.in_branch("Vaults") then
TAGS: no_monster_gen
MONS: vault guard / centaur warrior w:4 / dire elephant w:2 / arcanist w:2
MONS: yaktaur, yaktaur captain
MONS: vault sentinel ; arbalest . halberd . ring mail
MONS: vault warden ; arbalest | hand cannon w:4 . glaive . scale mail
SUBST: @ = ., * = **%, | = ||*
CLEAR: x
: vaults_hard_standard(_G)
: else
MONS: gnoll, yak, death yak, yaktaur, minotaur
SUBST: d : d.
: end
KFEAT: d = cache_of_fruit / cache_of_baked_goods w:4
MAP
.........@....wwwwwwwwwwwwwwwwwxx
.ccccc.......ww....wwwwwwwwwwwwxx
.c$c%c......ww.cccccccccwwwwwwwxx
.c+c+c......ww.cd%$....ccccccccxx
.c...+......ww.c*.542..c$$+|*|cxx
.c4..c.....ww..cd..22+ccc+cxx+cxx
.ccccc.....ww..ccccccc....c|+*cxx
............ww.......c2...cxx+cxx
....1.ccccc.ww.w...3.+24..c|5.cxx
....14+...c..wwww..34+24..c3.3cxx
....1.ccccc..wwwwww..c2...cc+ccxx
............wwwwwww..c........cxx
............wwwwwww..ccccccccccxx
...........ww4w..www...........xx
.......211.www.....www.........xx
........4www....ccccc..........xx
.....211.w......+..<c..........xx
.........www....ccccc.........wxx
...........ww............wwwww.xx
.......4....wwwww......www....wxx
......111.......ww...www.......xx
.....cc+cc.......wwwww.........xx
.....c...c.....................xx
.....ccccc.....................xx
...............................xx
...............................xx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
##############################################################################
# Rubicon
#
NAME: erik_rubicon_a
DEPTH: D:10-, !D:$
ORIENT: south
TAGS: no_pool_fixup no_rotate uniq_rubicon no_descent
WEIGHT: 6
ITEM: ring of flight pre_id / potion of enlightenment pre_id / nothing
ITEM: potion of enlightenment pre_id / nothing, nothing, nothing, nothing
SHUFFLE: {[(, )gh
SUBST: ?:?.w, ?=w., w:lw, ':'.c, '=cx.
MAP
xxxxxxxxxcccccccc????w.@??ww.@www???w...@???wwww.@ww??@..?ccccxxxxxxxxxxx
xxxxxccccwwwwwwwww..wwwww.wwwwwwww.wwwwwww.wwwwwwwwwwww??wwwwcccccccxxxxx
xxxxxcwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwcxxxxx
xxxxxcwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwcxxxxx
xxxxxccwwwwwwwwwwwwwwwwwwwcccwwwwwwwwwcwwwwwwwwwwwwwwwwwwwwwwcccwcccxxxxx
xxxxxcwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwcxxxxx
xxxxxcwwwwwwwwwwwwwwwwwwwwwccwwwwwwwwwcwcwwwwwwwwwwwwwwwwwwwwwwcccccxxxxx
xxxxxcwwwwwwwwwwwwxwwwwwwwwwwwwwwwwwwwcwwwww.wwwwwwwwwwwwwwwwwwwwwwcxxxxx
xxxxxccwcwwwwwwwwwwwwwwwxwwwwww???wwwwwwwww???wwwwwwwww.wwwwwwwcccccxxxxx
xxxxxcccccc????w??.w????xw??w??...?wwww???w????w?w???w???w??cccccxxxxxxxx
xxxxxxxxxcxx...''....?..xx........??w??...c''....??.....???..cxccxxxxxxxx
xxxxxxxxxcx..(cc[.''..'xx...x.''.x..?xx.xcc..cxcx...xxx.'...chxxcxxxxxxxx
xxxxxxxxxcx..cc{c..xx.....xx...cc..xx....xcc....''xxx..x.xxc...cxxxxxxxxx
xxxxxxxxxccx....e.xx....x..x.....c....cx..x...x......c......cxcxxxxxxxxxx
xxxxxxxxxxcxexxx.x.x.xx.x.xx.xcc.xx.xccxx....xx.x.xxxccxx.xcccxxxxxxxxxxx
xxxxxxxxxxccx.gxxx..x..xdx..x.xxxx.x...xx.xx...xx.xxxx)..xxcxxxxxxxxxxxxx
xxxxxxxxxxxcxxxxxxxx...xxxxxxxxxccccccc..xxxxccccccccxxxccccxxxxxxxxxxxxx
xxxxxxxxxxxcccccccccccccccccccccccccccccccccccxxxxxcccccccxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
NAME: erik_rubicon_b
DEPTH: D:10-, !D:$
ORIENT: south
TAGS: no_rotate uniq_rubicon no_descent
WEIGHT: 4
ITEM: ring of flight pre_id / potion of enlightenment pre_id / nothing
ITEM: potion of enlightenment pre_id, nothing, nothing, nothing, nothing
SHUFFLE: {[(, fgW, )hi
SUBST: ?:?.wW, ?=wW., ':'.c, '=c.
MAP
xxxxxcccccccc?gw?f.@wgf?.@w??g?fw...@gwfw???.@wwww@..?ccccxxxxxxx
xccccwwwwwww??..f????.ww???www.???ww??.wwwwwwwwwwwffgg?wwcccccccx
xcwwwwwwwwwwww??wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww??wwwwwwwwwcx
xcwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwcx
xccwwwwwwwwwwwwwwwgwwwcccwwwfwwwwwcwwwwgwwwwwwwwwwwwwwwwwcccwcccx
xcwwwwwwwwwwwwwwgwwwwwwwwwwwwfwwwwwwwwwwwwwfwwwwwwwwwwwwwwwwwwwcx
xcwwwwwwwwwwwwwwwwwwwwwccwwwwwwwwwcwcwwww?wwwwwwwwwwwwwwwwwcccccx
xcwwwwwwwwwwwwxwwwwwwwwwwwwwwwwwwwcwwwww.wwwwwwwwwwwwwwwwwwwwwwcx
xccwcwwwwwg?wwwfwwwwxwwwwwwwwwwwwwwwwwwwfgwwwgwwwww.wwwwwwwcccccx
xccccccwffwg??fw?ww?gx??ww?..??wwwww??w?fwgw?fwgw??fg??gcccccxxxx
xxxxxcxx...'''...?..xx.....''.?ww??...c.'....??...'.?gg.xcxccxxxx
xxxxxcx..(cc[.'.'.xx..'.x.'..x..?...xcc..cxcx.x..x..''..cxhxcxxxx
xxxxxxcc..c{c..x.x...c.xxx.x.xx.'.'xx..cc..c.xx''.cc..xxx...xxxxx
xxxxxccx....e.xx...x...x.....c...c....cc....x...x....x....cxxxxxx
xxxxxxcxexxxxx.x.xxxx.x..xcc.xx..cc.x....xx.x.x.xccxx.xcccxxxxxxx
xxxxxxccx..xi.x.x.xxdxxxx...x..xx..xxxxx...x).xx..xc.xxcxxxxxxxxx
xxxxxxxcxxxxxx...x....xxxxxxcccccccxxxxxxccccccccx..ccccxxxxxxxxx
xxxxxxxcccccccccccccccccccccccccccccccccccxxxxxcccccccxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
#############################################################################
# The Lair of the Golden Dragons (by Mu.)
#
NAME: gold_lair_mu
TAGS: no_monster_gen no_descent
ORIENT: southeast
DEPTH: Depths, !Depths:$
MONS: golden dragon, any draconian
MONS: rime drake / swamp drake / lindwurm
KMONS: D = wind drake w:5 / death drake / lindwurm w:5 / wyrmhole w:5
KMONS: f = fungus
KMONS: p = plant
ITEM: dragon-coil talisman / $ w:20
KITEM: D = $
KFEAT: D = >
SUBST: $ = $|
SUBST: f : AB, A = f:30 .:90, B = p:30 .:120
SUBST: m = W:20 w:10
TILE: G = dngn_statue_depths_zot_dragon
MAP
...........ffffmmmmmmmxxx
..........ffmmmwwwwwwwmxxx
.........ffmmwwwwwwwwwxxxxx
..3....ffffmmwwwwwxxxxxxxxxx
..9...ffffmmwwwwwxxxxxxxxxxxx
..9..ffffmmwwwwwwxxxxxxxxxxxxx
..3..fffmmwwwwwwwxxxxx.2x.2xxxx
.....fffmwwwwwwwwxxx........xxxx
......ffmwwwwwwwwxxx.....xx...xxx
.....fffmwwwwwwxxxxx...xxxxx..xxx
.....ffmwwwwwwxxxxxx..xxxxxxx..xx
....fffmwwwwwxxxx.....xxxGxxxx.xx
....ffmwwwwwxxxx..3..xx....xx..xx
...fffmwwwwxxxxx..xxxx...3....cxx
...ffmwwwwwxxxx..xxxxx..xxxx2xxxx
..fffmwwwwxxxx...xxxx...ccccccccx
.fffmwwwwwxxx....xxx..ccccccccccx
..ffmwwwwxxxx..x..xx.cccc.3..cccx
.fffmwwwxxxxx..xx..xc.c.......Gcx
.fffmwwwxxxx..xxx..ccc....lllllcx
..ffmwwxxxx..xxxx.xcc....llllllcx
.fffwwxxxx..xxxxx.ccc...llll$$Dcx
.fffwwxxx..x..2xx.cc...llll$$$$cx
..ffwwxxx....xxx..cc3.llll$$$$$cx
.ffffwxxxx..xxx2.xcc..lll$$$$$$cx
..8ffwwxxx...xx>xxcc..ll$$$$$$1cx
.3.fffwwxxx..xxxxxccc.ll$$$$$dccx
....fffmwwwxxxxxxxcccGllD$$$1cccx
.....fffmmwwwwwwwwccccccccccccccx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
##############################################################################
# Gold mine. Can come up in the dungeon and in Orc.
#
NAME: minmay_goldmine
ORIENT: southeast
DEPTH: D:8-12, Orc
MONS: orc / orc wizard w:3 / orc priest w:2 / orc warrior w:2
MONS: two-headed ogre / troll / cyclops / wraith / shadowghast
MONS: deep troll w:5 / obsidian bat
: if you.in_branch("Orc") then
NSUBST: $ = 1:3 / *:$, 1 = 1:2 / 2:$ / *:1, . = 2:$ / *:.
: end
SUBST: X = x:60 . $
MAP
xxxxxxxx xxxxxx xxx
xXxXXXxxx xxxxxxxx xxxx
.XXX1XXXxxxxxXXXXxxxxxxxx
@..XX..XxxxxXX..Xxxxxxxxx
x.X..X1XxxxxX.XXXxxxxxxxx
xXXXX.XXxxxxX.X1XxXXXXxxx
xXX1.X.XXxxxXX.XXxX$XXxxx
xX.XXX..XXxXX1XXxxXX1Xxxx
xX.XX.XX1XXX...XXXX.2XXxx
xXXXX.XxX..X.XX.XX.XX1Xxx
xxXX1XXxX.X1XXXX.1XXX$Xxx
xxX.XXxxXXXXXxxXXXXX$XXxx
xxXXXxxxxxxxxxxxxxxXXXxxx
xxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
NAME: minmay_twisted_water
TAGS: no_descent
DEPTH: D:9-
ORIENT: north
MONS: ice statue, patrolling ice dragon, patrolling frost giant
KITEM: ? = rimehorn talisman randart / eel talisman
KITEM: ! = wellspring talisman
SUBST: W = wW, ? = ?-
NSUBST: * = 1:!* / *:*
KMONS: w = w:490 nothing / ice beast
KFEAT: w = w
KPROP: wW-*|?!123 = no_tele_into
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxx*xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxWxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxwwxxxx*xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxwwwwxx-xxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxwwwxxxWWxxxWwxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxwwxwwwwxx*xxwxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxwwwwwxxxxxwwxxxxxxxxxxxwwW-xxxxx
xxxxxxxxxxxxx--xxwwwwwxxxwwwxxxxxxxxwwwwwWWWwxxx
xxxxxxxxxxx?----Wwwxwwwwwwwwxxxxxxwwwwwwwwwwwwxx
xxxxxxxxxxx-----xwwxwwwwwxxxxxxxxwwwwwwwwwwwwwxx
xxxxxxxxxxxx-3-xxxwxxwwxxxxxxxxxxwwwwwwwwwwwwwwx
xxxxxxxxxxxxWWWxxxwxxxxxxxxxxxxxwwwwwwxxxwwwwwwx
xxxxxxxxxxxwwwwxxxwwxxxxxxxxxxxxwwwxxxxxxxxwwwwx
xxxxxxxxxxwwwwxxxxwwwxxxxxxxxxxwwwxxxxxxxxxwwwwx
xxxxxxxxxxxwwwwwwwwwwxxxxxxxxwwwwxxxx**|xxwwwwxx
xxxxxxxxxxxxxwwwwwwwwwwxxxwwwwwwxxxxWW2*xxwwwwxx
xxxxxxxxxxxxxwwwwwwwwwwwwwwwwwwxxxxxwwWWxwwwwwxx
xxxxxxxxxxxxWwwwwwwwwwwwwwwwwwwxxxxxwwwwwwwwwxxx
xxxxxxxxxxx-Wwwwwwwwwwwwwwwwwwxxxxxxxwwwwwwwxxxx
xxxxxxxxxxxWWwwwwwwwwwwwwwwwwwxxxxxxxxxwwwxxxxxx
xxxxxxxxxxxxwwwwwwwwwwwwwwwwwwxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxwwwwwwwwwwwwwwxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxwwwwwWWWwwwwwwxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxwwwwwwW1Wwwwwwwxxxxxxxxxxxxxxxxxxx
xx*Wxxx*xxwwwwwwwwwwWWWwwwwwwwxxxxxxxxxxxxxxxxxx
xxxWxxWWxxwwwwwwwwwwwwwwwwwwwwxxxxxxxxxxxxxxxxxx
xxxwxxwxxwwwwwwwwwwwwwwwwwwwwwwxxxxxxxxxxxxxxxxx
xxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxxxxxxxxxxxxx
xxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwW-xxxxxxxxxxxxxx
xwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwWWWwwxxxxxxxxxxx
xwwxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxxxxxx
xWxxxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxxx
x*xxxWwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxx
xxxx-Wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxx
xxxxxWwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxx
xxxxxwwwwwwwwwwwwww...........wwwwwwwwwwwwwwwwwx
xxxwwwwwww..........................wwwwwwwwwwwx
xwwwww..................................wwwww...
................................................
ENDMAP
NAME: due_jory_tower
TAGS: no_rotate no_monster_gen no_item_gen
ORIENT: southwest
DEPTH: Depths, !Depths:$
MONS: flayed ghost w:5 / phantasmal warrior w:5 / shadow wraith / eidolon
MONS: ghost moth, vampire knight, vampire mosquito
KMONS: J = Jory, vampire bloodprince
ITEM: sanguine talisman randart
NSUBST: A = 3:v / *:+, B = 3:v / *:+
NSUBST: C = 2:v / *:+, D = 2:v / *:+
TILE: G = dngn_statue_depths_fangs
COLOUR: 5'% = white
MARKER: V = lua:fog_machine { \
pow_max = 10, delay_min = 5, delay_max = 30, \
size = 30, size_buildup_amnt = 1, \
size_buildup_time = 10, cloud_type = "purple smoke" \
}
SUBST: 'V = .
: decorative_floor(_G, 'M', "broken floral vase")
TILE: M = dngn_dark_flower_pot_broken
TILE: v = dngn_metal_wall_red
: vault_metal_statue_setup(_G, "g", "mystic cage")
: dgn.delayed_decay(_G, '%', 'human corpse / human skeleton')
MAP
@@@@@@ @@@@@@@@@@@@@@@@@@@ @@@@@@
xx......v...................v.......xxxxxxxxxxxxxxxxx
xx......v..G.............G..v.......xxxxxxxxxxxxxxxxx
xx......v.........1.........v.......xxxxxxxxxxxxxxxxx
xxxxxxxxvvvvvv.........vvvvvvxxxxxxxxxxxxxxxxxxxxxxxx
xxxxvvvvvvvvvvvvv+++vvvvvvvvvvvvvxxxxxxxxxxxxxxxxxxxx
xxxvv.....vvvvvv.....vvvvvv.....vvxxxxxxxxxxxxxxxxxxx
xxxv.......+vvv...Y...vvv+.......vxxxxxxxxxxxxxxxxxxx
xxxvvvV1.vvv.vvv.....vvv.vvv.1Vvvvxxxxxxxxxxxxxxxxxxx
xxxvM......vv.vv+++++vv.vv......Mvxxxxxxxxxxxxxxxxxxx
xxxvv.....vvv.vv.1.1.vv.vvv.....vvxxxxxxxxxxxxxxxxxxx
xxvvvvv+vvvvv.v...g...v.vvvvv+vvvvvxxxxxxxxxxxxxxxxxx
xxv.B1+.+1vvv.vv.1.1.vv.vvv1+.+1A.vxxxxxxxxxxxxxxxxxx
xxv.vvv.vvvvvv.vv+++vv.vvvvvv.vvv.vxxxxxxxxxxxxxxxxxx
xxv.B1+.+1Cvvvv+v...v+vvvvD1+.+1A.vxxxxxxxxxxxxxxxxxx
xxv.vvv.vvv..Vvv.....vvV..vvv.vvv.vxxxxxxxxxxxxxxxxxx
xxv.B1+.+1C.3.vvvvvvvvv.3.D1+.+1A.vxxxxxxxxxxxxxxxxxx
xxv.vvv.vvv..|vv*|d|*vv|..vvv.vvv.vxxxxxxxxxxxxxxxxxx
xxv.B1+.+1Cvvvvvv.|.vvvvvvD1+.+1A.vxxxxxxxxxxxxxxxxxx
xxv.vvvvvvvvv.V.vv+vv.V.vvvvvvvvv.vxxxxxxxxxxxxxxxxxx
xxv.........+.1.v3.3v.1.+.........vxxxxxxxxxxxxxxxxxx
xxvvvvvvvvvvv...v.J.v...vvvvvvvvvvvxxxxxxxxxxxxxxxxxx
xxxvvvvvvvvvvv+vv...vv+vvvvgvvvvvvvxxxxxxxxxxxxxxxxxx
xxvvM..M..Mvvv.vv.Y.vv.v...v...vvvvxxxxxxxxxxxxxxxxxx
xxv444%%%M.Mvv.vv...vv.+.2.".2.+..vxxxxxxxxxxxxxxxxxx
xxv444%g%.M.+..vv+++vvvv...v...vv.vxxxxxxxxxxxxxxxxxx
xxv444%%%M.Mvvvv.....vvvvvvvvvvvv.vxxxxxxxxxxxxxxxxxx
xxvvM..M..Mv+.+..111..+.........+.vxxxxxxxxxxxxxxxxxx
xxvvvvvvvvvvvvvv..V..vvvvvvvvvvvvvvxxxxxxxxxxxxxxxxxx
xxxvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
################################################################################
# Wizard Prison
#
NAME: evilmike_wizard_prison
TAGS: no_monster_gen no_item_gen no_trap_gen
DEPTH: Depths, Crypt
ORIENT: southeast
KPROP: -47 = no_tele_into
ITEM: any jewellery randart, scroll of acquirement pre_id
: item(dgn.randart_aux_armour)
MONS: human att:neutral, silent spectre, patrolling soul eater
MONS: deep elf pyromancer / deep elf zephyrmancer / occultist / \
necromancer / merfolk aquamancer / spriggan air mage / \
orc sorcerer / kobold demonologist / kobold fleshcrafter
MONS: draconian shifter / draconian annihilator / lich / deep elf sorcerer / \
deep elf annihilator / deep elf demonologist
MONS: patrolling curse skull, ancient lich / dread lich
SUBST: d = def
NSUBST: D = 6 / *=33., 4 = 1 / 6=4 / 6=5 / 6=45.. / . , 7 = 7 / 75
MARKER: n = lua:portal_desc {prison="wall"}
KFEAT: g = runed_door
KFEAT: ^ = teleport trap
FTILE: nc-457 = FLOOR_PEBBLE_DARKGRAY
FTILE: .@+g^d|*$236 = FLOOR_HALL
TILE: c = DNGN_STONE_WALL_DARKGRAY
{{
local tm_open = TriggerableFunction:new{func="callback.wizard_prison_walls"}
tm_open:add_triggerer(DgnTriggerer:new{type="player_los"})
lua_marker('2', tm_open)
}}
MAP
ccccccccccc.@.ccccccccccc
ccccccccccc...ccccccccccc
ccccccccccc.c.ccccccccccc
ccccccccccc...ccccccccccc
cccc-4cc4-c3.3c4-cc-4cccc
ccccnnccnncc+ccnnccnncccc
cc4nD...............Dn4cc
cc-n.................n-cc
cccc..cnncnncnncnnc..cccc
cc-n..c-4c4-c4-c-4c..n-cc
cc4n..ccccccccccccc..n4cc
cccc..c7n.......n-c..cccc
cc4n..c-n..c+c..n7c..n-cc
cc-nD.ccc+cc2cc+ccc.Dn4cc
cccc..c*$$cc^cc$$*c..cccc
cc-n..c||*c...c*||c..n4cc
cc4n..cd||c...c||dc..n-cc
cccc..ccccccgcccccc..cccc
cc4n.................n-cc
cc-nD...............Dn4cc
ccccnnccnnc...cnnccnncccc
cccc-4cc-4c...c-4cc4-cccc
ccccccccccc.D.ccccccccccc
ccccccccccccccccccccccccc
ccccccccccccccccccccccccc
ENDMAP
################################################################################
# Makhleb temple
#
NAME: evilmike_makhleb_hellhole
TAGS: no_monster_gen
ORIENT: southeast
DEPTH: D:13-, !D:$, Depths, !Depths:$
KPROP: Pq- = no_tele_into
ITEM: demon blade good_item / demon whip good_item / demon trident good_item
: item(dgn.loot_potions)
# depth controls the number of greater servants... amount ranges from 1 to 3
KMONS: P = human att:neutral
: if you.in_branch("D") then
MONS: any common demon, kobold demonologist
# Milder subset of greater servants.
MONS: blizzard demon / green death / cacodemon
KMONS: 4 = balrug
NSUBST: 1 = 1., 2 = 2., D = 3.
