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# mini_monsters.des: This is the place for minivaults with monsters.
#
# So all vaults in this file should have no ORIENT lines but they should
# contain MONS or KMONS lines.
# Additionally, maps that only place in one branch where that branch is not
# Dungeon or Depths should go in the corresponding branch DES file. Vaults with
# ORIENT lines are stored in float.des or large.des. Minivaults without
# monsters go to mini_features.des.
#
# Sections:
# <<1>> Invertebrae (insects, spiders, worms)
# <<2>> Vertebrae (mammals, reptiles, also serpents, dragons)
# <<3>> Humanoids (including centaurs, spriggans)
# <<4>> Demons and undead
# <<5>> Fixed shooters (statues, oklobs, fog generators)
# <<6>> Others (slime denizens, insubstantial monsters)
# <<7>> Random (using 8,9,0 or too many monsters to categorise)
# <<8>> Guardians (thematic vaults centered around special items)
# <<9>> Manuals (pre-lair vaults placing manuals with guardians)
# <<10>> Classics (ancient minivaults and extensions)
#
# Often, a vault will fit in two categories. Choose the one you think fits
# best or else delegate to Random or Others. Be picky with Guardians, please.
###############################################################################
: crawl_require('dlua/vault.lua')
{{
-- Functionality for some Grunt vaults.
function grunt_ministairs_setup(e, hatches)
e.tags("luniq_generic_threat_stair buniq_grunt_ministairs")
if you.in_branch("Crypt") or you.in_branch("Zot") then
e.shuffle("GT")
if you.in_branch("Crypt") then
e.subst("T = T V:20 Y:1")
e.subst("x = c")
end
else
e.shuffle("GTt")
e.subst("T = T:20 V U:1")
if you.in_branch("D") or you.in_branch("Depths") then
init_hm_decor_walldepth(e, 'x')
end
end
if hatches then
e.shuffle("{[(<}])>")
else
e.shuffle("{[(}])")
end
e.subst("+ = +.")
e.nsubst(". = 2 = 0:19 .:1 / *:.")
e.kmons("0 = 0 band")
end
function random_stair(e, symbol)
local valid;
if you.depth() > 1 then
valid = "([{"
else
-- should coincide with you.depth() ~= dgn.br_depth(you.branch())
valid = ""
end
if you.depth() ~= dgn.br_depth(you.branch()) then
valid = valid .. ")]}"
end
if valid == "" then
valid = "." -- shouldn't happen outside validation/caching
end
e.subst(symbol .. " = " .. valid)
end
}}
default-depth: D:9-, Depths, Elf
###############################################################################
#
# <<1>> Invertebrae
# Insects, spiders, worms
#
###############################################################################
NAME: eino_jars
TAGS: patrolling uniq_beehive transparent
DEPTH: D:7-14
KMONS: 1 = killer bee
KMONS: 2 = meliai
KITEM: 1 = %
KITEM: 2 = *
KFEAT: X = x
: if you.absdepth() < 12 then
NSUBST: 1 = 1:1 / * = 11.
: else
NSUBST: 1 = 1:2 / 2 = 21 / 1:. / * = 11.
: end
TILE: X = wall_wax
: decorative_floor(_G, 'p', "flower patch")
MAP
xxxxx
x111x
x1X1x.@.
x+++x.x.
.....p.....
.x.x+++x
.@.x1X1x
x111x
xxxxx
ENDMAP
# Beehive which needs digging to access.
NAME: hive_lemuel
TAGS: no_trap_gen transparent no_descent
DEPTH: D:9-, Spider
MONS: killer bee, meliai, queen bee, hornet
KMASK: 1234*R = opaque
KMONS: *R = ribbon worm
KITEM: * = *
KITEM: R = potion of ambrosia pre_id
SUBST: ? : .w
SUBST: * : *:20 R:3
# Since one has to dig the bees out, early meliai are fine.
: if not is_validating() then
: if crawl.x_chance_in_y(15, 27) then
TAGS: uniq_beehive
NSUBST: 1 = 1:3 / 1:1 / * = 1 x:2
: else
TAGS: uniq_hornetnest
SUBST: 1 : 4
: end
: end
COLOUR: x = yellow
TILE: x = wall_wax
MAP
????????