: else
MONS: hell knight, deep elf demonologist
MONS: blizzard demon / green death / executioner / balrug / cacodemon
KMONS: 4 = brimstone fiend
NSUBST: 1 = 11., 2 = 22., D = 3
: end
KFEAT: 4 = altar_makhleb
KFEAT: a = v
KFEAT: p = iron_grate
KFEAT: q = l
NSUBST: * = 2=| / *
SUBST: Z = Y, Y = Y:4 V:1
SUBST: v = v:6 a:1, . = .:7 ':1
KPROP: 'a6 = bloody
COLOUR: av = lightred
TILE: av = dngn_metal_wall_brown
FTILE: .Ymavp+*|p1234567d$' = floor_infernal_blank
: decorative_floor(_G, 'm', "bloodied mop and bucket")
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxvvvvvvvvvvvvvvvvvvvvxxvvvvvvv
xxxxvvvvvvvvv.1vv.2vv.1vvvv...vvv
xxxxvllvvvvvv..vv..vv..vvv..Y.Dvv
xxxxvlY......vv$$vv$$vv....vvv**v
xxxxvv.......vv$$vv$$vv....vvv**v
xxxxvv...vvvv..vv..vv..vvv..Y.Dvv
xxxxvv...vvvv.2vv.1vv.2vvvv...vvv
xxxxvv...vvvvvvvvvvvvvvvvvvllvvvv
xxxxvv...vvvvvvvvvvvvvvvvvllvvvvv
xxxxxxxxxxxvvv+vvvvvvvlvllvllvllllvvvvvv
xvvvvvvvvvvvv...vvvvvvllllllllllvvvvvvvv
""vlvlvlvlvvv.....vvvv..............vvvvv
"Z"Zv....1..vv...Y..1vvv..v.1v..v..v.D*|vvv
@"""v......1v...lll...vY..Y..Y..Y.2Y.vv||vv
@"""+.......+..YlvlY.2+.............4lvv|Gv
@"""v......1v...lll...vY..Y..Y..Y.2Y.vv||vv
"Z"Zv....1..vv...Y..1vvv..v.1v..v..v.D*|vvv
""vlvlvlvlvvv.....vvvv..............vvvvv
xvvvvvvvvvvvv...vvvvvvllllllllllvvvvvvvv
xxxxxxxxvvvvvv+vvvvvvvlvllvllvllllvvvvvv
xvvvvv...vvvvvvvvvvvvvvvvvllxxxxx
xvm......ve'1vxxxxxxxxxxxxxllxxxx
xv.1..2..vdl3""xxxx""1""xxxxllxxx
xv.vvv.1.ve'1vx"xxxx"xxx"xxxxll"x
xv.vvvv..vvpvvx"xx""xxxx"xxxxl>"x
xv$vvvv..v-P-vxx""xxx"x"xxxxx"""x
xv**vvv1.vPqPvxx"xxxxx"xxxxx"""xx
xv**$....v-P-vxx"1xxxxx""1""xxx"x
xvvvvvvvvvvvvvxxxxxxxxxxxxxxxxxxx
ENDMAP
################################################################################
# Sif Muna library
#
NAME: evilmike_library_of_no_secrets
TAGS: no_pool_fixup no_monster_gen
DEPTH: D:11-, Depths
ORIENT: southeast
ITEM: any book / any randbook w:20
ITEM: any magical staff w:20 / any wand w:5 / any jewellery
ITEM: any randbook / gold
: if you.in_branch("D") then
MONS: kobold demonologist / deep elf pyromancer / tengu conjurer
MONS: occultist w:5 / arcanist w:5 / deep elf zephyrmancer / \
orc sorcerer / ogre mage
MONS: deep troll earth mage / deep elf sorcerer / deep elf annihilator / \
deep elf demonologist / deep elf death mage / tengu reaver
: else
MONS: tengu conjurer / occultist / spriggan air mage / chonchon w:5 / \
vampire mage / deep troll earth mage / kobold fleshcrafter w:5
MONS: tengu reaver / deep elf annihilator / deep elf sorcerer / \
deep elf demonologist / lich
MONS: ancient lich / dread lich
: end
KFEAT: g = cache_of_baked_goods
KFEAT: _ = altar_sif_muna
KFEAT: D = U
KFEAT: yz = c
SUBST: U = U:4 V:1 T:1
COLOUR: c" = lightblue
TILE: c = dngn_stone_wall_blue
TILE: y = wall_stone_magic_shelf
: tile("z = " .. crackle_def(_G))
FTILE: .+def123TUVbc|* = floor_crystal_squares
FTILE: "_ = floor_marble
MAP
xxxxxxxxxxxxxxxxxxxxxxxxx
xcccccccccccccccccccccccc
xccczccccwwwwwwcccczccccc
xzcccU............Ucccccc
xcwwc..b..b..b..b..cccccc
xc|*+..b..b..b..b..cccccc
xy||c..2..1..1..1..yccccc
xc|*+..b..b..b..b..cccccc
xxxxxxxxxxxxxxxcwwc..b..b..b..b..cccccc
xcccccccccccccczcccU............Ucccccc
xccccccccccccccccczcccccc++cccccczccccc
xcccczcccccccccczcccccccw..wccccccccccc
xcccccf...cc...fccccccccw..wccccccccccc
xccccy.bb.cc.bb.yczcccccc++ccczczcccccz
xccccc..1.cc.1..cccwwwwwwWWwwwcccwwwwwc
xcccccccc+cc+ccccccwbb..1..bbwcccddgeec
''cccc..............cwb...U...bwccccc+ccc
'Dc.1c..bbbb..bbbb1.cw..U"""U..wccy.....c
@'+..c..............cw.."""""..wccc..b.3c
@Dc..+..bbbb2.bbbb1.+W.U""_""U2W+.+.bUb2c
@'+..c..............cw.."""""..wccc..b.3c
'Dc.1c..bbbb..bbbb1.cw..U"""U..wccy.....c
''cccc..............cwb...U...bwccccc+ccc
xcccccccc+cc+ccccccwbb..1..bbwccceegddc
xccccc..c....c..cccwwwwwwwwwwwcccwwwwwc
xccccyU.+1bb1+.Uyczccccccccccczczcccccz
xcccccf.c....c.fccccccccccccccccccccccc
xcccczcccccccccczcccccccccccccccccccccc
xcccccccccccccccccccccccccccccccccccccc
xcccccccccccccccccccccccccccccccccccccc
ENDMAP
################################################################################
# Okawaru armoury
#
NAME: evilmike_iron_armoury
TAGS: no_monster_gen
DEPTH: D:11-, Depths
ORIENT: southeast
ITEM: any armour, any armour good_item
ITEM: any weapon, any weapon good_item
ITEM: boomerang, javelin w:3, throwing net w:3
ITEM: morningstar ego:concussion / broad axe ego:sundering / \
partisan ego:entangling / lajatang ego:rebuke / \
rapier ego:devious / scimitar ego:valour
: if you.in_branch("D") then
MONS: orc warrior / deep elf knight w:1 / deep elf archer w:1
MONS: orc warrior w:20 / centaur warrior
MONS: orc warrior, patrolling orc knight w:8 / patrolling orc warlord w:2
: elseif you.in_branch("Depths") and you.depth() < 4 then
MONS: orc knight w:8 / deep elf knight w:1 / deep elf archer w:5 / \
/ yaktaur captain w:2
MONS: orc knight w:8 / deep elf knight w:1 / deep elf archer w:1 / \
stone giant w:6
MONS: orc warlord, patrolling deep elf blademaster
: else
MONS: orc knight w:8 / deep elf knight w:1 / deep elf archer w:1 / \
stone giant w:6
MONS: orc warlord w:4 / deep elf blademaster w:1 / \
deep elf master archer w:3
MONS: deep elf blademaster, patrolling draconian knight
: end
KFEAT: _ = altar_okawaru
# Lots of loot in this one. In true Okawaru fashion, most of it is junk!
SHUFFLE: df, hi, jk, eg
NSUBST: d = e / d, f = g / f
SUBST: n = nv, 5 = 2221'
FTILE: '+Gvcn1234_defghijk = floor_hall
MAP
.................................xx
.....v...........................xx
.......vvvvvvvvvvvvvv......wwww..xx
.....vvvvdd'ddvff'ffvvv.....www..xx
.....viivdd'ddvff'ffvvvvv....ww..xx
.....viivvv+vvvvv+vvvkkvvvv...w..xx
.....v''+''5'''1'5''vkkveevv.....xx
.....viiv'cc'''''cc'+''vv+vvv....xx
..v.vviiv'ccc'''ccc'vkkv'5''vv...xx
....vvvvv''cc'''cc'2vvvv'''''vv..xx
..v.v'1vG'''''''5'''Gv''''''3'vv.xx
....+''+''''''''2'''1+'''''4_''n.xx
..v.v'1vG'''''''5'''Gv''''''3'vv.xx
....vvvvv''cc'''cc'2vvvv'''''vv..xx
..v.vvhhv'ccc'''ccc'vjjv'5''vv...xx
.....vhhv'cc'''''cc'+''vv+vvv....xx
.....v''+''5'''1'5''vjjvggvv.....xx
.....vhhvvv+vvvvv+vvvjjvvvv...w..xx
.....vhhvff'ffvdd'ddvvvvv....ww..xx
.....vvvvff'ffvdd'ddvvv.....www..xx
.......vvvvvvvvvvvvvv......wwww..xx
.....v...........................xx
.................................xx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
################################################################################
# Vehumet Hall
#
NAME: evilmike_halls_of_destruction
TAGS: no_monster_gen
DEPTH: D:13-, Depths
ORIENT: northeast
MONS: statue hd:12 spells:orb_of_destruction.62.magical \
tile:mons_statue_mage col:vehumet name:conjurer n_adj
: if you.in_branch("D") then
MONS: tengu conjurer / deep elf pyromancer / occultist w:5 / arcanist w:5
MONS: ogre mage / orc sorcerer / deep elf zephyrmancer
MONS: salamander mystic / thermic dynamo w:5
KMONS: 5 = nikola / jorgrun, deep elf annihilator
SUBST: 1 = 2GG, 4 = 4.
TILE: G = dngn_statue_cat / dngn_statue_dragon / dngn_statue_tengu / \
dngn_statue_princess / dngn_statue_triangle
: else
MONS: tengu conjurer / occultist / spriggan air mage / deep elf annihilator
MONS: deep elf annihilator / tengu reaver / lich, salamander tyrant
KMONS: 5 = frederick / boris, ancient lich
TILE: G = dngn_statue_depths_zot_lich / dngn_statue_depths_zot_dragon / \
dngn_statue_depths_tengu w:15 / dngn_statue_depths_tomes w:15 / \
dngn_statue_depths_asmodeus
: end
KFEAT: _ = altar_vehumet
KFEAT: a = c
NSUBST: D = 4=2 / 2=2*. / | / A
NSUBST: E = 1:1 / *:G, F = 1:1 / *:G, G = 2:S / *:G
MARKER: ! = lua:fog_machine { pow_max = 10, delay_min = 10, delay_max = 20, \
size = 8, size_buildup_amnt = 5, size_buildup_time = 10, \
cloud_type = "flame" }
COLOUR: a'4! = red
FTILE: a'4! = floor_pebble_red
FTILE: GS1 = floor_vault
TILE: a = dngn_stone_wall_red
: vault_metal_statue_setup(_G, "S", "arcane conduit")
MAP
xccccccccccccccccccccccccccccc
xcG....+....Dc...D..GccGccGccc
xccc+ccc.....+......ccc3cc3ccc
xc.....ccc+cccccccc+cc*||||*cc
xc...D.+..D..+.Dc...cG**FF**Gc
xc+ccccccccccc..cD..cc*....*cc
xc.cGcGcGc1ccc+ccc+ccG......Gc
xc..........cc..D+..cc......cc
xc2.........Gcccccc.cccc++cccc
ccccGcGcc...cccaaac.+........c
ccGcccccG...Gcca4accc...ccc..c
...2ccccc...aaaa'aaaa....ccc.c
@.......+...+''4!4''+...5_cc2c
...2ccccc...aaaa'aaaa....ccc.c
ccGcccccG...Gcca4accc...ccc..c
ccccGcGcc...cccaaac.+........c
xcG2........Gcccccc2cc++cc++cc
xcc.........cccc1cc.c...cc...c
xcG..cGcGc1cccG.....c...cc...c
xcc..cccccccccc...ccc%%%cc$$$c
xcG.........ccG...Gcc*E*cc$E$c
xcc.......12ccc...ccc***cc$$$c
xcG...........+...Gccc3cccc3cc
xccccccccccccccccccccccccccccc
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
################################################################################
# Kikubaaqudgha Temple
#
NAME: evilmike_negative_zone
TAGS: no_monster_gen
DEPTH: D:13-, Depths
ORIENT: southeast
: if you.in_branch("D") then
MONS: zombie place:D:15 / draugr place:D:10 / simulacrum / spectral thing
MONS: necromancer w:20 / soul eater
MONS: freezing wraith / shadow wraith / flayed ghost
MONS: tormentor / reaper, deep elf death mage
: else
MONS: zombie place:Depths:4 / simulacrum / spectral thing
MONS: necromancer w:8 / deep elf death mage / vampire mage / alderking w:2
MONS: flayed ghost / tormentor
MONS: reaper / executioner, tzitzimitl
: end
KFEAT: a = c
KFEAT: _ = altar_kikubaaqudgha
# 66% chance that there are no one width corridors in the inner part. Also give
# a 50% chance of there being at least one shortcut in this vault.
SUBST: D = 1., p : a.., q = c:8 +:1
NSUBST: G = 2 = G. / *:.
MARKER: V = lua:fog_machine { cloud_type = "foul pestilence", \
pow_min = 8, pow_max = 12, delay_min = 20, delay_max = 30, \
size = 1, walk_dist = 1, spread_rate= 33 }
COLOUR: a = white
TILE: c = wall_brick_gray
TILE: a = wall_stone_gray
: vault_metal_statue_setup(_G, "G", "soul conduit")
MAP
xxxx......@@@......xxxxxxxxxxxxxxxxxxxxxxxxxx
xccc......1.1......cccccccccccccccccccccccccx
xccc..a..1c+c1..a..c*%c...3...ccccccccccccccx
xccc.....cc.cc.....q*%+...V...+..cc.ccccccccx
xccc..a.2c...c2.a..c*%c...G...cc....ccc1.1ccx
xccc.....c...c.....cccc.......cc.aa.ccc.c.ccx
xcccqccccc...ccccccccccccc+ccccc.pp.ccc.c.ccx
xca%%ac.........ca%%ac....3....c....ccc.c.ccx
xc1..Dc.pa...ap.cD..1c.a.ccc.a.c3pp3cc....ccx
xca..ac.aa...aa.ca..ac.a.ccc.a.c.aa.cc.c.cccx
xcD...+....G....+...Dq..2...2..q.4..cc.c.cccx
xca..ac.aa...aa.ca..accccc.ccccc.cc..+.c.cccx
xc1..Dc.pa...ap.cD..1qDDDc.cDDDccccccccc+cccx
xca$$ac...3_4...ca$$acD|Dc.cD|Dccccccc.....cx
xcccqccccc...cccccccccD2Dc+cD2Dccccccc$4.4$cx
xcc|*2ccccc+ccccccccccc+cc.cc+ccDDDccc$%5%$cx
xcc$$.+..........D.1.D.........+2|Dccc*****cx
xcc2..c....G......D.12D...G....cDDDccc|||||cx
xcccccccccccccccccccccccccccccccccccccccccccx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
###############################################################################
NAME: grunt_house_of_mirrors
TAGS: no_tele_into
DEPTH: Depths, !Depths:$
ORIENT: north
SHUFFLE: AB / BA / BB, CD / DC / DD, EF / FE / FF
SHUFFLE: GH / HG / HH, IJ / JI / JJ, KL / LK / LL
SHUFFLE: MN / NM / NN, OP / PO / PP, QR / RQ / RR
SUBST: ACEGIKMOQ = b
SUBST: BDFHJLNPR = .
{{
-- This was a list of monsters in D that have attacks that can bounce off of
-- crystal walls (fire, cold, lightning), weighted by their normal dungeon
-- weight functions!
local function peak(depth, low, high, chance)
if depth < low or depth > high then return 0 end
local len = high - low + 2
return math.floor(chance * (len - math.abs(low + high - 2 * depth)) / len)
end
local function semi(depth, low, high, chance)
if depth < low or depth > high then return 0 end
local len = high - low
if len == 0 then len = 2 else len = len * 2 end
return math.floor(chance * (len - math.abs(low + high - 2 * depth)) / len)
end
local function flat(depth, low, high, chance)
if depth < low or depth > high then return 0 end
return chance
end
local function add_mons(mons, newmons, chance)
if chance <= 0 then return mons end
if mons == nil then return newmons .. " w:" .. chance end
return mons .. " / " .. newmons .. " w:" .. chance
end
local function monslist(depth)
local mons = nil
mons = add_mons(mons, "tengu conjurer", semi(depth, 11, 21, 334))
mons = add_mons(mons, "efreet", peak(depth, 13, 19, 52))
mons = add_mons(mons, "arcanist", peak(depth, 14, 22, 89))
mons = add_mons(mons, "fire dragon", peak(depth, 14, 24, 192))
mons = add_mons(mons, "ice dragon", semi(depth, 17, 25, 136))
mons = add_mons(mons, "necromancer band", peak(depth, 18, 24, 52))
mons = add_mons(mons, "frost giant", peak(depth, 22, 30, 136))
mons = add_mons(mons, "fire giant", peak(depth, 22, 30, 136))
mons = add_mons(mons, "lich", peak(depth, 22, 30, 66))
mons = add_mons(mons, "spark wasp", peak(depth, 23, 31, 25))
mons = add_mons(mons, "hell knight band", peak(depth, 23, 29, 25))
mons = add_mons(mons, "storm dragon", peak(depth, 23, 31, 89))
mons = add_mons(mons, "tengu reaver", flat(depth, 26, 33, 12))
mons = add_mons(mons, "golden dragon", peak(depth, 29, 33, 8))
mons = add_mons(mons, "titan", peak(depth, 28, 34, 25))
mons = add_mons(mons, "thermic dynamo", peak(depth, 28, 31, 25))
if mons == nil then return "nothing" end
return mons
end
local ninedepth = you.absdepth() + 5
if ninedepth > 31 then ninedepth = 31 end
kmons("0 = " .. monslist(you.absdepth()))
kmons("9 = " .. monslist(ninedepth))
kmons("8 = " .. monslist(31)) -- this cap's always hit at D:14-
}}
KFEAT: 123456 = .
validate {{
return has_exit_from_glyph('1')
and has_exit_from_glyph('2')
and has_exit_from_glyph('3')
and has_exit_from_glyph('4')
and has_exit_from_glyph('5')
and has_exit_from_glyph('6')
}}
MAP
xxxxxxxxxxxxxxxxxxxxxxxxx
xbbbbbbbbbbbbbbbbbbbbbbbx
xb%*%bbb*|*bbb*|*bbb%*%bx
xb.9.bbb.8.bbb.8.bbb.9.bx
xbb1bbbbb.bbbbb.bbbbb3bbx
xbbb.b.bQb.b2b.bRb.b.bbbx
xbbbb.9.bbb.9.bbb.9.bbbbx
xbBbbb.b.bQb.bRb.b.bbbGbx
xbBBbbbbb.bbbbb.bbbbbGGbx
xbBBBbbb.0.bbb.0.bbbGGGbx
xbBBbbbbb.bbbbb.bbbbbGGbx
xbBbBb.bCbDb.bEbFb.bGbGbx
xbbbb.0.bbb.0.bbb.0.bbbbx
xbBbAb.bDbCb5bFbEb.bHbGbx
xb..bbbbb.bbbbb.bbbbb..bx
xb.04bbb.0.bbb.0.bbb60.bx
xb..bbbbb.bbbbb.bbbbb..bx
xbIbJb.bKbLb.bMbNb.bObPbx
xbbbb.0.bbb.0.bbb.0.bbbbx
xbJbIb.bLbKb.bNbMb.bPbObx
xbIIbbbbb.bbbbb.bbbbbPPbx
xbIIIbbb...bbb...bbbPPPbx
xbIIIbbb...bbb...bbbPPPbx
xbbbbbbb...bbb...bbbbbbbx
xxxxxxxx.@.xxx.@.xxxxxxxx
ENDMAP
################################################################################
# Based off Zaba's beehive_diamond.
NAME: hangedman_what_comes_after_a
DEPTH: D:11-, Lair:2-, !Lair:$
ORIENT: north
WEIGHT: 8
MONS: killer bee, meliai, queen bee, oklob plant
KITEM: | = |
SUBST: A = X:3 .:2, z = x..