??????????
???xxxxxx???
??xmxxxxxx??
??xx1111xx??
??xx1**1xx??
??xx1**1xx??
??xx1111xx??
??xxxxxxmx??
???xxxxxx???
??????????
????????
ENDMAP
# Beehive minivault
NAME: minivault_7
TAGS: uniq_beehive patrolling transparent
DEPTH: D:9-
MONS: queen bee, meliai, killer bee
KITEM: R = potion of ambrosia pre_id / nothing
COLOUR: x = yellow
TILE: x = wall_wax
: if you.absdepth() < 12 then
SUBST: 2 = 3
: end
MAP
............
....xxxx....
..x3x3xxxx..
..xxRx3x2x..
.xx3xRx3xxx.
.x2xRx1xRx3.
.xx3xRxRx3x.
.xxx3x3x3xx.
..x3xRx3xx..
...xx2xx3x..
....xxxx....
............
ENDMAP
# Not Minivault 9 (by Mu.)
NAME: not_door_vault_mu
TAGS: extra allow_dup luniq vaults_empty
DEPTH: D:13-, Elf, Vaults, !Vaults:$, Crypt, Depths, Zot, Dis, Geh, Tar, Coc
WEIGHT: 1
KMONS: 12 = butterfly
: door_vault_setup(_G)
: if you.in_branch("D") or you.in_branch("Depths") or you.in_branch("Vaults") then
FTILE: 12 = floor_grass_dark
: decorative_floor(_G, '12', "flower patch")
: end
MAP
..............
..............
..aaaaaaaaaa..
..a++++++++a..
..a++++++++a..
..a++1111++a..
..a++1221++a..
..a++1221++a..
..a++1111++a..
..a++++++++a..
..a++++++++a..
..aaaaaaaaaa..
..............
..............
ENDMAP
# I've revamped this vault to always place reasonably challenging monsters,
# with monster/loot types and number scaling with depth. -gammafunk
NAME: worms_lemuel
TAGS: no_monster_gen no_pool_fixup transparent
DEPTH: D:7-, Lair, Spider, Swamp
KMONS: 1 = swamp worm
KMONS: 2 = tyrant leech
KMONS: 3 = demonic crawler
KMONS: 4 = torpor snail
KMONS: 5 = moth of wrath
KMONS: P = plant
KITEM: | = |
KITEM: * = *
KFEAT: 12345P|* = W
: if you.in_branch("D") then
: if you.depth() < 10 then
SUBST: D = W
NSUBST: 1 = 1 / 2=1W / |* / |*WW / W
: elseif you.depth() < 13 then
SUBST: D = 1WW
NSUBST: 1 = 1 / 3=1W / 23WW / |* / 2=|*WW / W
: else
SUBST: D = 1W
NSUBST: 1 = 2=1 / 3=1W / 23 / 2=23WW / 45 / 2=|* / 2=|*WW / W
: end
: elseif you.in_branch("Lair") then
: if you.depth() < 4 then
SUBST: D = 1WW
NSUBST: 1 = 1 / 3=1W / 23WW / |* / 2=|*WW / W
: else
SUBST: D = 1W
NSUBST: 1 = 2=1 / 2=1W / 2=23WW / 45WW / |* / 3=|*WW / W
: end
: elseif you.in_branch("Swamp") then
SUBST: D = 1W
NSUBST: 1 = 3=1 / 3=1W / 2 / 3=2W / 45 / 45WW / 2=|* / 3=|*WW / W
# Spider
: else
SUBST: D = 3W
NSUBST: 1 = 4=3 / 6=3W / 4 / 4W / 2=|* / 3=|*WW / W
: end
MAP
WWWWW
WWwDwWW
WWWWxxxWWWW
WWWxxx1xxxwWW
Wwxx11111xPWW
WDx111111PPWW
Wwxx11111xPWW
WWwxxx1xxxwWW
WWWWxxxWWWW
WWwDwWW
WWWWW
ENDMAP
NAME: hangedman_stitches_earthworm
TAGS: no_monster_gen no_item_gen transparent no_pool_fixup
DEPTH: Depths, Spider:2-, Abyss
KMONS: 0 = 0
KMONS: 1 = tyrant leech
KMONS: 2 = boulder beetle
KMONS: 3 = redback w:5 / orb spider w:5 / nothing
KMONS: 4 = thrashing horror
KITEM: ' = stone no_pickup q:1 w:5 / nothing
SHUFFLE: ABCDEF / ABCDEF / ABCCBA, ABC, DEF, 13 / 13 / 31, {`
: if you.in_branch("Abyss") then
: if you.depth() ~= dgn.br_depth(you.branch()) then
KFEAT: 04 = abyssal_stair
: end
SUBST: G = BEG, C : x:5 cvb, B : x:5 cvbw, A : xcvb w:4
SUBST: D: x:5 cvb, E : x:5 cvbw, F : xcvb w:4, { = '
SUBST: 0 = 4:50 0
: else
KITEM: 01234 = % w:90 no_pickup / * no_pickup
SUBST: { = {[( .:15, ` = '
NSUBST: { = 1:{ / 1:}, [ = 1:[ / 1:(, ( = 1:] / 1:)
SUBST: G = BEG, C: xc, B : x., A : xxc .:2
SUBST: D : xc, E : x .:5, F : xxc .:2
: if you.in_branch("Spider") then
SUBST: 0 = 3:50 0
: else
SUBST: c : cb
: end
: end
MAP
'... ..'.D.1.D.'..
'.'A.. ..'D'E'D'E'D'..
..'0B.. ..'0E'F'E'F'E0'..
.'ABC.. .'DEF.'.F.'.FED'.
..''... ..'..{.....`..'..
.CBA'.. ..'DEF.. ..FED'..
..'2... ...2'.. ..1'...
.'CBA.. ..AGF'. .'FED..
..'1... ...'2.. ..2'...
.CBA'... ...'ABC. .FED'..
..''.`.....{.''.. .....'.
.'CBA.'.A.'.ABC'. ..FED'.
..'0B'A'B'A'B0'.. ..E0'..
..'C'B'C'B'C'.. ..D'.'
..'.C.1.C.'.. ...'
ENDMAP
NAME: nicolae_looking_at_the_future
TAGS: no_monster_gen no_trap_gen uniq_beehive patrolling
DEPTH: D:8-, Spider
KMONS: B = queen bee
KMONS: b = killer bee
KMONS: M = meliai
KMONS: p = plant
: if you.in_branch("Spider") then
SUBST: + = .
: end
: if you.absdepth() > 12 then
NSUBST: b = 1:B / 3:M / *:b
: else
NSUBST: b = 1:B / 1:b / * = bb.
: end
MAP
xxxxx++xxxxx
xp........px
xpb.pb.pb.px
xp..p..p..px
xp.bp.bp.bpx
xp..p..p..px
xpb.pb.pb.px
xp..p..p..px
xp.bp.bp.bpx
xp..p..p..px
xpb..b..b.px
xxxxxxxxxxxx
ENDMAP
NAME: minmay_worlds_worst_comb
TAGS: transparent
DEPTH: D:3-5
MONS: clockroach
NSUBST: 1 = 1:1 / 1:. / * = 1.
MAP
....
..xx.
.xx1..
..1xxx.
.xxx1...
...1xxxx.
.xxxx1...
...1xxx.
.xxx1..
..1xx.
.xx..
....