NSUBST: ' = 1:0 / 1:1 / 1:d / 1:% / 12 = .:260 01d% / * = .
: if you.in_branch("Lair") and you.depth() < 4
: or you.in_branch("D") and you.depth() < 12 then
KFEAT: | = >
SUBST: 9 = 990, 8 = 9
: else
KFEAT: | = <
NSUBST: " = 3:2 / *:1
: if you.in_branch("Lair") then
SUBST: 9 = 998, 0 = 009
: end
: end
: grandhive_vaults(_G, 'X')
MAP
xxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx
xxxxxcccccxxxxx
xxxccc*d*cccxxx
xxc4%d|d%4cxx
xcc4*d*4ccx
xxcccmcccxx
xxxxx18381xxxxx
xxxxxd1911191dxxxxx
xxxxx'"X"dAd"X"'xxxxx
xxxx'''XXX"""XXX'''xxxx
xxxx''X''X''X''X''X''xxxx
xxxx'''XXX'''XXX'''XXX'''xxxx
xxxx''X'1X''X''X''X''X1'X''xxxx
xxx'''XXX90'XXX'0'XXX'09XXX'''xxx
xxxxx.'X''X'1X1'X''X''X'1X1'X''X'.xxxxx
xxzx...XXX'''XXX'''XXX'''XXX'''XXX...xzxx
xzx..A.'X''X''X''X''X''X''X''X''X'.A..xzx
x.x.AAA'''XXX'0'XXX191XXX'0'XXX'''AAA.x.x
.x...A.'X'1X''X''X''X''X''X''X1'X'.A...x.
x.x....XXX010XXX'''XXX'''XXX010XXX....x.x
x.x..A.'X'1X1'X''X''X''X''X'1X1'X'.A..x.x
.x..AAA'''XXX'''XXX'''XXX'''XXX'''AAA..x.
x.x..A.'A''X''X'1X''X''X1'X''X''A'.A..x.x
x.x....AAA'''XXX010XXX010XXX'''AAA....x.x
.x.x....A''A''X'1X1'X'1X1'X''A''A....x.x.
x.xzx.....AAA'''XXX'''XXX'''AAA.....xzx.x
.x.xzx.....A''A''X''X''X''A''A.....xzx.x.
.x.x.x.x....AAA...XXX...AAA....x.x.x.x.
.xzx.x.x....A..A..X..A..A....x.x.xzx.
.xzx.xzx...................xzx.xzx.
.....xzxx.xx.xx.x.xx.xx.xxzx.....
.x..x.zx..xzx..xz.x..x.
.xx.xx.xx.x.xx.xx.xx.
ENDMAP
###############################################################################
NAME: kennysheep_demon_jail
TAGS: no_monster_gen
ORIENT: north
DEPTH: Depths:2-
MONS: common demon, hell knight
MONS: shadow demon / green death / blizzard demon / balrug / cacodemon / \
sin beast / hellion w:8 / reaper / tormentor w:8
SUBST: b : bv
NSUBST: . = 7:1 / 7:2 / *:.
FTILE: .|#+G123 = floor_pebble_darkgray
KPROP: 1Y = no_tele_into
KFEAT: # = iron_grate
TILE: b = bedevilled_crystal_dis
: set_feature_name("crystal_wall", "bedevilled crystal wall")
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxvvvvvvvvxxxxxx
xxxvvvvvvvvvxxv||v.3.vxxxxxx
xxxv1v1v1v1vxxv||+.3.vxxxxxx
xvvv#v#b#v#vvvvvvv...vxxxxxx
xv*+.........llllv...vvvvvvv
xvvb#v#b#v#vl..l.+...+.....v
xxxv1v1v1v1vl....vvvvv.GlG.v
xxx1vvvvvvvvv.l.........lYl.v
xxxv1v1v1v1v.ll........GlG.v
xvvv#v#b#v#v.lll.v+++v.....v
xv*+..........l..v vvvvvvv
xvvv#v#b#v#vvvvvvv
xxxv1v1v1v1v
xxxvvvvvvvvv
ENDMAP
NAME: kennysheep_seaside_town
TAGS: no_monster_gen transparent
ORIENT: northeast
DEPTH: D:7-, !D:$
PLACE: D:$
WEIGHT: 2 (D:$), 10
KFEAT: W = open_sea
: if you.depth() < 12 then
MONS: ogre, orc warrior, kobold geomancer, centaur, kobold brigand
KMONS: 8 = orc warrior band
KMONS: 9 = gnoll bouda band
SUBST: GU = H
: elseif you.where() ~= dgn.level_name(dgn.br_entrance("Depths")) then
MONS: two-headed ogre / tengu warrior w:5, orc knight, yaktaur
MONS: arcanist / tengu conjurer, kobold demonologist / ogre mage
KMONS: 8 = orc knight band / orc high priest band w:4
KMONS: 9 = centaur warrior band / boggart band w:2
SUBST: GU = H
: else
MONS: deep troll, tengu warrior / tengu conjurer
MONS: shapeshifter, occultist, hell knight / necromancer
KMONS: 8U = rakshasa band / glowing shapeshifter
KMONS: 9 = ettin / flayed ghost / phantasmal warrior w:2
KITEM: G = smoky gem
KFEAT: U = enter_depths
TILE: c = stone_wall_depths_entry
FTILE: GU = floor_depthstone
: end
KMONS: p = plant
KMONS: P = fungus
KFEAT: C = cache_of_fruit / cache_of_meat / cache_of_baked_goods
KFEAT: ~ = w
NSUBST: H = 3:* / 7:1 / 3 = CC""" / *:"
NSUBST: . = 2:9 / 5:p / *:., q = 3:1 / 6:P / *:"
SUBST: p = p..., 1 = 12345
KMASK: ~ = no_pool_fixup
COLOUR: '.89p = brown
FTILE: ' = floor_sand
FTILE: .pt89 = floor_dirt
FTILE: "C*F+12345P = floor_pebble_darkgray
: single_cloud(_G, "F", "flame", false)
MAP
xxxxWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
xxxx~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~W
xxxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww~W
xxxxwwwwwwwwww'wwwwwww''wwwww'wwwww~W
xxxxwww'wwwww'''w''''ww''''''''wwww~W
xxxxwwww'''''..'''.''''''..''''wwww~W
xxxxwwww'...cccc...cccc.......''www~W
xxxxwwww''..cHHc...cHHc........'www~W
xxxxw''''...cHHc...cHH+...cccc.''ww~W
xxxx''cccc..cc+c...cccc...cHHc..'ww~W
xxxx..cHHc................+HHc..''w~W
xxxx..cHH+................cccc...'w~W
xxxx..cccc.......ccccc...........'w~W
xxxx.......8..ccccHHHc..........''w~W
xxxxtp.p.pt..tc>zcHHH+..........'ww~W
xxxxt.p.p.ptxxczz+HHH+..........'ww~W
xxxxtpppptxxx---ccccccxxxppp....'ww~W
xxxxttptpxx----xxxxxxxxxppppppp.''w~W
xcccc+tptx---xxxxxqxxxx.pptptppp''w~W
xcHHGctttx--xxxxxxxqqqqqxtptptpcmcw~W
xcHHHcxxxx-xxxxxxxqxxxxxxxttttccHcc~W
xcUHHcx-----xxxxxxqxqxxxxxptppmHFHmwW
xccccc---x-xxxxxxqqxqqqqxxtpptc+HccwW
xxxxx--xxxxxxxxxxqxqqxxqxxpppppcmcwwW
xxxxxx--xxxxxxxxxxxxqxxqqqxxxxxxwwwwW
xxxxxxx@@xxxxxxxxxxxxxxxxxx xxxxxx
ENDMAP
NAME: kennysheep_kobold_camp
TAGS: no_monster_gen no_trap_gen
ORIENT: north
DEPTH: D:4-9
MONS: kobold brigand, kobold geomancer, kobold
KMONS: p = plant
KFEAT: M = cache_of_meat
NSUBST: . = 13:3 / 3 = 3. / *:., ' = 5:C / 2 = M.. / 5:3 / *:.
: if you.depth() > 6 then
NSUBST: 3 = 2:2 / *:3
: end
SUBST: P = tp`
: single_cloud(_G, "F", "flame", false)
: dgn.delayed_decay(_G, 'C', 'human corpse')
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxttttttttxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxtttttttttttttxxxxxxxxx
xxxxttPPPPtPPPPPPPPPtttttxx
xxttttP..PPP*t..*P.PPPPttxx
xxxtttttPP.PP.''1'......Ptttxxx
xxttttPPPP....''''''.....PPPPttxxx
xxtttttP.......''FF'''.......PtttPx
xxttttttPP.....'''FF'''.....PPPtttP@
xxxttxxxxttPP.....''''''.....PPttxxxxx
xPttxx xxtPP......''''.....PPtxxx
@Pxxx xtP.PPP.........PPPPtxx
xxx xxxPPtPPPP.....PPttttx
xttttPP.PPP.PPttxxxx
xxxxxx.PPxP.PPxxx
xPPxxPP.PPxx
xtttxxPP.PPxx
xxttxxxPP.PPx
xtttxxxPP.Pxx
xxttxxxxP.PPx
xxxttxxPP.Pxx
xPPxxxxP.Px
@@ @@@
ENDMAP
NAME: kennysheep_goblin_castle
TAGS: no_monster_gen no_pool_fixup
ORIENT: northwest
DEPTH: D:3-4
## this gives a chance for Ijyb and Robin to appear as the boss if they
## haven't been placed, selecting from who is available.
{{
-- Default for when we're only map validating.
if not crawl.game_started() then
kmons("O = Ijyb / Robin / hobgoblin w:1")
subst("B = 1")
return
end
-- possible hobgoblin bosses and their weights
bossw = {hobgoblin = 1, Ijyb = 10, Robin = 10}
bosses = { {"hobgoblin", 1}, }
-- Find out which hobgoblin uniques we can use
if not you.uniques("Ijyb") then
bosses[#bosses + 1] = {"Ijyb", bossw["Ijyb"]}
end
if not you.uniques("Robin") then
bosses[#bosses + 1] = {"Robin", bossw["Robin"]}
end
-- Choose a boss, and remove the supporting goblins if we select Robin, since
-- she has her own band.
boss = util.random_choose_weighted(bosses)
if boss == "Robin" then
subst("B = .")
boss = "Robin band"
else
subst("B = 1")
end
kmons("O = " .. boss)
}}
MONS: goblin, goblin ; sling, jackal
KFEAT: F = cache_of_fruit / cache_of_meat
SUBST: F : F.
NSUBST: . = 1:0 / 3:3 / *:.
MAP
xxxxxxxxxxxxxxxxxxx
x...+....B.Fx%%*xww
x...+......O+%%%xww
x...x....B.Fxxxxxww
x...xxxxxxxxxx...ww
x............x...ww
x.....1.1....x.2.ww
xx+xx.....xx+xx..ww
x...x.....x...x..ww
x...x.....x...x..ww
x...x.....x...x..ww
xx+xx.....xx+xx..ww
x.2.x.....x.2....ww
x...x.....x.....www
xwwwx.....xwwwwwww
xwwwxx+++xxwwwwww
wwww...wwww
ww@@@ww
ENDMAP
NAME: kennysheep_tiny_hell
TAGS: no_monster_gen no_descent
ORIENT: centre
DEPTH: D:12-14
WEIGHT: 5
TILE: c = dngn_stone_dark
SUBST: *=*|
MONS: ice devil / hellwing w:20 / rust devil / red devil
MONS: lesser demon, hell rat / hell hound
KFEAT: yYzZ = b
SHUFFLE: pqrs
SUBST: pq = c, r : c., s = ., b : b..
NSUBST: b = 1:y / 1:Y / 1:z / 1:Z
NSUBST: . = 6:3 / 6:! / 56:' / .
KPROP: !' = bloody
: dgn.delayed_decay(_G, '!', 'human corpse / human skeleton')
FTILE: *|c.12${} = floor_infernal_blank
TILE: y = bedevilled_crystal_gehenna
TILE: Y = bedevilled_crystal_cocytus
TILE: z = bedevilled_crystal_tartarus
TILE: Z = bedevilled_crystal_dis
: set_feature_name("crystal_wall", "bedevilled crystal wall")
MAP
cccccccccc
c...$$...c
c...**...c
c....1...c
c2..2..2.c
c........c
c........c
c........c
c........c
c....2...c
cc........cc
cc..........cc
cc............cc
cc..b........b..cc
ccccccccccc................ccccccccccc
c.................r..............2...c
c...2...........q....................c
c...................s................c
c$*1.....2.....p..{.........2....2.*$c
c$*.2..............}..p...........1*$c
c................s...................c
c....................q...........2...c
c...2..............r.................c
ccccccccccc................ccccccccccc
cc..b........b..cc
cc............cc
cc..........cc
cc........cc
c...2....c
c........c
c........c
c........c
c........c
c.2..2..2c
c...1....c
c...**...c
c...$$...c
cccccccccc
ENDMAP
NAME: kennysheep_housing_project
TAGS: no_monster_gen
ORIENT: north
DEPTH: D:6-9
MONS: kobold / gnoll / hobgoblin / hound w:5
MONS: kobold brigand / kobold geomancer w:5 / ogre / gnoll sergeant
MONS: orc priest / orc wizard / gnoll bouda / centaur
KFEAT: F = cache_of_fruit
KFEAT: f = cache_of_meat
NSUBST: . = 4:2 / 20:1 / 5:3 / 8:% / 2:* / 10:$ / *:.
SHUFFLE: Ff / fF / -- / -- / --
FTILE: 'pt = floor_grass_dark
KMONS: p = plant
SUBST: !'- = .
MAP
xxxxccccccccccccccccccccccccccccxxxxx
''''m.......+..............+...m'''''
''''m.......+..............+...m'''''
'pptc.......cccc++cccccccc+c...cppt''
'tptc.......c..........c...c...ctpp''
ppptc.......c..........c...c..Fctpt''
'pttc.......c..........c.>.ccccctpp''
'pptc.......c..........c...cptttpt'''
'pttc......fccccmmcccccc+++cppppp'''
'ttccmmcccccttt''ptttt'!1!tppptp'''
''tt''ttt'tptp''pptpp'!!!'ptp'''''
ptpt'''ptp'p'p''ptptp'!!!'p'p''''
''p''''p'p''''''p'p'''!!!'''''''
''''''''''''''''''''!!!'''
'''' ' '' '!!!'
@@@
ENDMAP
NAME: cheibrodos_hippocracy
TAGS: no_item_gen no_monster_gen no_pool_fixup
DEPTH: D:12-
ORIENT: north
MONS: glowing orange brain, small abomination, glass eye, demonic crawler
ITEM: randbook
KFEAT: T = fountain_eyes
NSUBST: ' = 2:4 / *:.
NSUBST: " = 4:0 / 1:9 / *:., ? = 1:9 / *:0
SUBST: G = Gbx
TILE: b = bedevilled_crystal_abyss
: vault_metal_statue_setup(_G, "G", "dimensional conduit")
: set_feature_name("crystal_wall", "bedevilled crystal wall")
MAP
xxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxx
xxxwwwwwxxxxxxxxx......xxxx
xxxxwxxxxx...Gxxx...xxxx..xxx
xxxwwxx.........x..xxx..xx..xx
xxxwxxx............xx.....xx.xx
xxwxx*...?.?......xx..xx..2x.xx
xxwx%d....1.......x..xxW22Wx.xx
xxwx**...?.?.....xx..xxWWWxx.xx
xxwxx%..........xx....xxwxx..xx
xxxwxxxx......xxxw.xx..xxx..xxx
xxxwwwxxxxxxxxwwww'xx.....xxx
xxxxxwwwwwwwwxx.w'xxxxxxxxx
xxxxxxxx4>xxxx.w'xxxxxxxx
xx"m"xxx*%xxxxw'wxx
xx"m""".xmxxxxx'wxxx
xx3m"""T.xxxx''w'xx
xx"m"""..xxx'ww'xx
xx"m"xx.xxx'w'xx
xxxxxx.xx'ww'xx
xx.xxx'w'xx
xx.xx'ww'xx
xx.xx'ww'xx
xx.x.xw'xx
xx.xxx'xxx
xxxxxw.xx
xxw.xx
xx.xxx
xx@xxx
ENDMAP
NAME: kennysheep_kobold_grotto
TAGS: no_monster_gen no_pool_fixup
DEPTH: D:12-, !D:$
ORIENT: northwest
MONS: kobold blastminer, kobold brigand, patrolling kobold demonologist
MONS: kobold / kobold geomancer w:1, plant
MONS: crimson imp ; sling / white imp / iron imp ; sling, obsidian statue
KMONS: g = bush
KFEAT: M = cache_of_meat
SHUFFLE: !'
NSUBST: ! = 3:C / 4:- / 2:6 / *:., ' = 2:C / 3 = M.. / *:.
NSUBST: . = 10:4 / 4:6
SUBST: .z = .:220 5:25
: dgn.delayed_decay(_G, 'C', 'spriggan corpse / spriggan skeleton')
KPROP: -C = bloody
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxx
xxxx!!xxxx'''xxxx'''xxxxxx
xxxx!!!xxx''''xx'''''xxxxx
xxxxxgxxxxggxxxxxggxxxx!!x
xxxxx................xx!!x
xxxx...w..............g!xx
x'x...www.............xxx
x'g....w.........w...xx
x'g..........x2.wWw.2xx
xxx....w....xx.wW7Ww..x
xx....wGw...xx..wWw..xx
xxx.W2.w.2Wxxx...w...xx
xxxxww.2.wwxx.2.....2xx
xxxx3***3xxx.......xxx
xxxx**|**1xxxx.....xxx
xxxxxxxxxxxxx.....xxx
xxxxxxxxxxxx....xx
xxx@.xx
ENDMAP
###############################################################################
# Vaults inspired by old hive ends. Mixes standard bee grids with floor spawns.
# Based off of hive_mumbra_combs, for the old proposed portal.
NAME: regret_index_combs_of_tragedy
DEPTH: D:11-, Lair:2-, !Lair:$
ORIENT: south
WEIGHT: 8
MONS: killer bee, meliai, queen bee
NSUBST: . = 3=001. / .
NSUBST: 1 = 8 = 1. / *:1
NSUBST: X = 4=d / 4=% / aa.
# Guaranteed randomized access between combs.
SHUFFLE: bc / de
SUBST: ce = a
NSUBST: b = . / *:aa., d = . / *:aa., f = . / *:aa.
NSUBST: g = . / *:aa., h = . / *:aa., i = . / *:aa.
NSUBST: j = . / *:aa., k = . / *:aa., l = . / *:aa.
NSUBST: m = . / *:aa., n = . / *:aa., o = . / *:aa.
NSUBST: p = . / *:aa., q = . / *:aa.
: if you.in_branch("Lair") and you.depth() < 4
: or you.in_branch("D") and you.depth() < 12 then
SUBST: 9 = 990, 8 = 9
: else
NSUBST: " = 3:2 / *:1
: if you.in_branch("Lair") then
SUBST: 9 = 998, 0 = 009
: end
: end
: grandhive_vaults(_G, 'a', true)
MAP
xxaaaaa@...@aaaaaxx
xxaa.............aaxx
xxaa.....aaaaa.....aaxx
xxxaa......"aaa"......aaxxx
xxaaaaa.....aaaaa.....aaaaaxx
xxaa...bb...cc...dd...ee...aaxx
xxaa.....aaaaa.....aaaaa.....aaxx
xxxaa1..X..1aaa1..X..1aaa1..X..1aaxxx
xxaaaaa.....aaaaa.....aaaaa.....aaaaaxx
xxaa...ff.0.ff...gg.0.gg...hh.0.hh...aaxx
xxaa.....aaaaa.....aaaaa.....aaaaa.....aaxx
xaa...X..1aaa1..X..1aaa1..X..1aaa1..X...aax
xaa1.....aaaaa.....aaaaa.....aaaaa.....1aax
xxaaa.0.ii.9.jj.0.jj.9.kk.0.kk.9.ll.0.aaaxx
xxxaaaaa.....aaaaa.....aaaaa.....aaaaaxxx
xxaaa1..X..1aaa1..X..1aaa1..X..1aaaxx
xxxaa.....aaaaa.....aaaaa.....aaxxx
xxaa.0.mm.".nn.".nn.".oo.0.aaxx
xxaaaaa.....aaaaa.....aaaaaxx
xxxaa1..X..1aaa1..X..1aaxxx
xxaa.....aaaaa.....aaxx
xxaa.1.ppd|dqq.1.aaxx
xxaaaaa.""".aaaaaxx
xxxaa1191911aaxxx
xxaa18381aaxx
xxaa***aaxx
xxaaaaaxx
xxxxxxx
xxxxx
xxx
ENDMAP
# The rest of the hive layouts were very generic messy grids with simple
# structural tweaks as encompass vaults, which makes them much less
# interesting to split off. The following vaults are merely interpretations
# of the other old four ends.
# Very loosely based off of linley's beehive.
NAME: regret_index_wax_grids
TAGS: no_pool_fixup
DEPTH: D:11-, Lair:2-, !Lair:$
ORIENT: northwest
WEIGHT: 6
MONS: killer bee, meliai, queen bee
NSUBST: ' = 18:1 / 4 = 01... / *:.
NSUBST: " = 10:0 / 4 = 001.. / *:.
NSUBST: y = 5:x / 1:. / * = x., z = 5:x / 1:. / *:x.
NSUBST: Y = 3:x / 1:. / * = x., Z = 3:x / 1:. / *:x.
SUBST: D : aaP.., E : aaP.., F : aaP.., G : aaP..
SUBST: H : aaP.., I : aP., X = xxP.
: if you.in_branch("Lair") and you.depth() < 4
: or you.in_branch("D") and you.depth() < 12 then
SUBST: 9 = 990, 8 = 9, ~ = .
: else
NSUBST: ~ = 3:2 / *:1
: if you.in_branch("Lair") then
SUBST: 9 = 998, 0 = 009
: end
: end
: grandhive_vaults(_G, 'a', true)
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxaaaaaaaaaaaaaaaaaaaaxXXXXXXXx
xxawwwwwwwww........'ax........
xxaw|*www..'"~a~...P.9x........
xxaw*311~1wwaaaa.a.P.'x...yyy..
xxaww189dwwaa%..a..E.xx..yyy.....
xxaww198wwaa'.D.a..."x..yyy......
xxaww~dwwaad.a.a'a..xx......."x...
xxaw.1wwaa"'.a.a'aE.x..P....xxx...
xxaw.wwaa"'"a.a.a.a.xx"...xxx.....
xxaw'waad'"a'.a.a.aFaxx.xxx...Y...
xxa."aa'..a'aaDa.a."aaxxx....YY.V.
xxa.~a%.aa..aa.a.a.F"F....a...Y...
xxa.aa.D..aaD...a....aa....a....Y.
xxa.~a..aa..aa.'a'.aa..aa..a.I.YY.
xxa...aa''aa..aa9aa..aaG'aa.....Y.
xxa..a..aa..aa.'a'.aa..aa..a......
xxa......Eaa....a...Iaa...G.HH.x..
xxa.PPE....F"F.a.a.aa..aa....aax..
xxa'..."xxxaa".a.aIaa"a...aa.axx..
xxaa9'xxx.xxaFa.a.a."a'a.aa."ax...
xxxxxxx..."xx.a.a.a.a'aa....aax...
xxX......P..x..aGa.a.aa'aa.aaxx..
xxX....z...xx..a'a.a...aa'%axx...
xxX...zz...x....a....a.a'"aax..
xxX..zzz..xx.a..a.G.aa..%aaxx..
xxX..zz...x...aa.a..a..aaaxx...
xxX..z...xx.......H.."aaxxx..
xxX....."x..Z..I..Haaaaxx...
xxx.....xx.ZZZ.....axxxx....
.........Z..xxx....
......V.ZZZ........
...............
ENDMAP
# Loosely based off of R1's beehive2.
NAME: regret_index_bee_streams
DEPTH: D:11-, Lair:2-, !Lair:$
ORIENT: south
WEIGHT: 6
MONS: killer bee, meliai, queen bee
NSUBST: ` = 10:1 / 2 = 01... / *:.
NSUBST: ' = 10:1 / 2 = 01... / *:.
NSUBST: " = 12:0 / 4 = 001.. / *:.
SUBST: A : xx., B : xx., C : xx., D : xx.
SUBST: E : x.., F : xx., G : xx., H : xx.
SUBST: I : aa., J : aa., K : aa., L : aa.
SUBST: y = xx., z = xx!
CLEAR: !
: if you.in_branch("Lair") and you.depth() < 4
: or you.in_branch("D") and you.depth() < 12 then
SUBST: 9 = 990, 8 = 9, ~ = .
: else
NSUBST: ~ = 3:2 / *:1
: if you.in_branch("Lair") then
SUBST: 9 = 998, 0 = 009
: end
: end
: grandhive_vaults(_G, 'a', true)
MAP
..P......P...P......P..
....xx.B.......x.xx....
...x..x.A.....A.x..x...
..x.aa"x.B...x.x"aa.x..
...P......x.aaa`x.....x`aaa.x......P...
...........x"aaa.x...x.aaa"x...........
....B.xx.....x`aaa.x...x.aaa`x.....xx.B....
...A.x..x...x.aaa.x.....x.aaa.x...x..x.A...
..B.x.aa"x..x.aaa`x.....x`aaa.x..x"aa.x.B..
...x.aaa`x...x"aaa`x...x`aaa"x...x`aaa.x...
..x.aaa.x...C.x`aa.x...x.aa`x.C...x.aaa.x..
..x.aaa.x....D.x%.x.....x.%x.D....x.aaa.x..
...x"aaa"x..E.C.xx.......xx.C.E..x"aaa"x...
..F.x`aa`x.........aa.aa.........x`aa`x.F..
x..G.x.%x........aaa...aaa........x%.x.G..x
zxx..F.xx.E.....aaa...a...aaa.....E.xx.F..xxz
zxy............aaa'a.a.a.a'aaa............yxz
zxy...........aaa'a...I...a'aaa...........yxz
zxyy........aaa".....ada....."aaa........yyxz
zxyy.......aaaa..aJ".'I'."Ja..aaaa.......yyxz
zxy.......aaa'~..Jaa.a*a.aaJ..~'aaa.......yxz
zxyy...H.aa"..K..aaa."a".aaa..K.."aa.H...yyxz
zxyy.....aa.a..K.daa.a*a.aad.K..a.aa.....yyxz
zxy...aa.a....a%a.da.'a'.ad.a%a....a.aa...yxz
zxyy..aa.....a.a%a...a|a...a%a.a.....aa..yyxz
zxyy.aaa.LaL....a.a..1a1..a.a....LaL.aaa.yyxz
zxy..aa.....aaa."..a~a1a~a..".aaa.....aa..yxz
zxy.aaa...a....aaa.~a1a1a~.aaa....a...aaa.yxz
zxy.aa''a"...a..9.da18381ad.9..aa.."a''aa.yxz
xxxyxaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaxyxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
# Very loosely based off of minmay's beehive_corners.
NAME: regret_index_harrowing_hell_hive
TAGS: no_pool_fixup
DEPTH: D:11-, Lair:2-, !Lair:$
ORIENT: southwest
WEIGHT: 4
MONS: killer bee, meliai, queen bee, oklob plant
NSUBST: ' = 18=1 / 4=01''' / .
NSUBST: " = 12=0 / 4=001'' / .
SHUFFLE: ABCD
SUBST: A = a, B : aa., C : a.., D = .
SUBST: y = xxx., Y = xxw, z = xx!
CLEAR: !
: if you.in_branch("Lair") and you.depth() < 4
: or you.in_branch("D") and you.depth() < 12 then
SUBST: 9 = 990, 8 = 9, ~ = .
: else
NSUBST: ~ = 3=2 / 1
: if you.in_branch("Lair") then
SUBST: 9 = 998, 0 = 009
: end
: end
: grandhive_vaults(_G, 'a', true)
MAP
xxxzzzzzzzzzzzzz
xxxxxxxxxxxxxxxx
xxxyyyyyyyyyyyyx
xxyadaa$%a".a..x
xxyda1'.a.......
xxya1a"...a.A..@
xxya'"a.a.'a....
xxy$...a..a.....
xxy%a.a.a'a.B...
xxya....'a..C...
xxy".a'aa.a.....
xxy...a....aD...
xxya.A..BC.Da...x
xxy.............x
xxy.............xzzzzzzz
xxy.W.w.P"w"P.w.xxxxxxxzz
xxx.xwwwwwwwwwwwWYYYYYxxzz
xxxaxwwwwwwwwwWWwwwwwYYxxz
xxxWxwwwwwwwwwWxxwwwwwYYxz
xxxWxwwwwwwwwWwxxwwwwwwYxz
xxxWxwwwwxxwWwwwww4*wwwYxz
xxxWxwwwwxxWwwwwwW*4wwwYxz
xxxWxwwwwwWWwwwwWwWwwwwYxz
xxxWxwwwwWwwwwwWwWwwxxwWxxxx
xxxW'P.w.w.w.P~wWwwwxxWw..........@..xxz
xxx'.........".~wwwwwWWww............yxz
xxxa.......ACB"PwwwwWwww.............yxz
xxx'.a....D".C..wwwWwwwwP..aD.AB..C.ayxz
xxaa.......B"A.wwWWwwwww"..Da....a...yxz
xxy9a..~....D...wWxxwwwww....a.aa'a."yxz
xxaa".a.*......wWwxxwwww"..A..a'....ayxz
xxydaa..a*......wwwwwwwwP..B.a'a.a.a%yxz
xxa~1..a..~....wwwwwwwww.....a..a...$yxz
xxy%a1a..a......wwwwwwwww...a'.a.a"'ayxz
xxa8131.a...a..Pwwwwwwww...C.a..."a1ayxz
xxy*a1a1a"a....'xxxxxxxxW......a.'1adyxz
xxxa*8%~da9a'a'WWWWWWWa....a."a%$aadayxz
xxxxyayayayayaxxxxxxxxxxyyyyyyyyyyyyyxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
# ...not even recognizable as beehive_tunnels anymore. Oh well.
NAME: regret_index_tunnel_blossom
TAGS: no_pool_fixup
DEPTH: D:11-, Lair:2-, !Lair:$
ORIENT: float
WEIGHT: 6
MONS: killer bee, meliai, queen bee
NSUBST: ' = 18:1 / 4 = 01... / *:.
NSUBST: " = 12:0 / 4 = 001.. / *:.
SHUFFLE: BCDEFGH
NSUBST: A = 1:. / * = a
SUBST: B = ., C : a., DEFGH = a, X = xxPw
: if you.in_branch("Lair") and you.depth() < 3
: or you.in_branch("D") and you.depth() < 13 then
SUBST: 9 = 990, 8 = 9, ~ = .
: else
NSUBST: ~ = 3:2 / *:1
: if you.in_branch("Lair") then
SUBST: 9 = 998, 0 = 009
: end
: end
: grandhive_vaults(_G, 'a', true)
: decorative_floor(_G, 'f', "flower patch")
MAP
.@.xx.@.......@.xx.@.
...xx.X...f...X.xx...
...X.xx...xx.xx...xx.X...
.X...xxxxx..x..xxxxx...X.
.....xxxx...........xxxx.....
.X.f.xxxxxx'.X.X.'xxxxxx.f.X.
......x....xxx.."..xxx....x......
@.X.xx..X..'xHBBCCDDx'..X..xx.X.@
....xx...".GH...'...EE."...xx....
xxxxxx....FG.a.aaa.a.FF....xxxxxx
xxxxxxxx'EF.a%''""'%a.GG'xxxxxxxx
.X..x.xxxE.a%aaaAaaa%a.Hxxx.x..X.
...x..'xD..'aa9"~**aad..Bx'..x...
..x..X..C.a"a8a11da~a'a.B..X..x..
@fx...."C'a"A~'131'~A"a'C"....xf@
..x..X..B.a'a~ad11a8a"a.C..X..x..
...x..'xB..daa**~"9aa'..Dx'..x...
.X..x.xxxH.a%aaaAaaa%a.Exxx.x..X.
xxxxxxxx'GG.a%'""''%a.FE'xxxxxxxx
xxxxxx....FF.a.aaa.a.GF....xxxxxx
....xx...".EE...'...HG."...xx....
@.X.xx..X..'xDDCCBBHx'..X..xx.X.@
......x....xxx.."..xxx....x......
.X.f.xxxxxx'.X.X.'xxxxxx.f.X.
.....xxxx...........xxxx.....
.X...xxxxx..x..xxxxx...X.
...X.xx...xx.xx...xx.X...
...xx.X...f...X.xx...
.@.xx.@.......@.xx.@.
ENDMAP
###############################################################################
NAME: regret_index_dithmenos_brocken_genspenst
TAGS: no_monster_gen no_item_gen no_rotate patrolling
DEPTH: Depths, !Depths:$
ORIENT: south
MONS: shadow wraith / nothing, vampire mage / nothing, rakshasa, shadow wraith
MONS: vampire knight, shadow demon, shadow dragon
KMONS: 9 = glowing shapeshifter / spriggan defender / deep elf annihilator
KMONS: 8 = bone dragon / reaper / oblivion hound
KMONS: _ = tzitzimitl
ITEM: robe_of_night, ring_of_shadows
ITEM: cloak_of_the_thief, hood_of_the_assassin
ITEM: shadow dragon scales randart
ITEM: phantom mirror, potion of invisibility pre_id q:2
KFEAT: F = floor
KFEAT: _ = altar_dithmenos
SHUFFLE: 56, defgh, ij|
: if you.in_branch("Tar") then
SUBST: 02 = 00014, 9j = 8, d = }, e = ), f = ], ghj*| = .
: else
SUBST: 0 = 11112234
: end
MARKER: F = lua:fog_machine { cloud_type = "black smoke", pow_min = 75, \
pow_max = 100, delay_min = 50, delay_max = 75, \
size = 1, walk_dist = 0, spread_rate = 5 }
COLOUR: m = lightmagenta
TILE: c = dngn_stone_dark
TILE: m = dngn_transparent_wall_darkgray
FTILE: F = floor_pebble_darkgray
MAP
cc..c.c..cc
cc.......cc
cc..c...c..cc
ccc..c...c..ccc
ccc..c.3.c..ccc
cc1.m..c..m.1cc
ccc1.F.2c2.F.1ccc
ccc..m.4c4.m..ccc
cc..c..ccc..c..cc
ccc..c..ccc..c..ccc
ccc..c..ccc..c..ccc
cc..m..cc5cc..m..cc
ccc..F..++5++..F..ccc
ccc..m.6++.++6.m..ccc
cc..c..ccc.ccc..c..cc
cc..c..ccc.ccc..c..cc
ccc..c..cc...cc..c..ccc
cc..m..ccc...ccc..m..cc
cc..F..ccc...ccc..F..cc
ccc..m.0cc0...0cc0.m..ccc
cc5....ccc0.d.0ccc....6cc
cc..c..++..*e*..++..c..cc
cc9...7++.jk_kj.++7...9cc
ccccccccccccmFmcccccccccccc
ccccccccccccccccccccccccccc
xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
NAME: argonaut_augean_stables
TAGS: no_pool_fixup
DEPTH: D:8-
ORIENT: south
KMONS: 12 = yak
KMONS: 34 = death yak
KITEM: 24 = *, $
KFEAT: _ = open_door
: if you.depth() < 12 then
NSUBST: Y = 1:42 / 1:2 / * = 1:50 .
SUBST: - = .:30 +, ~ = W:40 w
: else
NSUBST: Y = 2:4 / * = 1:50 3 .
SUBST: - = _:30 ., ~ = W:20 w
: end
SUBST: ' : '., " : '.
CLEAR: '
MAP
...........
.....w.....
@....~www.....@
....~wwww~.....
'....wwww~....'
'....wwww.....'
.......www.......
........w........
".......w......."
".......~......."
....cccc+++cccc....
....cYY-.~.-Y.c....
....cccc.~.cccc....
....c.Y-.~.-YYc....
....cccc.W.cccc....
'...cYY-.W.-Y.c...'
....cccc.~.cccc....
....c.Y-.~.-YYc....
....cccc.~.cccc....
....cYY-.w.-Y.c....
....cccccwccccc....
"....cccwccc...."
"......ww~......"
.......ww........
......ww.........
'.....~w......'
'.....~ww.....'
......ww.......
.....ww........
xxxxxxwwwxxxxxxxxxx
xxxxxxxwwwxxxxxxxxx
xxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxx
ENDMAP
NAME: doesnt_quadruple_sword
TAGS: no_monster_gen no_item_gen
DEPTH: D:13-
ORIENT: north
MONS: dancing weapon ; long sword
ITEM: double sword, triple sword
KPROP: .* = bloody
NSUBST: . = 4:1 / 2=1.. / 1:d / 1:e / 1:f / 4=ff.
SUBST: c : cbxv
: dgn.delayed_decay(_G, 'f', 'occultist corpse')
MAP
cccccccccc
c.**..**.c
c........c
c........c
c........c
cccc==cccc
ENDMAP
NAME: cheibrodos_cascadia
# this vault would be better as transparent, but the internal masking is very
# complicated...
TAGS: no_item_gen no_monster_gen no_pool_fixup
DEPTH: Depths
ORIENT: northwest
MONS: occultist, freezing wraith, ice dragon
MONS: frost giant, blizzard demon, lich
KMONS: I = ice statue
KMONS: " = ancient lich / dread lich
KMONS: B = blizzard demon
KMONS: C = lich
KITEM: "BC = %
NSUBST: q = 2=1 / 2=1.. / 2=2, p = 2=34 / * = 34...
NSUBST: _ = 3=1 / 2=1. / 3=2 / 2. / 1=6, - = 6=34, q = 2=BBBC / *:`
NSUBST: ` = 4=| / 2=|* / 4=* / 2=*% / 4=% / 10=%.
NSUBST: T = 2:GGT / *:T
KPROP: 34T = no_tele_into
KMASK: ' = !opaque
: vault_metal_statue_setup(_G, "G", "icy conduit")
MAP
ccccccccccccccccccccccc
cccccccccccccccwwww-ccc
ccq`q````WWWWWWwwwwwTcc
cc`"`````ccccnnWwwwww-c
ccq`q``cncwwwwnnWwwwwwc
cc`````cTwwwwWWnWWwwwwc
cc````ccwww__WW+WWwwwwc
cc``ccc5ww___WW+WWwwwwc
cc``nTwww____ccnWwwww-c
ccWccwww____ccwnnWwwTcc
ccWcwww_____wwwwnnWIccc
ccWcww_______wwwwcccccc
ccWcww___cw___Wwwwcccww
ccWnwWWWccww_WWWwnnpTww
ccWnnWWWcwwwWWWccnwwww'
cwwWnn++nnwwwWc+'''''''
cwwwWWWWWnnwwwc'''''cc'
cwwwwWWWwWncwnn'''''cc'
cwwwwwwwwwWccnw'''''''@
c-wwwwwwwwIccpw''''''''
ccTwwwwwwTcccTw'cc'''''
ccc-wwww-cccwww'cc'''''
ccccccccccccww'''@'''@
ENDMAP
NAME: cheibrodos_body_horror
TAGS: no_item_gen no_monster_gen
DEPTH: D:12-
ORIENT: north
MONS: small abomination, demonic crawler, ugly thing, chaos spawn, neqoxec
MONS: large abomination / very ugly thing
KMONS: _ = tentacled monstrosity
KITEM: _ = |
NSUBST: - = _ / 2 = %%* / 3 = 2334 / 2 = 2334.... / 1:5. / 2:6 / 1:6. / *:1
MAP
xxxxxxxxxxxxxxxxxxxxxxx
xxxxxxx-xxxxxxxxxxxxxxx
xxxxxx.xxx-xxxxxxxxxxxx
xx-xxx.xxxx.xxx-xxx.xxx
xxx..x.xxx..xxxx...x-xx
xxxxx..xxx.xxx-xx.xxxxx
xxxxx.x....x..xxx.xxxxx
xxxx-xxxxx..xxxxx.xxxxx
xxxxxx-.x....xxx....xxx
x-.xxxxx...*.....xxx.xx
xxx..xxxx.....xxxxxx.xx
xxxx..........xxxxx.xxx
xxxx.xxx.......xxxx-xxx
xxxx.x-xx.x=x...xxxxxxx
xxxxx.xx..x.xx..xxxx-xx
x-xxxxxx.xx..xx..xxx.xx
x.xxxxxx.x....xx....xxx
xx.x...x.x.....x.xx.xxx
xxx.xxx.xx.....x.xxx.xx
xxxx-xx..xx....xx-xxx-x
xxxxxxxxx-x.....xxxxxxx
xxxxxxxxxxx.@@@..xxxxxx
ENDMAP
NAME: dreamdust_isle_of_ice
TAGS: no_monster_gen patrolling no_descent
DEPTH: D:11-, Lair, Depths
ORIENT: south
# A thematic loot item similar to one of the thematic items one might find in
# an Ice Cave. Any thematic type info is pre-identified, since this item always
# places and always at the same location.
{{
local coldres = " ego:cold_resistance pre_id"
local ego = " ego:freezing pre_id"
item("any weapon good_item w:100" .. ego .. " / cloak" .. coldres ..
" / scarf ego:resistance pre_id / buckler" .. coldres ..
" / kite shield" .. coldres .. " / tower shield" .. coldres ..
" / ice dragon scales / chain mail good_item" .. coldres ..
" / plate armour" .. coldres .. " / crystal plate armour" .. coldres ..
" / book of ice / book of the tundra" ..
" / randbook disc:ice / manual of ice magic / staff of cold pre_id" ..
" / ring of protection from cold pre_id" ..
" / wand of iceblast pre_id / phial of floods / condenser vane")
}}
: if you.in_branch("D") and you.depth() < 14 or you.in_branch("Lair") then
MONS: two-headed ogre simulacrum / troll simulacrum / naga simulacrum \
/ spriggan simulacrum / white imp / wolf w:25 / yak w:25
MONS: wolf simulacrum / elephant simulacrum / polar bear simulacrum \
/ cane toad simulacrum / death yak simulacrum / polar bear w:50
MONS: ice statue
MONS: rime drake / ice devil
MONS: death yak w:40 / freezing wraith / dire elephant simulacrum \
/ harpy simulacrum / anaconda simulacrum / entropy weaver simulacrum
MONS: bog body / ice dragon w:5 / nothing w:5
NSUBST: 3 = 3G / G
# D:14-
: elseif you.in_branch("D") then
MONS: polar bear w:25 / rime drake w:25 / deep troll simulacrum / \
minotaur simulacrum / entropy weaver simulacrum / \
lindwurm simulacrum / ice devil
MONS: white ugly thing w:60 / dire elephant simulacrum / \
alligator simulacrum / harpy simulacrum / anaconda simulacrum / \
spriggan defender simulacrum / freezing wraith
MONS: ice statue
MONS: freezing wraith / death yak
MONS: ettin simulacrum / hydra simulacrum / golden dragon simulacrum / \
caustic shrike simulacrum
: mons("bog body / ice dragon / white very ugly thing / frost giant / " ..
: "blizzard demon / reaper ; " .. scythe("freezing"))
SUBST: 3 = 3G
# Depths
: else
MONS: ice dragon / white very ugly thing / freezing wraith / simulacrum
MONS: ettin simulacrum / spriggan defender simulacrum \
/ golden dragon simulacrum / caustic shrike simulacrum
MONS: orange crystal statue
: mons("frost giant / blizzard demon / reaper ; " .. scythe("freezing"))
MONS: titan / wendigo / nargun
MONS: ice fiend / walking frostbound tome
: end
# Monster, loot, and terrain handling common to all depths.
NSUBST: . = 3=1 / 6=1. / 2=2 / 4=2. / 2=4 / 2=4. / 5 / 2=5. / .
SUBST: * = *|, % = %%*, - = .....wwwW, ~ = wwwwwW
COLOUR: .123456$%*|d = blue
COLOUR: AGx = white
FTILE: .123456$%*|AGxd = floor_ice
RTILE: x = wall_ice_block
: set_feature_name("shallow_water", "Some ice crusted shallow water")
: set_feature_name("deep_water", "Some ice crusted deep water")
: set_feature_name("rock_wall", "ice covered rock wall")
MAP
@@@@@
WWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWW
WWWWWW~~~~~~~~~~~~~~~WWWWW
WWWWWW~~~~----.....----~~~~WWWWWW
WWWW~~~~~---......6......---~~~~~WWWW
WWW~~~----.........A.........----~~~WWW
WW~~~----.......3$%*d*%$3.......----~~~WW
~~~xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx~~~
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
NAME: dreamdust_labyrinth
TAGS: no_monster_gen no_trap_gen uniq_faux_labyrinth
ORIENT: northeast
DEPTH: D:11-, Lair
WEIGHT: 5
KITEM: < = %, %, %, %, %, *, *, *
KMONS: < = patrolling minotaur
KFEAT: a = x
KFEAT: < = escape_hatch_up
# Make a path through the walls
NSUBST: a = 1:= / a
NSUBST: p = . / c
NSUBST: q = . / v
NSUBST: r = . / b
# Place a few dead-ends
NSUBST: ' = c / .
NSUBST: " = v / .
# Everything else
NSUBST: ? = < / G
TILE: c = wall_lab_stone
TILE: v = wall_lab_metal
FTILE: -.`"apqvcbT<G = floor_gauntlet
MAP
xxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxx
a..'.'.'.'.'.'.'.xx
a'ccpcpcpcpcpcpc.xx
a.p..".".".".".c'xx
a'c"vvqvqvqvqv.p.xx
a.p.q........v"c'xx
a'c"v.TbrrbT.q.p.xx
a.p.q.bb..bb.v"c'xx
a'c"v.r.??.r.q.p.xx
a.p.q.r.??.r.v"c'xx
a'c"v.bb..bb.q.p.xx
a.p.q.TbrrbT.v"c'xx
a'c"v........q.p.xx
a.p.vqvqvqvqvv"c'xx
a'c."."."."."..p.xx
a.cpcpcpcpcpcpcc'xx
a.'.'.'.'.'.'.'..xx
aaaaaaaaaaaaaaaaaxx
ENDMAP
NAME: dreamdust_cave_troll
TAGS: no_monster_gen
ORIENT: northwest
DEPTH: D:10-, Lair
NSUBST: - = 1 / 1=^ / 2=? / .
SUBST: ^ = ^.
KFEAT: ^ = net trap
MONS: patrolling deep troll
: dgn.delayed_decay(_G, "?", "yak corpse")
: single_cloud(_G, "!", "flame", false)
MAP
xxxxxxx
x--xxxx
x-!-xxx
xx-.xxx
xxxx.^x
xxxxx.x
xxx^^xx
xxx@xxx
ENDMAP
NAME: dreamdust_under_siege
TAGS: transparent no_monster_gen no_pool_fixup patrolling
ORIENT: south
DEPTH: D:12-, Orc:1, Depths, !Depths:1
WEIGHT: 5
TILE: c = wall_stone_smooth
FTILE: +'"{([>-O = floor_cobble_blood
# Monster Placement
NSUBST: ' = 6=1' / 6=1'' / '
NSUBST: . = 1=2 / 3=2. / 10=3. / 10=3.. / .
# Theme variations
: if you.in_branch("D") then
TILE: G : dngn_statue_angel
KFEAT: O = altar_zin / altar_elyvilon / altar_the_shining_one
MONS: apis
MONS: necromancer band / death knight band
KMONS: H = merfolk ; trident ego:holy_wrath . buckler . robe
NSUBST: 1 = 1:1 / *:H
SUBST: 3 = .
FTILE: -O : floor_limestone / floor_w_marble
COLOUR: - : white
: elseif you.in_branch("Orc") then
SUBST: ( = {, [ = >, G = I
KFEAT: > = escape_hatch_down
KFEAT: O = altar_beogh
KPROP: -O = bloody
MONS: orc warrior band / nothing
MONS: necromancer band
SUBST: 3 = .
: else
# Depths
: if crawl.coinflip() then
# Holy defenders
TILE: G = dngn_statue_depths_zot_angel
KFEAT: O = altar_zin / altar_elyvilon / altar_the_shining_one
FTILE: -O : floor_limestone / floor_w_marble
COLOUR: - : white
MONS: angel / cherub
MONS: lich / ancient lich w:3
MONS: zombie / simulacrum
: else
# Unholy defenders
TILE: G : dngn_statue_depths_zot_devil / dngn_statue_depths_zot_lich
KFEAT: O = altar_yredelemnul / altar_kikubaaqudgha
KPROP: -O = bloody
MONS: ancient champion / vampire knight / lich
MONS: daeva / angel
MONS: daeva w:5 / cherub / nothing w:20
: end
: end
MAP
...........................
.............................
...wwwww.............wwwww...
..wwcncww..wG...Gw..wwcncww..
..wcc"ccwwwwc+++cwwwwcc"ccw..
..wn"("cccncc'''ccnccc"["nw..
..wcc""c'''''''''''''c""ccw..
..wwccc+'''''''''''''+cccww..
...wwc'''''''''''''''''cww...
...wwc'''''''---'''''''cww...
...wwcccccccccOcccccccccww...
xxxxxxxxxxxxxcccxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
##############################################################################
# majored in destruction, minored in blood, got top marks.
NAME: regret_index_makhleb_lecture_halls
TAGS: no_monster_gen no_item_gen no_trap_gen patrolling
DEPTH: D:12-, Depths
ORIENT: west
# Greater servant lecturers of elemental mastery / murder (thus corresponding
# tame beasts), one on general murder. They observe in D and fight in Depths.
# Lesser servants patrol hallways and assist greater servants.
KMONS: d = smoke demon
KMONS: e = hellwing
KMONS: f = orange demon
KMONS: h = hell knight
KMONS: D = balrug
KMONS: E = blizzard demon
KMONS: F = green death
KMONS: H = executioner
SHUFFLE: d12D / e34E / f56F / h78H / ^^^`
: if you.in_branch("D") then
KMONS: 1 = deep elf pyromancer / occultist w:4
KMONS: 2 = efreet
KMONS: 3 = deep elf zephyrmancer / tengu conjurer
KMONS: 4 = raiju / freezing wraith w:4
KMONS: 5 = naga mage
KMONS: 6 = redback / wolf spider w:4
KMONS: 7 = kobold demonologist
KMONS: 8 = ynoxinul
KITEM: * = demon blade / demon whip / demon trident, \
demon blade / demon whip / demon trident
KFEAT: ^ : alarm trap / dispersal trap / lava w:30
NSUBST: ' = 4 = def / 1:9 / 1:7 / 2 = defh7. / *:.
: else
KMONS: 1 = fire giant / salamander tyrant w:4
KMONS: 2 = hell hog
KMONS: 3 = frost giant / spriggan air mage
KMONS: 4 = spark wasp / azure jelly w:4
KMONS: 5 = nagaraja
KMONS: 6 = emperor scorpion
KMONS: 7 = kobold fleshcrafter / tengu reaver
KMONS: 8 = cacodemon
KITEM: DEFH = $, % / potion of mutation
KITEM: * = demon blade good_item / demon whip good_item / \
demon trident good_item, demon blade good_item / \
demon whip good_item / demon trident good_item
KFEAT: n = closed_clear_door
KFEAT: ^ : alarm trap / zot trap w:4 / lava w:4
NSUBST: ' = 4:h / 1:0 / 1:1357 / 2 = 1357h. / *:., def = 2:h / 2 = h. /*:.
: end
KFEAT: y = c
KFEAT: M = altar_makhleb
KFEAT: - = open_door
# Entrance randomization, pillar randomization, lockers opening / filling.
SHUFFLE: Aa / ~~ / ~~, Bb / Cc, opqrs
SUBST: ab` = ., A! = +, B = @, C : ccv, c : v.., ~ = v
SUBST: j : ll., k : ll., o = ., p : vv^, q : v., r : v., s = v
SUBST: z = zzz", % = %:60 z:20 " m, - = ++-, ^ = .
KPROP: "yz = bloody
KPROP: DEFH` = no_tele_into
COLOUR: v = lightred
TILE: v = dngn_metal_wall_brown
TILE: y = wall_studio
FTILE: @.'"mvVYM+-defhDEFH0123456789%zn' = floor_infernal_blank
: decorative_floor(_G, 'm', "bloodied mop and bucket")
: dgn.delayed_decay(_G, 'z', 'human corpse / spriggan corpse / ' ..
: 'elf corpse / tengu corpse / salamander corpse')
MAP
xx vvvvvvvvvvvvvvvvBBbbbbbbbBBvvvvvvvvvvvvvvvv
xx vvvvvvvvvvvvvvvvvvvBBbbbbbBBvvvvvvvvvvvvvvvvvvv
xxvvvvvvvvlllvs.'.-%vv...bbb...vv%-.'.svlllvvvvvvvv
xxvvvvvnd....vv.s.vvvv.........vvvv.s.vv....envvvvv
xxvvvvDn......v...-%vv.jk...kj.vv%-...v......nEvvvv
xxvvvnnn.yz1y.+...vvvv.........vvvv...+.y3zy.nnnvvv
xxvvvd..22....+...-%vv.jk.o.kj.vv%-...+....44..evvv
xxvvv..y2z....v...vvvv.........vvvv...v....z4y..vvv
xxvvl..z....y.v....vvv.ll.'.ll.vvv....v.y.3..z..lvv
xxvvl..1...1..v.....vv....'....vv.....v......3..lvv
xxvvl..y..y.*vv..q..vv....'....vv..q..vv*.y..y..lvv
xxvvvv......vvv..q...vvVv.'.vVvv...q..vvv......vvvv
xxvvvvv++vvvvvv..".o..vvv+++vvv..o."..vvvvvv++vvvvA
xxvv.............................................AA
xxvvr............'........'........'............aAA
xxvv''j''k...p"''Y'''''p''M''p'''''Y''"p...k''j..AA
xxvvr............'........'........'............aAA
xxvv.............................................AA
xxvvvvv++vvvvvv..".o..vvv+++vvv..o."..vvvvvv++vvvvA
xxvvvv......vvv..q...vvVv.'.vVvv...q..vvv......vvvv
xxvvl..y..y.*vv..q..vv....'....vv..q..vv*.y..y..lvv
xxvvl..5......v.....vv....'....vv.....v......7..lvv
xxvvl..z..5.y.v....vvv.ll.'.ll.vvv....v.y.7..z..lvv
xxvvv..y6z....v...vvvv.........vvvv...v....z8y..vvv
xxvvvf..66....+...-%vv.jk.o.kj.vv%-...+....88..hvvv
xxvvvnnn.yz5y.+...vvvv.........vvvv...+.y7zy.nnnvvv
xxvvvvFn......v...-%vv.jk...kj.vv%-...v......nHvvvv
xxvvvvvnf....vv.s.vvvv.........vvvv.s.vv....hnvvvvv
xxvvvvvvvvlllvs.'.-%vv...ccc...vv%-.'.svlllvvvvvvvv
xx vvvvvvvvvvvvvvvvvvvvCCcccCCvvvvvvvvvvvvvvvvvvv
xx vvvvvvvvvvvvvvvvvCCcccccCCvvvvvvvvvvvvvvvv
ENDMAP
# One could pull out an older or different game's vision
# of an eerie swamp from a lot of other branches' natural spawns.
NAME: regret_index_malice_mire
TAGS: no_monster_gen no_trap_gen no_pool_fixup no_descent
DEPTH: D:7-, !D:$, Lair, !Lair:$, Depths, !Depths:$, Zot, !Zot:$
ORIENT: north
KMONS: F = fungus
KFEAT: C = cache_of_fruit
SHUFFLE: op, qr
SUBST: o = w, p = t, q : tw., r = .
SUBST: ^ = ^TTTTT, T = wtxF, P = ~~ttttFFFF, C : C..
: if you.in_branch("D") then
{{
-- Three tiers scaling alongside depth: D:7-9, D:9-13, D:12-14.
local d = math.max(185 - (you.depth() * 20), 0)
local e = 0
if you.depth() > 8 and you.depth() < 14 then
e = 30
end
local f = math.max(-220 + (you.depth() * 20), 0)
mons("jelly w:" .. d .. " / iguana w:" .. d ..
" / sky beast w:" .. d .. " / bullfrog w:" .. d ..
" / vampire mosquito w:" .. e .. " / howler monkey w:" .. e / 2 ..
" / wyvern w:" .. f .. " / basilisk w:" ..f)
mons("wyvern w:" .. d .. " / ogre w:" .. d / 2 ..
" / killer bee w:" .. d .. " / killer bee zombie w:" .. d / 2 ..
" / two-headed ogre w:" .. e .. " / wyvern zombie w:" .. e / 2 ..
" / kobold brigand w:" .. e / 2 .. " / shadowghast w:" .. f ..
" / hornet w:" .. f)
mons("water moccasin w:" .. d .. " / sleepcap w:" .. d ..
" / crocodile w:" .. d .. " / ugly thing w:" .. e ..
" / gnoll bouda band w:" .. e / 3 ..
" / large slime creature w:" .. f ..
" / glowing orange brain w:" .. f / 2)
mons("two-headed ogre w:" .. d .. " / steam dragon w:".. d ..
" / shapeshifter w:" .. e * 2 .. " / great orb of eyes w:" .. f ..
" / catoblepas w:" .. f / 2 .. " / fire crab w:" .. f)
mons("hornet w:" .. d .. " / acid dragon w:" .. d ..
" / troll w:" .. d .. " / komodo dragon w:" .. e ..
" / deep troll w:" .. e .. " / ogre mage w:" .. e ..
" / glowing shapeshifter w:" .. f .. " / meliai band w:" .. f / 2 ..
" / titanic slime creature w:" .. f)
kfeat("^ = shaft trap w:" .. d * 2 .. " / dispersal trap w:" .. e ..
" / alarm trap w:" .. f / 2)
if you.depth() < 10 then
subst("{([ = %")
nsubst("12 = " .. 10 - you.depth() .. ":.")
nsubst("3 = 1:.")
else
shuffle("{([ / %%% / %%% / %%%")
subst("( = }:40 >")
subst("[ = ):40 >")
end
}}
FTILE: @.fgP`12345F$%*{([})]^wtxTC : floor_pebble_darkbrown / floor_moss
: elseif you.in_branch("Lair") then
MONS: blink frog / wyvern, basilisk, rime drake / cane toad / raven w:1
MONS: catoblepas / komodo dragon, lindwurm / torpor snail
KFEAT: ^ = dispersal trap
SHUFFLE: {([ / {%% / %%% / %%% / %%%
SUBST: ( = ), [ = ]
: elseif you.in_branch("Depths") then
MONS: very ugly thing / kobold fleshcrafter / spriggan rider
MONS: flayed ghost w:5 / spriggan berserker / glowing shapeshifter
MONS: glass eye w:5 / glowing orange brain w:5 / \
spriggan defender / spark wasp
MONS: shadow dragon w:4 / tentacled monstrosity w:6 / golden dragon
MONS: alderking / caustic shrike / wyrmhole w:2
KFEAT: ^ = alarm trap / dispersal trap w:2
SHUFFLE: {([ / })] / %%% / %%% / %%%
SUBST: { = {:50 <, ( = (:50 <, } = }:50 >, ) = ):50 >
NSUBST: 123 = 1:45
FTILE: @.fgP`12345F$%*{([})]^wtxT : floor_pebble_darkbrown / floor_moss
: else -- Zot
MONS: shadow dragon / green draconian w:20
MONS: green draconian stormcaller / green draconian monk / ghost moth
MONS: moth of wrath / tentacled monstrosity w:15 / death cob
MONS: golden dragon, curse toe, protean progenitor
KFEAT: t = demonic_tree
KFEAT: ^ = zot trap
KFEAT: > = fountain_eyes
SHUFFLE: 456
: if you.depth() == 1 then
SUBST: { = }, ( = ), [ = ]
: else
SHUFFLE: {([ / })] / })], })]
: end
SUBST: } = }:70 >, ) = ):70 >
TILE: t = dngn_demonic_tree_1 w:3 / dngn_demonic_tree_16 w:3 / \
dngn_demonic_tree_8 w:12 / dngn_demonic_tree_9 w:12 / \
dngn_demonic_tree_10 / dngn_demonic_tree_11
: end
# Swamp flavour loot: dragon scales, witch / elei wands, consumables, rings.
KITEM: & = swamp dragon scales randart / swamp dragon scales good_item / \
any beam wand w:4 / any blast wand w:6 / \
scroll of poison q:4 pre_id / \
potion of lignification q:4 pre_id / \
ring of poison resistance randart / ring of flight randart
KITEM: ; = spore talisman randart / eel talisman
KFEAT: ~ = w
NSUBST: 1 = 1:. / 3 = 1. / *:1, 2 = 2 = 2. / *:2
NSUBST: 3 = 2 = 3. / *:3, | = 1:&| / *:*, $ = 1:;$$ / *:$
MARKER: ~ = lua:fog_machine { cloud_type = "thin mist", pow_min = 20, \
pow_max = 30, delay = 50, walk_dist = 3, \
size_min = 1, size_max = 1 }
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxtttttxxxxxxxxxxxxxxxxxxxxxxxxxxxxxtttttxxxxx
xxxttt$$wttttttttPPPPtttttttPPPPttttttttw$$ttttxx
xxttt|...ww...tt..1.2.wwtww.2.1..tt...ww...|tttxx
xxtt*....t..w..t.T.............T.t..w..t....*ttxx
xxtt3.....t.w..t...wt.^.{.^.tx...t..w.t.....4ttxx
xxt5C1..^..tw.....wtw.......xtx.....wt..^..1C3txx
xxtt3.....t.w.T..xtw...(.[...xtw..T.w.t.....4ttxx
xxtt*....t..w...xtx...........wtw...w..t....*ttxx
xxtttt$$www.....tx3...wwwww...3wt.....www$$ttttxx
xxxtttttttttttttttttt..T.T..ttttttttttttttttttxxx
xxxxxxxxxxxxxxxxxxxxxt..4..txxxxxxxxxxxxxxxxxxxxx
xxxttttttttttPPPPtttt...t...ttttPPPPttttttttttxxx
xxttt1.tt.2tw.1..wtw...txt...wtw..1.xt2.tt.1tttxx
xxttw......wtw....w....txt....w....xtx......wttxx
xxt1..wp....wtx......T.txt.T......wtx....pw..1txx
xt...oto....xtx.......txt.......wtw....oto...txx
xt....pw..T..x2..T....txt....T..2w..T..wp....tx
xtt1...............3tttxttt3...............1ttx
xtttw......wwwfwwgwwwwwxwwwwwgwwfwww......wtttx
tttw.t.t.tttttttttttwtwttttttttttt.t.t.wttt
t.www.. tttt ttt~ttt tttt ..www.t
..ttt@ tt ttttt tt @ttt..
@ @ @
ENDMAP
# Crumbling, seeping castlework. Smouldering iron ruin.
NAME: regret_index_infernal_bastille
TAGS: no_monster_gen no_item_gen transparent
DEPTH: D:9-, Depths, Zot, !Zot:$
PLACE: Depths:$
WEIGHT: 1 (Depths:$), 10
ORIENT: north
KMONS: s = pile of debris
: if you.in_branch("D") then
SUBST: > = .
NSUBST: 01 = 2:.
: if you.depth() < 12 then
MONS: orc warrior / wight, gnoll sergeant, centaur
MONS: centaur warrior zombie, vampire
KMONS: 6 : gargoyle / centaur warrior
KMONS: 7 : hell knight / efreet
KMONS: L" = fire bat
: else
MONS: deep elf pyromancer / tengu warrior w:15 / meliai zombie w:5
MONS: centaur warrior, skeletal warrior, deep troll, deep elf knight
KMONS: 6 : hell knight / phantasmal warrior / efreet w:5
KMONS: 7 : fire giant / deep troll earth mage / deep elf high priest
KMONS: L = molten gargoyle
: end
TILE: v = dngn_metal_wall_darkgray
: elseif you.in_branch("Depths") then
KMONS: L = fire dragon
: if you.where() ~= dgn.level_name(dgn.br_entrance("Zot")) then
MONS: hell knight / rakshasa w:5 / spriggan defender zombie w:5, fire giant
MONS: vampire knight, deep troll earth mage, tengu reaver
KMONS: 6 : juggernaut w:15 / iron dragon
KMONS: 7 : ancient lich / dread lich / wyrmhole w:2
NSUBST: V> = 1:} / 1 = ) >:6 / 1 = ] >:6
TILE: v = dngn_metal_wall_brown
: else
TAGS: patrolling
MONS: red draconian / base draconian w:5, fire giant
MONS: red draconian monk, tengu reaver, iron dragon
KMONS: 6 : red draconian knight / golden dragon
KMONS: 7 : lich / red draconian scorcher
KITEM: R = midnight gem
KFEAT: > = enter_zot
KFEAT: V = zot_statue
SUBST: %*| = $
NSUBST: 23 = 4 = 11d, $ = 1:R / *:$
FTILE: ."~01234567Rs>V$%d*|-+abcdefABCDEFn = floor_depthstone
TILE: v = dngn_metal_wall_magenta
: end
: else -- Zot
MONS: red draconian / red draconian monk w:5
MONS: red draconian knight, red draconian annihilator
MONS: red draconian scorcher, red draconian shifter
KMONS: 6 : iron dragon / golden dragon
KMONS: 7 = dread lich
KMONS: 8 = orb of fire
: if dgn.zot_orb_type() == "orb of fire" then
SUBST: 7 : 78
: end
KMONS: L = moth of wrath
NSUBST: V> = 1:} / 1 = ):6 >:1 / 1 = ]:6 >:1
SUBST: " = 1
TILE: v = dngn_metal_wall_red
FTILE: ."~01234567Rs>V%$d*|-+abcdefABCDEFTUVn = floor_zot_diamonds
: end
KITEM: & = demon whip / demon blade / demon trident / \
plate armor ego:fire_resistance pre_id / \
plate armour ego:command pre_id w:5 / \
fire dragon scales good_item / fire dragon scales randart / \
sanguine talisman w:2 / dragon-coil talisman w:3
KITEM: d = large rock q:1 / stone q:10
KITEM: e = any weapon
KFEAT: L = l
KFEAT: - = broken_door
KFEAT: _ = altar_ecumenical / altar_ignis
SHUFFLE: ABCDEF
SUBST: A = v, B : v., C : v., DEF" = ., d = xldd, ~ = lllds., _ = __b
NSUBST: 0 = 1:56 / 2:1 / 2:2 / 2:3 / 2:5 / * = 1123.
NSUBST: 1 = 2:. / 2:L / *:1, | = 1:& / *:|
SHUFFLE: 23, 23 / 23 / 23 / 24 / 34
KPROP: lL_ = no_tele_into
KMASK: lL_ = opaque
TILE: b = bedevilled_crystal_dis
: set_feature_name("crystal_wall", "bedevilled crystal wall")
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xvvvvvvxxxxxxxxxxxxxxxxxxxxxxxxxxxvvvvvvx
xxvllllvvvvvvvvvvvvvvvvvvvvvvvvvvvvvllllvxx
xvvvnvvllllllllllllvvvvvllllllllllllvvnvvvx
xxvvv~~vnvvnvvnvvnvvll_llvvnvvnvvnvvnv..vvvxx
xvvv0...~~v*|%$$$$6nnvvvnn6$$$$%|*v.....0vvvx
xxvlv0.d.."vvv%$eeevvvvvvvvveee$%vvv.....0vlvxx
xvvln~.......vvv7eeevvvvvvveee7vvv........nlvvx
xxvlvv~...Ed....vvvve-.....-evvvv.....C....vvlvxx
``xvvln~....EE..d....vvv.....vvv.......CC.....nlvvx``
@`lvvlvv~.Dd........F...v++v++v...A.........B..vvlvvl`@
``Lvvln0..DD.....vv...V.........V...vv.v...BB..0nlvvL``
`"lvvvv0......vvvvvvv....A...F....vvvvvvv......0vvvvl"`
`lnvv~...v.vvvv....vvvvv0..>..0vvvvv....vvvv.....~vvnl`
`lvlv~..vvvv.v..BB...vlv00...00vlv~".DD..v.vvvv..~vlvl`
`lvlv+v+v.......B....nlvvv+++vvvln~..dD.......v+v+vlvl`
`lvlv~....A..........vvlv$$$$$vlvv.........dA....~vlvl`
`lnvv~CC.......vv22...nlvv$*$vvln~..33vv~~.....EE.vvnl`
``lvv3.C....vvnvvnv1..vvlv*6*vlvv~.1vnvvnvv~~..Ed2vvl``
``lvv13".vvnvlllllv1...nlvv|vvln...1vlllllvnvv~"21vvl``
`lvvLvvnvllllvvvlvv...vvlnnnlvv.d.vvlvvvllllvnvvLvvl`
`lvvvvllllvvvvvvvln....vvlllvv....nlvvvvvvvllllvvvvl`
``lvvllvvvvvvvvvvvlvv....vvvvv....vvlvvvvvvvvvvvllvvl``
``lvvvvllllvvvvvvvvlv.A.........F.vlvvvvvvvvllllvvvvl``
@``lvlvnvvvllllvvvvln......1......nlvvvvllllvvvnvlvl``@
`````````vnvvvllllvv----vvvvv----vvllllvvvnv`````````
``````````vnvvvv``````vvv``````vvvvnv``````````
````````````G`````````d````````````
````` ``` ``` ``` `````
ENDMAP
# While most other movie material isn't much available, horror and
# dungeon fantasy are intertwined enough at least some undead / flesh split.
NAME: regret_index_all_hallows'_manor
TAGS: no_monster_gen no_item_gen no_pool_fixup
DEPTH: D:12-, Swamp, !Swamp:$, Depths, !Depths:$, Zot, !Zot:$
ORIENT: northeast
: if you.in_branch("D") or you.in_branch("Depths") then
: if you.in_branch("D") then
MONS: vampire mosquito, gargoyle, vampire, skeletal warrior
MONS: shadowghast / freezing wraith, white ugly thing, unseen horror
KMONS: 8 = great orb of eyes
KMONS: 9 = glowing orange brain
NSUBST: 12 = 3:., 34 = 2:", 5 = 1:', 789 = 2:.
NSUBST: . = 2:12 / 3 = 678, ' = 2:5 / *:', " = 2 = 44" / *:"
SUBST: % = .
: else
MONS: jiangshi, phantasmal warrior, vampire mage, vampire knight
MONS: flayed ghost, glowing orange brain
MONS: white very ugly thing / kobold fleshcrafter w:5
KMONS: 8 = glass eye
KMONS: 9 = tentacled monstrosity
NSUBST: 127 = 1:., . = 4 = 126. / 2 = 7789 / *:.
NSUBST: ' = 1:5 / 1:5' / *:', " = 2 = 34 / *:"
KITEM: % = any skeleton
: end
: if crawl.coinflip() then
FTILE: "defghijk34 = floor_tomb
FTILE: 'V5GabABHIJKL+ = floor_crypt
: else
TILE: HIJKLc : dngn_stone_dark / dngn_stone_wall
: end
: elseif you.in_branch("Swamp") then
# Swamp and Zot's versions are more decrepit and crumbling, heavily reducing
# the cleaner splits and placement alongside either flooding or breaking doors.
KMONS: 1 = swamp worm
KMONS: 2 = bloated husk
KMONS: 3 = bog body
KMONS: 4 = ghoul
KMONS: 5 = ghost crab
KMONS: 6 = will-o-the-wisp
KMONS: 7 = tyrant leech
KMONS: 8 = fenstrider witch
KMONS: 9 = death drake
KFEAT: ^ = shaft trap
KFEAT: 13579 = W / w
KFEAT: - = broken_door
NSUBST: 1 = 2:., 2 = 3:., 345 = 3:., 67 = 1:., 89 = 1:., defghij = 3:.
NSUBST: . = 3:127 / 1:5 / 35:. / 3:t / * = WWW..
NSUBST: ' = 1:6 / 35:. / 3:^ / 3:t / * = WW...
NSUBST: " = 2 = 233 / 6:. / 1:t / * = W.., C = 12:W / 3:t / *:c
SUBST: x = t, X = tx, " = W"", ' = WW''', . = WW., G = Gww, % = ., V = <
: else -- Zot
KMONS: 12 = shadow dragon
KMONS: 34 = tentacled monstrosity
KMONS: 56 = ghost moth
KMONS: 78 = curse toe
KMONS: 9 = protean progenitor
KFEAT: | = fountain_eyes
KFEAT: + = broken_door
SUBST: m = +, jk = .
NSUBST: 12 = 9:. / *:1, 34 = 2:3 / 2 = 13. / *:.
NSUBST: 56 = 3:. / *:5, 789 = 1:57 / 2:9 / *:.
NSUBST: "' = 1:7 / 1:5 / 1:3 / 1:1 / 2 = 135. / 1:1357.. / *:.
NSUBST: C = 10:. / *:c, dehi = 1:|. / 4:.
NSUBST: V = 1:] / 1 = ):4 V:1 / 1 = }:4 V:1
: dgn.delayed_decay(_G, "%", "ghost moth corpse")
: end
# In a fancy mansion, most loot is actually organized & categorized into rooms.
: if you.in_branch("D") or you.in_branch("Swamp") then
ITEM: any potion, any scroll
: else
: item(dgn.loot_potions)
: item(dgn.loot_scrolls)
: end
ITEM: any armour, any weapon, any ring, any amulet
ITEM: any wand charges:1, wand of digging charges:1 pre_id
: kitem("| = sanguine talisman, randbook disc:necromancy disc2:alchemy " ..
: "numspells:5 slevels:" .. you.absdepth())
KFEAT: F = G
KFEAT: E = cache_of_meat
SUBST: C = c, X = xx.
SHUFFLE: aAbB, Hhe / Idi, de, fg, hi, JKL
SUBST: HJK = +, ILa = c, A : c', bB = ', E : EE.
NSUBST: m = 1:m / *:c
: if you.in_branch("Depths") then
TILE: F = dngn_statue_depths_fangs / dngn_statue_depths_zot_tentacles
TILE: G = dngn_statue_depths_tomes / dngn_statue_depths_zot_angel
: elseif you.in_branch("Zot") then
TILE: F = dngn_statue_zot_serpent / dngn_statue_depths_zot_tentacles
TILE: G = dngn_statue_zot_oldest_guardian / dngn_statue_depths_zot_angel
FTILE: "`defghijk$%|123456781EF+M> = floor_zot_diamonds
FTILE: .'V5GabAB = floor_mystic_chasm
: else
TILE: F = dngn_statue_maw / dngn_statue_tentacles
TILE: G = dngn_statue_wraith / dngn_statue_princess
: end
: vault_metal_statue_setup(_G, "M", "mystic cage")
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxcccccccccccccccxx
ccccccccccccccccccXXXXXXXXXXXMcxx
cccccccccccccccccccE.2.7...9.|Xcxx
cccc"""ddccg3g4g3gCc.X'X'''''8.Xcxx
ccc"8..7dcg'''''''.c.'''X'''M'9Xcxx
cc".....ccg'''''''.c.X'X'X$6''.Xcxx
cc".....JJ''''V'''$m.''''$>$''.Xcxx
cc".....JJ''''''''.c.X'X'M$X''.Xcxx
ccc"7...cc''''''''.cEdfgX'''X'.Xcxx
ccCc"...ccc+C+c+C+cccccciX'X'X.Xcxx
ccccKKKccc"""""""""cccCch'''''1Xcxx
ccc"'''''C"''''''''"""cceX'X'X.Xcxx
ccc3'5G''C"'BB''''''V"ccE.....Excxx
cc"'G'''LC"'B.1....6'"ccccmccccccxx
.cc"'''''L"'''2cJKLc.''"c..$.2Ccccxx
1CccHHccCL"'''.cj''L.''"+'''''fccxxx
`.cccHHccC"'"aa.I'k'K.''"C'''''"ccxxx
`.Cc"...cC"'"a'.H''jJ.''"+'''''fccxxx
`1cc"...C"'"'''.cHIcc2''"c''V5'"ccxxx
`.Cc"F.IC"'"'b'.....1.A'"+'''''fccxxx
`.cc"..I"'"'bb''''b''AA'"C'''''"ccxxx
`GCc".CI"'"'''aa'bb'''''"+'''''fccxxx
`.cc".C"'"''''a''""''""""c'''ffcccxxx
`.CciCC"AA'''''""''""CCCcccLLcccccxxx
`FcciC"'A''''""''""JJJ''cccLLchhccxxx
`.CcCC"''''B"''""CCC''''c1.....hccxxx
`.ccC"'"''BB'""CCCcc''G'K......"ccxxx
`2Cc"'"'"''""HHH..cc''5'K......3ccxxx
`.cc"''"'""CCC....II'G''K......"ccxx
`.%+"'''"CCC...F..II''4"cc"..."cccx
`.%+""""CCee""""""cc""cccCc""4cccc
``c++ccccccccccccccccccccccccccc
`G`%%cCcCcCcCcCcCcCcccccccccccc
```...2..F..G..1..1.
```````````````
ENDMAP
NAME: regret_index_reflect_refract
TAGS: no_monster_gen no_vmirror no_rotate
DEPTH: D:12-, Depths
ORIENT: northeast
: if you.in_branch("D") then
MONS: centaur warrior, centaur warrior simulacrum
MONS: basilisk, shapeshifter, basilisk perm_ench:shapeshifter
MONS: death knight, tengu conjurer / rakshasa
ITEM: orb ego:glass pre_id / mundane crystal plate armour w:2
: else
KMONS: 0 = rakshasa
MONS: spriggan berserker, spriggan berserker simulacrum
MONS: glass eye, glowing shapeshifter
MONS: glass eye perm_ench:glowing_shapeshifter
MONS: flayed ghost, storm dragon
ITEM: orb ego:glass randart pre_id / crystal plate armour w:2
: end
NSUBST: ? = 1:3 / 2:4 / 1:5 / *:0, ! = 1:3 / 1:4 / 1:5
NSUBST: 6 = 1:. / *:6, 2 = 1:. / *:2, . = 2 = 09. / *:.
SHUFFLE: ABCD
SUBST: A = b, B : b., CD = ., X = xb.
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbxx
xbbbb..........nnnnn..........bbbbxx
xbb||..n.n.......n.......n.n..*dbbxx
xbb|....n.n.............n.n....*bbxx
xb.......n.n...!.X.!...n.n.......bxx
xb.6...9..n.n....6....n.n........bxx
xb...7.....n.n...X...n.n.........bxx
xb.7...6.C..n.n..!..n.n..C.......bxx
xb...........n.n...n.n........B..bxx
xbnnnnnn...C..n.n.n.n..C........nbxx
xbnnnnnnn...................B..2nbxx
xbnnnnnnbbbbbbbbbbbbbbbbbbb...6nnbxx
xbnnnnnnbbbbbbbbbbbbbbbbbbb....nnbxx
xbnnnnnnbb?.............?bb...1nnbxx
xbnnnnnnnbb......?......bb..B..2nbxx
xbnnnnnn..bb....%%%....bb.......nbxx
xb..2......b+...%%%...+b......B..bxx
xx.1........++.?...?.++..b.......bxx
xx2...A...b..+b.....b+....bb.....bxx
xx.......b.b..bb...bb...b...bb...bxx
xx......b.b....bb?bb..b..b....bb.bxx
xx..A..b.b.....nbbbn...b..b......bxx
xx....b.b..A..nnnnnnn..b...b.....bxx
x....b.b......nnnnnnn...b...b....bxx
@...b.b.......nnnnnnn...b....X...bxx
@...Xb..A....2nnnnnnn....b......bbxx
xx..........1.nnnnnnn.9..b.....0bbxx
xx........2..nnnnnnn.........bbbbxx
xx...xxxxxxbbbbbbbbbbbbbbbbbbbbbxx
x@@xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
# An ancient Crypt end vault's snipped-out entry spiral.
# In Depths and Zot, it serves as either an ambush or stair vault.
NAME: bobbens_index_wilting_gardens
TAGS: no_monster_gen no_item_gen no_rotate transparent
ORIENT: west
DEPTH: D:7-, Swamp, !Swamp:$, Depths, !Depths:$, Zot, !Zot:$
WEIGHT: 5 (Swamp, Zot), 10
SHUFFLE: })], ABCDEFGHI
: if you.branch() == "D" then
: if you.depth() < 9 then
MONS: shadow imp / scorpion zombie w:5, centaur zombie
MONS: wight, killer bee zombie, phantom / bes kemwar w:4, wraith
MONS: black bear
KMONS: 8 = scorpion
KMONS: 9 = sleepcap
KMONS: 0 = water moccasin / hornet w:1
NSUBST: 7 = 2:1 / 2:7 / 3:8 / 3:9 / 1:0 / 3 = 123490 / *:.
: elseif you.depth() < 12 then
MONS: phantom / wight, meliai zombie, centaur warrior zombie
MONS: vampire / wraith, necromancer / shadowghast, skeletal warrior
MONS: wyvern / hornet
KMONS: 8 = centaur
KMONS: 9 = yak band
KMONS: 0 = killer bee band
SUBST: 5 = 4
NSUBST: 7 = 2:2 / 4:7 / 3:8 / 2 = 90 / 3 = 12348. / *:.
: else
MONS: vampire / skeletal warrior, gargoyle, harpy zombie, necromancer
MONS: freezing wraith, vampire knight / phantasmal warrior
MONS: harpy
KMONS: 8 = centaur warrior
KMONS: 9 = redback / wolf spider
KMONS: 0 = meliai band
NSUBST: 7 = 3:3 / 4:7 / 2:8 / 1:90. / 3 = 1248 / *:.
: end
NSUBST: A = 2:1 / 1:234, B = 2:2 / 1:134, C = 2:3 / 1:124
NSUBST: D = 2:4 / 1:123, E = 1:3 / 1:4 / 1:9
NSUBST: F = 1:5 / 1:8 / 1:9, G = 1:234 / 1:5 / 1:9, HI = *:.
SUBST: })] = *%, ! = +, ? = c
: elseif you.branch() == "Swamp" then
MONS: vampire mosquito, bog body, bloated husk
MONS: will-o-the-wisp, ghost crab, ghoul
MONS: spriggan rider / swamp worm / goliath frog
KMONS: 8 = hydra / swamp dragon / bunyip w:2
KMONS: 9 = spriggan druid / spriggan berserker w:2
KMONS: 0 = thorn hunter / shambling mangrove
KFEAT: Pp = W
NSUBST: A = 1:1 / 1:248 / 1:7, B = 2:2 / 1:347, C = 2:3 / 1:247
NSUBST: D = 2:4 / 1:237, E = 1:2 / 1:4 / 1:8
NSUBST: F = 1:5 / 1:8 / 1:9, G = 2:5 / 1:90, HI = *:w
NSUBST: 7 = 4:7 / 2:8 / 1:890 / 3 = 12348 / *:.
SUBST: + = W, x = t, v = x
SUBST: })] = **|, ! = +, ? = c, ` = W:40 ., . = .:60 W
: elseif you.branch() == "Depths" then
MONS: jiangshi / phantasmal warrior / spriggan defender zombie
MONS: spark wasp zombie, vampire knight, vampire mage
MONS: flayed ghost / chonchon w:2, alderking
MONS: spriggan berserker
KMONS: 8 = spriggan defender
KMONS: 9 = guardian sphinx
KMONS: 0 = spark wasp band
NSUBST: 7 = 4:7 / 2:8 / 1:9 / 1:0 / 3 = 123489 / *:.
NSUBST: A = 1:15 / 2 = 234, B = 2:2 / 1:3479, C = 2:3 / 1:124
NSUBST: D = 2:4 / 1:123, E = 2:5 / 1:34
NSUBST: F = 1:2 / 1:8 / 1:9, G = 3 = 89, HI = *:.
SHUFFLE: })]!?'"X- / {([?!"'~~ / {([?!"'~~
SUBST: ( = (:40 <, [ = [:40 <, ) = ):40 >, ] = ]:40 >, ~ = P
: else -- Zot
KMONS: 123 = shadow dragon
KMONS: 45 = death cob
KMONS: 6 = curse toe
KMONS: 78 = white draconian / black draconian / green draconian
KMONS: 9 = draconian stormcaller / draconian knight / draconian monk
KMONS: 0 = ghost moth
SUBST: P = PP., p = P .:90
NSUBST: 1 = 2:1 / 2:4 / 1:0 / *:9
NSUBST: 7 = 1:46 / 4:7 / 2:9 / 1:0 / *:.
NSUBST: ABCEDFGHI5 = 2:1 / 3:4 / 1:6 / 1:0 / 1:46 / 2 = 144790 / *:.
SHUFFLE: })]!?'"X- / })]!?'"X- / {([?!"'~~
SUBST: * = <, ( = (:60 <, [ = [:60 <, ) = ):60 >, ] = ]:60 >, ~ = P
: end
# Theme loot includes Vp/Sp's best weapon apt & forested / dark scales / books.
KITEM: & = quick blade good_item / rapier randart / \
swamp dragon scales randart / shadow dragon scales randart / \
randbook disc:necromancy / randbook spells:summon_forest / \
potion of lignification q:4 pre_id / sanguine talisman randart
KMONS: P = withered plant
KMONS: p = fungus
SUBST: p = p.., !- = +, ?X = c, " = .
NSUBST: ' = 1:&| / 1:| / 2:* / * = %$
MAP
xxx xx............ ...
xxxxx xxxv...v.77.......7...
xxxxxxx xxxxxv+++vvvvvvvvv.......... ....
xxxxxxxxxxxxxxcc```ccccPP7pPP..PppPp.....v...
xxxxxxxxxxxxxxxcc+++.`ccP.ppPp.p..p.....pv.....
xxxxxxxxxxxxxxcccc....Pc.Pp7.p...p.......pvvv7...
xxxxxxxxxxxxcccF...```ccccpp..pPPp.......pPvv++vv
xxxxxxxxxxccc.F..ccccccP`ccccvvvvvvvvvv..pppp.pPP
xxxxxxxxxcc..F.ccc```Pc`A```ccc%..+...v...p....pp
xxxxxxxccc`...cc.....`cA.A..``ccc.vvv.+.....p....
xxxxxxcc``..ccc..E.E.`c`..X...``ccc5+.vp....7.7.
xxxxxcc`....c.....E..`c`..cXcX..``ccv+vpp.......
xxxxcc`.............``c`..-.1cXc..`cc%vPp.p....
xxxxcP`````````.```PcccccPc....cc..BccvPp....7..
xxxcccccccccccc+ccccc"""ccc>.1.}cc.BBccPpp....V.
xxcc``....DD....Pcc"".6.""!!.....cc..`ccPpp.....p
xxcP......D...``cc........"cc).1.]cc..PcPPpp....
xxccccc+ccccccccc'....1..0."ccccccccc+cccccp..p
xxx*pcP.........??'........cc````````.```Pc.....
xxxPPcc`........ccc''...'.cc`.ccc.......`cc.p....
xxxpppcc`....ccccPccc'''ccc`..c5c.c+c..`cc......p
xxx7.ppcc`..cc......??ccc`1...c+c.c5c..`c..p....
xxx.p.ppcc`....C.....`c``.........ccc.`cc.....p.
xxxpp..ppcc``..CC.c..`c`ccc...4......`cc.......pp
xxx.7pp.p.ccc``...c..`c`c5c.c+c....`1cc...p...p.
xxxp.p.p.pppccc``.c..`c`c+c.c5c...`cccp.....ppp.
xxx.pp......p.cccPc`..+.....ccc.``ccp.....pppPP.
xxx.7...p.p.....ccccP`c`......``cccp...p.vvvvv..
xx.p......p...p..cccc`..1.``ccc.p......v.....
xxp..p...........pPc`.```ccc.....p..p.v7..v
......p.......pcP`cccc...pp......p....
...........ccccPp...pPPp7...p
xxxxxx......ppp...pP.Pp...
.... ........pPPp..
ENDMAP
# The map for volcano_overflow, but without the raising / lowering lava.
NAME: regret_index_pyroclastic
TAGS: no_monster_gen patrolling depths_entry uniq_depths_entry
TAGS: chance_depths_entry zot_entry uniq_zot_entry
DEPTH: D:8-, !D:$, Lair, !Lair:$, Elf, !Elf:$
DEPTH: Crypt, !Crypt:$, Depths, !Depths:$, Zot, !Zot:$
PLACE: D:$, Depths:$
ORIENT: south
WEIGHT: 2 (D:$, Depths:$), 5 (Elf, Crypt), 10
SUBST: A : AAABBCCC, A = llly'', B = lyy, C = ll'
SUBST: D : DDEEEFFF, D = yzz.., E = yz..., F = y..
: if you.in_branch("D") then
: if you.depth() < 10 then
MONS: orc wizard, bombardier beetle, fire bat / basilisk w:4
MONS: acid dragon / red ugly thing w:4
KMONS: L = steam dragon
NSUBST: 1 = 2:. / *:1, 4 = 1:4 / *:$, * = 1:d** / *:%
NSUBST: l = 1:LLl / *:l, . = 1:1 / 3:2 / 2:3 / 1:11223...
: elseif you.depth() < 12 then
MONS: fire bat, deep elf pyromancer / basilisk w:2
MONS: red ugly thing, fire elemental w:4 / cyclops
KMONS: L = lava snake / acid dragon w:2
NSUBST: . = 5:1 / 3:2 / 2:3 / 1:112.. / 1:223.
NSUBST: 4 = 1:4 / *:$, * = 1:d* / 1:*% / 1:$ / *:*
: elseif you.where() ~= dgn.level_name(dgn.br_entrance("Depths")) then
MONS: deep elf pyromancer / cyclops w:4 / gargoyle w:2 / red ugly thing w:2
MONS: fire elemental / boulder beetle w:4
MONS: molten gargoyle / ogre mage w:4, efreet / orc sorcerer w:2
KMONS: L = laughing skull band / lava snake w:2
NSUBST: . = 2:1 / 3:2 / 2:3 / 2 = 112.. / 1 = 2234.
NSUBST: l = 2:L / 1 = Ll / *:l, 4 = 2:4 / *:$, * = 1:d / 1:e / 1:% / *:*
: else
MONS: red ugly thing w:4 / tengu warrior ; ring mail . shortbow ego:flaming
MONS: occultist / salamander w:6 ; shortbow ego:flaming
MONS: hell knight / red very ugly thing w:6, fire dragon
KMONS: L = salamander mystic
KITEM: Y = smoky gem
KFEAT: Z = enter_depths
NSUBST: . = 1:1 / 2:2 / 2:3 / 1:112.. / 1:223.
NSUBST: l = 2:L / 1:Ll / *:l, 4 = 1:4 / *:*, * = 1:Y / 1:Z / 1:d / *:$
: end
TILE: y = wall_pebble_darkgray
: if you.where() ~= dgn.level_name(dgn.br_entrance("Depths")) then
TILE: z = dngn_stone_wall_darkgray
: else
TILE: z = stone_wall_depths_entry
: end
: elseif you.in_branch("Lair") then
MONS: steam dragon w:6 / wyvern / basilisk w:15 / fire bat band w:2
MONS: lindwurm, boulder beetle, fire crab
KMONS: L = lava snake
NSUBST: . = 2:1 / 2:2 / 1:3 / 2 = 11223...
NSUBST: l = 2:L / 1 = Ll / *:l, 4 = 1:4 / *:$, * = 1:dde / 1:% / 1:$ / *:*
TILE: y = wall_pebble_darkgray
TILE: z = dngn_stone_wall_darkgray
: elseif you.in_branch("Elf") then
MONS: deep elf pyromancer / fire elemental, thermic dynamo
MONS: dancing weapon ; long sword ego:flaming
MONS: deep elf elementalist ; robe . shortbow ego:flaming / \
deep elf high priest ; robe . shortbow ego:flaming
KMONS: L = sun moth perm_ench:shapeshifter / \
salamander perm_ench:shapeshifter / \
eye of devastation w:6 perm_ench:glowing_shapeshifter / \
glowing orange brain w:6 perm_ench:glowing_shapeshifter
NSUBST: l = 2:L / 2 = Ll / *:l, 4 = 1:3 / 1:4 / *:%
NSUBST: * = 1:d / 1:de / 1:| / *:*
NSUBST: . = 3:1 / 2:2 / 1:3 / 1:4 / 2 = 112234...... / *:.
TILE: y = wall_pebble_darkgray
TILE: z = wall_stone_dark
: elseif you.in_branch("Crypt") then
TAGS: no_wall_fixup
MONS: laughing skull band / spectral fire dragon
MONS: eidolon / fire dragon draugr w:4 / fire giant draugr w:4
MONS: revenant soulmonger / ancient champion ; plate armour . great sword ego:flaming
MONS: bone dragon / curse skull
NSUBST: . = 2:1 / 3:2 / 1:3 / 1:112.. / 1:223.
NSUBST: 4 = 1:4 / 1:3 / 1:|, * = 1:d / 1:e / 1:| / *:*
TILE: y = wall_pebble_darkgray
TILE: z = wall_stone_dark
: elseif you.in_branch("Depths") then
: if you.where() ~= dgn.level_name(dgn.br_entrance("Zot")) then
MONS: hell knight / red very ugly thing w:2
MONS: stone giant / walking earthen tome w:4, fire giant
MONS: salamander tyrant / walking crystal tome w:2
KMONS: L = fire dragon / salamander mystic band w:6 / glass eye
NSUBST: . = 2:1 / 3:2 / 2:3 / 1:112.. / 1:223.
NSUBST: l = 2:L / 2 = Ll / *:l, * = 1:d / 1:e / * = *|
: else
MONS: fire dragon / red draconian w:15
MONS: stone giant / walking earthen tome w:5, fire giant
MONS: draconian scorcher / draconian annihilator / draconian shifter
KMONS: L = glowing orange brain / glass eye w:2
KITEM: Y = midnight gem
KFEAT: Z = enter_zot
KFEAT: ! = zot_statue
NSUBST: . = 2:1 / 3:2 / 2:3 / 1:112.. / 1:4
NSUBST: l = 1:L / 1 = Ll / *:l, * = 1:Y / 1:Z / 1:d / 2:! / *:$
FTILE: .1234d$GYZ! = floor_depthstone
: end
: else -- Zot
MONS: red draconian, red draconian monk / golden dragon
MONS: red draconian annihilator w:5 / red draconian scorcher
# Winter doesn't stop for lava. Winter doesn't stop for anything.
MONS: orb of appropriateness
KMONS: L = moth of wrath / ghost moth w:2
NSUBST: . = 3:1 / 2:2 / 2:3 / 2 = 233.
NSUBST: l = 2:L / 3 = Lll / *:l, 4 = 1:4 / *:23
NSUBST: * = 1:} / 1 = ):70 > / 1 = ]:40 > / 1:e / * = d
SHUFFLE: })]
FTILE: .1234})]>de$Gxy = floor_pebble_darkgray
TILE: y = wall_zot_darkgray
TILE: z = dngn_stone_wall_red
: end
ITEM: chain mail ego:fire_resistance good_item / \
fire dragon scales good_item / scarf ego:resistance w:5 / \
pair of gloves ego:fire / great sword randart ego:flaming / \
staff of fire / staff of earth w:5 / book of fire / \
book of scorching / orb randart artprops:Fire&&rF / \
randbook disc1:forgecraft spells:forge_monarch_bomb w:5 / \
dragon-coil talisman / granite talisman w:5
ITEM: plate armour ego:fire_resistance good_item / \
fire dragon scales randart / pair of gloves randart artprops:Fire / \
kite shield ego:fire_resistance w:5 / \
double sword ego:flaming good_item w:5 pre_id / \
triple sword ego:flaming good_item pre_id / \
staff of fire randart / staff of earth randart w:5 / \
book of spectacle w:5 / everburning encyclopedia w:5 / \
book of spontaneous combustion w:5 / \
randbook disc1:forgecraft spells:hellfire_mortar / \
orb ego:energy randart artprops:Fire&&rF / \
dragon-coil talisman randart / \
granite talisman randart artprops:rF w:5
KFEAT: L = l
KFEAT: y = x
KFEAT: z = c
: if you.in_branch("Zot") then
SUBST: X = c
: else
SUBST: X = x
: end
TILE: ' = floor_pebble_darkgray
TILE: v = dngn_metal_wall_darkgray
: vault_metal_statue_setup(_G, "G", "fiery conduit")
MAP
XXXX XXX XXX XXX
X@@XX XX..XXX XXX.XXX.XXXX XXXXX XXX XX$XX
@XX...XXXX.DD..XXX XXX..D.1.D...XXXX..XXX.XXX XXX.D.XX
@X.X.D......D..DD..XXX..DD..DD..D.............XXX..D.D.XX
@X.X..D.A.DDDD.AA..D.....D..AA...A...DDD....G......DD...D$XXX
X.X..D.AAlA....AllAAAD...D.AAllAAAlAAA...DD......DDD.AA.D.XXXX
XX.1D.AAllllAAAAllllllAAAAAAlllllllllllAAA..D....D.AAlA.D.xXXX
XXx..D.AlllllllllllllllllllllllllllllllllA.D.vvv..D.All.D.xXXX
XXXx.D.AlllllllllllllllllAAAlllllllllllA.D.vv*vvv.D.lll.D.XXXX
XXXX.D.AlllAAllllllllAAA...AAAlllllllA.D.vv*..*vv.D.All.D.XXX
XXXx.D.AlA..AllllllA.DD...DD.AlllllllA.D.vv...*vv.DAllA.D.XX
XXX.D.AA.DD.AllllA.DD.xxx.D..AllllllA..D.vv*...4.D.llAA..XX
XXXx.D.A....D.AAAA.D..xxxxx.DD.AllllAAA.D..vv...x.D.AAA.D.XX
XXx..D....xxx..D...D1xxxxxxxx..D.AAAA..D.......*xxDD...D.1XXX
XXx..DD..xxxxxxx..D..xxxxxxxxxxx..D...D..xxx..xxxxx..DD.4xxxXX
XXXXXx1.xxxxxxxxxxx.xxxxxxxxxxxxxxx..D.4xxxxxxxxxxxxxx$$xxxxxXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
# Underfunded, overgrown, falling apart. Still full of interested guests.
NAME: regret_index_arboreal_archives
TAGS: no_monster_gen no_item_gen water_ok
DEPTH: D:6-, !D:$, Shoals, !Shoals:$, Depths, !Depths:$, Zot, !Zot:$
PLACE: D:$, Depths:$
WEIGHT: 3 (D:$, Depths:$), 10
ORIENT: north
# Randomization comes first before monsters due to per-branch tilework.
SHUFFLE: HIJKLMNO
SUBST: HI = PP.., JKL = PDk..., MNO = ., 0 = 223
NSUBST: ? = 2 = c. / *:c, ! = 2 = c. / *:c
NSUBST: 1 = 2:1 / * = 234, c = 25:t / 10:x / *:c
NSUBST: . = 1:1 / 3:2 / 3:3 / 6:4 / 6:5 / 2:e / 6:f / 6:D / 30:P / 8:k / *:.
: if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then
SUBST: z = Z
: else
SUBST: z = x
: end
# Magicians with minimal fire or loud lightning unless the set particularly
# needs it for variety, loose magic entities, wildlife and wildlings.
: if you.in_branch("D") then
: if you.depth() < 9 then
MONS: orc wizard, shadow imp / white imp
MONS: ice beast / sky beast / sleepcap
MONS: bullfrog / scorpion / iguana / black bear
MONS: hound / phantom / ufetubus
SUBST: })] = %
NSUBST: | = 1:e / 1:ef / 2:g / * = effg, % = 1:d / 2:e / 1:fg / 1:rk. / * = k.
NSUBST: 23 = 1:.
: elseif you.depth() < 12 then
MONS: arcanist / kobold demonologist w:5, boggart / vampire w:5
MONS: basilisk / shapeshifter w:20 / manticore
MONS: hornet / wyvern / centaur / yak band
MONS: howler monkey / water moccasin / acid dragon
SUBST: })] = %
NSUBST: | = 1:e / 1:f / 3:g / * = ffg, % = 2:d / 2:e / 2:fg / 1:rk / * = k.
NSUBST: 1 = 1:2 / *:1, 23 = 2:.
: elseif you.where() ~= dgn.level_name(dgn.br_entrance("Depths")) then
MONS: deep elf knight / orc sorcerer / ogre mage / sphinx marauder w:2
MONS: tengu conjurer w:5 / deep elf archer w:15 / arcanist / boggart band
MONS: laughing skull band w:5 / great orb of eyes / meliai band w:1
MONS: centaur warrior / boulder beetle / unseen horror / wolf spider
MONS: basilisk / manticore / shapeshifter w:20 / shadowghast / redback zombie
SUBST: })] = %
NSUBST: | = 1:f / 3:g / 1:h / 1:i / * = ffg
NSUBST: % = 1:d / 2:e / 1:fg / 1:rrr. / * = def.
: else
MONS: rakshasa / occultist, tengu conjurer / necromancer
MONS: ice dragon w:1 / glowing orange brain w:20 / \
very ugly thing / storm dragon zombie
MONS: flayed ghost / glowing shapeshifter w:20 / guardian sphinx simulacrum
MONS: ugly thing / shapeshifter w:15 / spriggan air mage simulacrum w:5
KFEAT: ) = enter_depths
KITEM: S = smoky gem
NSUBST: | = 1:f / 4:g / 1:i / 1:RRRfg / * = ffg
NSUBST: % = 2:d / 2:e / 1:fg / * = def.
: end
FTILE: .12345defghijkrRS)- = floor_vines / floor_pebble_darkgray
FTILE: P = floor_pebble_brown
: if you.where() ~= dgn.level_name(dgn.br_entrance("Depths")) then
TILE: x = wall_pebble_lightblue
TILE: c = wall_marble w:200 / dngn_stone_wall_lightblue
: else
TILE: x = wall_pebble_green
TILE: c = stone_wall_depths_entry
: end
: elseif you.in_branch("Shoals") then
MONS: merfolk aquamancer / frost giant w:2, merfolk avatar / satyr
MONS: formless jellyfish w:15 / sphinx marauder, skyshark
MONS: merfolk siren w:2 / faun w:2 / water elemental
SHUFFLE: })]
SUBST: )] = %
NSUBST: | = 1:f / 2:g / 2:h / 1:i / * = ffg
NSUBST: % = 1:d / 2:e / 1:f / 1:g / 1:rRef / * = def., . = 4:5 / *:.
FTILE: t = floor_moss
FTILE: .12345defghijkrRS}- = floor_sprouting_ruin
TILE: x = wall_lair
: elseif you.in_branch("Depths") then
: if you.where() ~= dgn.level_name(dgn.br_entrance("Zot")) then
MONS: tengu reaver / titan / lich / alderking w:5
MONS: frost giant / vampire mage / vampire knight w:5 / chonchon w:5
MONS: walking crystal tome / walking frostbound tome / \
walking divine tome / walking earthen tome
MONS: guardian sphinx / spark wasp / caustic shrike / \
glass eye / wyrmhole w:2
MONS: spriggan air mage / very ugly thing / glowing orange brain / \
glowing shapeshifter w:20 / rakshasa / kobold fleshcrafter w:5
SHUFFLE: }])
SUBST: } = }:60 >, ] = ]:40 >
NSUBST: . = 2:3 / 2 = 5. / *:.
NSUBST: | = 3:h / 2:i / * = fgg, % = 2:d / 2:f / 2:g / 1:rR / * = e.
FTILE: .12345defghijkrRS}])TUV = floor_vines / floor_pebble_darkgray
: else
MONS: draconian annihilator / draconian shifter
MONS: purple draconian / yellow draconian / \
frost giant / vampire mage / vampire knight w:5
MONS: walking divine tome / walking crystal tome / shadow dragon w:15
MONS: spark wasp / flayed ghost / tentacled monstrosity w:5 / glass eye
MONS: white draconian w:15 / green draconian w:15 / ice dragon w:15 / \
glowing shapeshifter / spriggan air mage / glowing orange brain / \
moth of wrath perm_ench:glowing_shapeshifter
KMONS: ) = lich / ancient lich
KFEAT: ) = enter_zot
KFEAT: Z = zot_statue
KITEM: S = midnight gem
SUBST: }] = %
NSUBST: . = 1:1 / 3 = 245. / *:.
NSUBST: | = 4 = hfg / 1:i / 1:hi / *:f, % = 2:d / 2 = fg / 1:R / * = ee.
FTILE: .12345defghijkrRZS)TUV = floor_zot_diamonds / floor_pebble_blue
FTILE: -'D = floor_depthstone
: end
FTILE: ~PDt = floor_pebble_brown
TILE: x = wall_pebble_cyan
TILE: c = wall_marble
: else -- Zot
MONS: draconian shifter / draconian knight / \
protean progenitor band / ancient lich w:4 / dread lich w:4
MONS: draconian stormcaller / draconian annihilator
MONS: quicksilver dragon / electric golem w:6
MONS: ghost moth / shadow dragon w:5 / curse toe w:5
MONS: purple draconian / yellow draconian / white draconian / death cob w:2
KMONS: Z = orb of entropy
SHUFFLE: }])
SUBST: } = }:70 >, ] = ]:50 >, % = ddeeef, | = ggghhi
NSUBST: . = 2:1 / 2:2 / *:.
: if dgn.zot_orb_type() == "orb of entropy" then
NSUBST: 1 = 1:Z / 1:1Z / 1:1. / 1:. / *:1
: end
FTILE: ~PDt = floor_pebble_darkgray
FTILE: .12345defghijkrRZS)TUV = floor_zot_diamonds / floor_pebble_magenta
FTILE: -'D = floor_pebble_lightgray
: end
: if you.in_branch("Zot") then
KMONS: P = withered plant
KFEAT: t = petrified_tree
SUBST: B = D, X = x
: else
KMONS: P = plant
: if you.in_branch("Shoals") then
KFEAT: X = open_sea
KFEAT: PDk = W
KPROP: .12345defghijkS) = no_tide
: else
SUBST: X = x
: end
: end
KMONS: D = pile of debris
ITEM: potion of brilliance pre_id / potion of magic pre_id / \
potion of enlightenment pre_id / potion of ambrosia pre_id
ITEM: scroll of identify q:1 pre_id / scroll of amnesia q:1 pre_id
ITEM: any scroll, parchment
# Books with notable spells at level 6 or higher, across each school.
ITEM: book of spontaneous combustion / book of ice / book of spectacle / \
book of power / book of chaos / book of the warp / book of death / \
book of siegecraft / necronomicon / grand grimoire / book of annihilations
ITEM: robe randart / orb ego:guile randart / orb ego:channeling randart / \
orb ego:stardust randart / orb ego:attunement randart / \
any magical staff randart w:15 / \
ring of wizardry randart / manual of spellcasting w:5
: if you.in_branch("D") and you.depth() < 9 then
ITEM: mundane pair of boots / mundane cloak, stone q:1
: else
ITEM: pair of boots / hat / cloak, large rock q:1
: end
KITEM: r = riddle talisman
KITEM: R = riddle talisman randart
KFEAT: - = broken_door
KFEAT: S = altar_sif_muna
KFEAT: y = x
KFEAT: C = c
SHUFFLE: UVb
SUBST: ~ = xPt'', & = yy@
TILE: C = wall_studio
MAP
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
ccccccccccccccccccccccccccccccccccccccccccccccccccccccc
ccccccccccccccccccccccccccccccccccccccccccccccccccccccc
ccccccccccccccccccccccccccccccccccccccccccccccccccccccc
cccc....ccc.CC.|.|.CC0ccccj.jccccc0..|.|...tccc...%cccc
ccc%.....cD...t.......cccj5.5jccc..CCPCPCC..cc......ccc
cc...P...Dc...t..C....ccj.....jcc1..........cc...P..%cc
cc..PVP..cD....tPt...1cc.......ccCPPCCtCCPPCcc..PUP..cc
cc...P...Dc....C..t...cc.......cc...........cc...P...cc
cc.......cc.......t...cc.......cc..CC.C.CC..cc.......cc
ccHH...HHcc.CC.....CC.cc.cDcDc.cctP.......Pccc...M...cc
cc.HHHHH.ccccccD-DcccccccDcDcDccccc.c+++c.cccc.MMMMM.cc
cc...H...cccccccccccccccc.....cccccccDDDccccccMM...MMcc
ccc.......!..J........?c.......c?........L..!.......ccc
ccc......c...JJ......c.....).....c......LL...c......ccc
ccc..}....!.J.J.......c..........c.......L.L.!....]..ccc
ccc.......!.J.J......?...z...z...?......L.L.!.......ccc
ccc......c...J........c...xSx...c........L...c......ccc
ccc.......!..J........?c.......c?........L..!.......ccc
cc...I...ccccccDDDccccccc.....ccccccccccccccccNN...NNcc
cc.IIIII.cccc.c+++c.cctcc-D-D-cccccccD-Dcccccc.NNNNN.cc
ccII...IIccc.........tcc.c---c.cc.CC.....CC.cc...N...cc
cc.......cc..CC.C.CC..cc.......cc...........Dc.......cc
cc...P...cc.....P.....ccKK.K.KKcc..ttP.C....cD...P...cc
cc..PUP..ccC..CCtCC..Ccc.K...K.cc1..PtttP...Dc..PVP..cc
cc%..P...cc.....P....1cc..KKK..cc....C.Ptt..cD...P...cc
ccc......cc..CC.C.CC..cc.......cc...........cc.....%ccc
cccc%...ccct...|t|..0ccc.......cc0CC.|.|.CCPccc....cccc
@ccccccccttcccccccccccccDD+++DDccccccccccccctccccccccc@
@'ccccccccccccccccccccccDxxcxxDcccccccccccccccccccccc'@
'''''''''''''''''''''''''''''''''''''''''''''''''''''''
''~~~~''''~~~~~'''~~'''''''''''''''~~'''~~~~~''''~~~~''
''''''~~~~'''''~~~''~~~~'''''''~~~~''~~~'''''~~~~''''''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''
y&yyy@@@yyyy&&&yyy&&yyyyyyyyyyy&&yyy&&&yyyy@@@yyy&y
ENDMAP
NAME: darby_marrow_cove
TAGS: no_monster_gen no_pool_fixup
DEPTH: D:5-11, Zot
ORIENT: north
: if you.in_branch("D") then
KMONS: 1 = marrowcuda
KMONS: 2 = wight ; trident | trident plus:2 w:8 | \
trident ego:freezing w:2 . robe
KMONS: 3 = Erica, marrowcuda / electric eel
KMONS: F = fungus
KITEM: S = human skeleton
: if you.depth() < 8 then
NSUBST: 1 = 1:w / *:1
SUBST: 3 = w
: end
SUBST: ( = $
: elseif you.in_branch("Zot") then
KMONS: 1 = storm dragon / tentacled monstrosity / protean progenitor w:1
KMONS: 2 = draconian stormcaller ; trident . cloak / \
draconian knight ; trident . cloak . kite shield | nothing
KMONS: F = withered plant
KITEM: S = draconian skeleton
SUBST: 3 = 1
: end
KITEM: d = wellspring talisman randart artprops:rN / \
fortress talisman randart artprops:rN
KITEM: e = phial of floods / storm dragon scales w:5
KITEM: f = randbook disc:necromancy numspells:2 / staff of necromancy / \
manual of necromancy w:5
KFEAT: ~ = open_sea
KFEAT: deFS2 = shallow_water
KFEAT: 13 = deep_water
KFEAT: X = x
# IX: Randomize entrances, and provide rewards for each blocked-off entrance.
SHUFFLE: aAp / bBq / cCr, aAp / MNO, bBq / PQR, {( / }) / f|
SUBST: MP = x, NQ = X, O = d, R = e
SUBST: abc = ., ApBqCr = W, | = def, F = F W:5
: if you.in_branch("D") then
TILE: X = wall_pebble_darkgray
: end
: decorative_floor(_G, 's', "skull pike")
MAP
xxxX~~~~~~~~~~~~~~~~~~~~~~~~Xxxx
xxxX~~~~~~~~~~~~~~~~~~~~~~~XXxxx
xxxXww1wwwwwwwww1wwwwww1wwwXxxxx
xxxXXwwwwwwwwXXwwwwwwwwwwwXXxxxx
xxxxXwwwwwwwXXXXwwwwwwwwwwXxxxxx
xxxxXwwwXwwwwwXwwwwwwwwwwXXXXXxx
xxxxXwwwwwwwwwwwwwwwwwwXwwwFCXXx
xxxXXWWwWSWwwWFw.(.wFWwwwwwWrCcc
xXXXFWW2WWWWWW...{...WWwSwWWCXXx
bbBqWWwwwWWwW..X....WWW2WWWXXXxx
xXXFWwwwwwwwF.....wFWwwwwFXXxxxx
xxXXWwwwwwwww.s..wwwwwwwwwXxxxxx
xxxXwwwwwwwww...wwwwwwwwwwXxxxxx
xxxXXwwwwwXwww..FwwwXwwwwwXXxxxx
xxxxXwwwwXXwwF.WWwwXXXXwwwwXxxxx
xxxXXwwwwXwwwWWWwwwXXXXXwwwXxxxx
xxxX3wwwwwwwwwWWWwwwXXXwwwwXxxxx
xxxXXwwwwwwwwwwWWSwwwwwwwwXXxxxx
xxxxXwwwwwwwwwF2wwwwwwwwwwXxxxxx
xxxxXXwwwwwwXXXWWWWwXXXX3XXxxxxx
xxxxXXXwwwXXxXXpFXXXxxXXXxxxxx
xxxxxXXXXXxxxXAXXxxxxxxxxxxx
xxxxxxxxxxxxXaXxxxxxxxxxxx
xxxxxxxxxxxxaxxxxxxxxxxx
ENDMAP
# IX: A vault using many different means to hide a randomized end secret.
NAME: darby_rabbit_hole
TAGS: no_monster_gen no_pool_fixup
ORIENT: northwest
DEPTH: D, !D:$, Depths, !Depths:$
WEIGHT: 5 (D:2-4), 10
: if you.in_branch("D") then
: if you.depth() < 5 then
KMONS: 1 = goblin / hobgoblin
KMONS: 2 = gnoll / gnoll band
KMONS: 3 = rat w:20 / endoplasm / dart slug
KMONS: 456 = endoplasm / dart slug / ribbon worm
KMONS: 7 = bat / ball python / adder
: elseif you.depth() < 9 then
KMONS: 1 = gnoll / gnoll bouda
KMONS: 2 = gnoll sergeant / gnoll band
KMONS: 3 = bombardier beetle / clockroach
KMONS: 456 = jelly / sleepcap / bes kemwar band
KMONS: 7 = water moccasin / marrowcuda
: elseif you.depth() < 12 then
KMONS: 1 = wight band / shadowghast w:5
KMONS: 2 = vampire / wraith
KMONS: 3 = killer bee band / hornet / vampire mosquito band
KMONS: 4567 = steam dragon / wyvern / acid dragon / shadowghast w:5
: else
KMONS: 1 = centaur / centaur band
KMONS: 2 = centaur warrior / centaur warrior band
KMONS: 3 = vampire mosquito band / boulder beetle
KMONS: 456 = ugly thing / basilisk / slime creature band
KMONS: 7 = acid dragon / slime creature band
: end
SUBST: R = c C:5
TILE: P = wall_pebble_white
: elseif you.in_branch("Depths") then
KMONS: 1 = tengu warrior band / tengu conjurer band
KMONS: 2 = tengu reaver / glass eye
KMONS: 3 = walking frostbound tome / walking earthen tome / \
walking crystal tome / walking divine tome / \
spark wasp band w:40
KMONS: 4567 = fire dragon / ice dragon / tentacled monstrosity w:20
SUBST: R = c x:5
TILE: P = wall_pebble_darkgray
: end
KMONS: D = pile of debris
KMONS: F = fungus / toadstool
KMONS: p = withered plant
KITEM: $ = gold q:2 no_pickup / gold q:3 no_pickup
KFEAT: rXCP = rock_wall
KFEAT: M = c mimic
KFEAT: ~ = tyrant's trap / net trap
KFEAT: ^ = web trap
KFEAT: - = broken_door
KFEAT: D7 = shallow_water
SUBVAULT: s : rabbit_hole
SUBST: ~ = ~ .:5, V = w W:5, ^ = ^.
TILE: x = wall_pebble_darkgray
TILE: X = wall_pebble_lightgray
TILE: C = wall_pebble_white
FTILE: '>6pxB = floor_pebble_darkgray
FTILE: "5X = floor_pebble_lightgray
FTILE: ;4FC = floor_pebble_white
: if you.in_branch("Depths") then
TILE: G = depths_column w:5 / depths_crumbled_column
: set_feature_name("granite_statue", "broken pillar")
: else
: vault_granite_statue_setup(_G, "G", "broken pillar")
: end
: decorative_floor(_G, 'E', "caliginous standard")
MAP
ssssssssssssxxxxxxxxxxxxccccccccccc
sssssssssssxxxxxxxxxxxxxccccccccccc
sssssssssssxxxxxxxxxxxxxccccccccccc
sssssssssssxxxxxxxxxxxxxccccccccccc
ssssssssssssxxxxxxxxxxxxccccccccccc
sssssssssssxxxWxxxxxxxxxccccc%$%c
sssssssssssxx'xVxWxxxxxxRRRRc$.$c
sssssssssssxx'xxWxWwwxxxR^..M..$c
ssssssssssssxx'xxxwWwwxxR.G$c...c
sssssssssssssx'xxww7wwxxR^.^c...c
sssxxxxsssssx6xxwwwWwwxxR^G.c+ccccc
sxxxxxxxxssxxxxxwwWWwwxxR^.^c.E2E.c
xxxxxxxxxxxxxxxxxwWwwxxxRR-Rc.1.1.c
XxxxxxxxxxxxxxxxxWWwxxxxR^.^c.....c
XXXxxxxxxxxxxxxxxpWWxxxXR.G^c.....c
XXXXxx'''x'p6xxx'''pxxXXR^3Wc..~..c
XXX""''x'''x'''''>'xxXXCR^GWccc+ccc
XX""XXxxxpxxxx'p'xxxXXCCR^WWccc.c
XX"XXXXxxxxxxxxxxxXXXCCCRPR+ccc.c
XX5XXXXXxxXXXXXXXXXCCCCCRWVWccc.c
XX"XXXXXXXXCCCCCCCCCFCCCR+RRccc.c
XX""X"""XXCCF;;;;;CC;;CCRWWwccc.c
XX""""X"";4;;;CCC;;C;;4WDWwwccc+ccc
XXX""XXXCCCCCFCCCC;;;FCCRWwwc.....c
XXXXXXXCCCCCCCCCCCCCCCCCRWWwc.....c
XXXXXXCCCCCCCCCCCCCCCCCCRWWDc1.E.1c
ccccccccccccccccccccccccccccc.....c
rrrrrrrrrrrrrrrrrrrrrrrrrrrrc.....c
ccc+ccc
ENDMAP
NAME: darby_rabbit_hole_end_ignis
TAGS: unrand allow_dup rabbit_hole
DEPTH: D:2-, Depths
: if you.in_branch("D") then
: if you.depth() < 4 then
MONS: goblin ; sling ego:flaming plus:-2 . dagger ego:flaming plus:-2
: elseif you.depth() < 8 then
MONS: bombardier beetle
: elseif you.depth() < 12 then
MONS: fire bat
: else
MONS: fire elemental
: end
: elseif you.in_branch("Depths") then
MONS: fire giant / fire dragon
: end
: if you.in_branch("D") and you.depth() < 5 then
SUBST: ? = ., e = .
: else
SUBST: ? = 1
: end
ITEM: any weapon ego:flaming / randbook disc:fire numspells:2
ITEM: scarab talisman / staff of fire / fire dragon scales
ITEM:
KFEAT: L = endless_lava
KFEAT: B = altar_ignis
FTILE: .deB1> = floor_pebble_darkgray
MAP
LLLLLLLLLLLL
LLLLLLLLLLL
LLLLLLlllll
LLLLlllllll
LLLlllllllll
LLLllllllll
LLlllllllll
LLlllllll1.
LLllllld....
LLllllll.B>..
LLl le...
L ?.
ENDMAP
NAME: darby_rabbit_hole_end_shop
TAGS: unrand allow_dup rabbit_hole
DEPTH: D, Depths
WEIGHT: 12
MONS: butterfly
KMONS: p = plant
KFEAT: s = any shop
SUBST: p = p..
COLOUR: t = lightred / red / yellow / green w:60
TILE: t = dngn_tree_lightred / dngn_tree_red / dngn_tree_yellow / \
dngn_tree w:60
FTILE: .pt1> = floor_grass_dark
FTILE: 'Us% = floor_pebble_white
MAP
tttttttttttt
ttttt.ptttp
tttp..1.p..
tt...t.'''.
tt.t...'s'.>
tp1..p.'%'.
tt.pWW.'U't
tt.WWp.'''.
tt.pW.1.'...
tt....t.'''''
tp. .....
t p.
ENDMAP
NAME: darby_rabbit_hole_end_abyss
TAGS: unrand allow_dup rabbit_hole
DEPTH: D:2-, Depths
: if you.in_branch("D") then
: if you.depth() < 4 then
MONS: endoplasm / ribbon worm, lurking horror
SUBST: e = d, f = .
: elseif you.depth() < 7 then
MONS: jelly / ufetubus band, brain worm
SUBST: f = f.
: elseif you.depth() < 11 then
MONS: drude / sky beast, orange demon / chaos spawn
SUBST: f = df
: else
MONS: unseen horror / ugly thing, sixfirhy / neqoxec
: end
: elseif you.in_branch("Depths") then
MONS: very ugly thing band / tentacled monstrosity, cognitogaunt / zykzyl
SUBST: f = g
: end
KMONS: p = demonic plant
ITEM: any weapon ego:distortion good_item
ITEM: randbook disc:translocation numspells:2, protean talisman
ITEM: blade talisman / dragon-coil talisman / sanguine talisman
KFEAT: t = demonic_tree
KFEAT: B = altar_lugonu
KFEAT: O = enter_abyss
SHUFFLE: de
SUBST: p = p .:5
TILE: x = wall_abyss_blue / wall_abyss_magenta
TILE: t = dngn_demonic_tree_8 / dngn_demonic_tree_9 / \
dngn_demonic_tree_10 / dngn_demonic_tree_11 / \
dngn_demonic_tree_12 / dngn_demonic_tree_13
FTILE: .deptBO12> = floor_nerves_blue / floor_nerves_magenta
MAP
tttttttttttt
ttttp.ttttp
tt2.d..tp.1
tp.O.B.....
ttf.e..txp.>
tttp.t..xx.
ttt..xx..x.
ttt.xxxx...
ttp..xp.....
tt......t.x..
tp1 .....
t p.
ENDMAP
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