ENDMAP
NAME: nzn_sisyphean_effort
DEPTH: D:9-12, Lair
MONS: patrolling boulder beetle
KITEM: e = potion of attraction pre_id
: dgn.delayed_decay(_G, 'd', 'human corpse')
MAP
xxxxxxxxx
@.......@
@..d1e..@
@.......@
xxxxxxxxx
ENDMAP
NAME: hellmonk_scarab_ruin
TAGS: ruin
DEPTH: Crypt, Depths
MONS: death scarab band
FTILE: .$1c = floor_sandstone
TILE: c = wall_tomb
NSUBST: ' = 2 = 1.. / *:.
MAP
ccccc
ccc...ccc
cc..c$c..cc
ccc.$1$.ccc
@...ccc...@
ccc.....ccc
c.ccc.ccc.c
c...c.c...c
c...c.c...c
ccc.....ccc
ccc@ccc
ENDMAP
NAME: nicolae_wormholes
TAGS: transparent
DEPTH: D:2-5
MONS: ribbon worm
KFEAT: ^ = shaft trap
NSUBST: - = 1:} / *:`
SUBST: D = x, E = x.
SHUFFLE: }])
: local d = math.max(1, you.depth() - 1 + crawl.random_range(0, 2))
: nsubst("` = " .. d .. ":1 / " .. ((d + 3) * 2) .. ":^ / *:.")
MAP
xxxxE.Exxxx
xxD`...`Dxx
xD```````Dx
x``-----``x
E.`-----`.E
..`-----`..
E.`-----`.E
x``-----``x
xD```````Dx
xxD`...`Dxx
xxxxE.Exxxx
ENDMAP
NAME: dreamdust_wasp_nest
TAGS: no_monster_gen uniq_hornetnest
DEPTH: D:12-, Lair, Spider, Depths
WEIGHT: 5
NSUBST: . = 6 = 11. / 6 = 1.. / *:.
: if you.in_branch("Depths") then
SUBST: x = b
COLOUR: b = silver
MONS: spark wasp
: elseif you.in_branch("Spider") then
MONS: hornet / spark wasp
: else
MONS: hornet
: end
MAP
xxxx
xxx..xxx
xxx..xx..xxx
x..xx..xx..x
@xx..xx..xx@
x..xx..xx..x
xxx..xx..xxx
xxx..xxx
xxxx
ENDMAP
NAME: regret_index_collectors'_demense
TAGS: no_monster_gen vaults_room vaults_orient_s no_pool_fixup no_wall_fixup
DEPTH: D:5-, Swamp, Vaults, !Vaults:$, Depths
SHUFFLE: ABCD
SUBST: AB : y, C : y., D : y., z : x., Z : x., c : cccct
: if you.in_branch("D") then
: if you.depth() < 8 then
MONS: dart slug, ribbon worm, bombardier beetle / scorpion w:3
MONS: gnoll bouda / kobold w:2
NSUBST: 0 = 2:. / *:0, % = 4:$ / 1:d%% / *:%
: elseif you.depth() < 10 then
MONS: bombardier beetle / scorpion w:3, vampire mosquito
MONS: killer bee / hornet, kobold brigand / gnoll bouda w:2
NSUBST: 0 = 3:. / *:0, % = 3:$ / 1:d%% / *:%
: elseif you.depth() < 12 then
MONS: vampire mosquito, killer bee / hornet w:1
MONS: hornet perm_ench:shapeshifter / queen bee perm_ench:shapeshifter / \
tarantella perm_ench:shapeshifter
MONS: arcanist / ogre mage
NSUBST: % = 1:d* / 1:*% / *:%
: else
MONS: redback / hornet perm_ench:shapeshifter w:2 / \
tarantella perm_ench:shapeshifter w:2
MONS: boulder beetle / tarantella w:2, wolf spider
MONS: rakshasa / occultist
NSUBST: % = 1:d / 2 = *% / *:%
: end
SUBST: W = ., X = x
: elseif you.in_branch("Swamp") then
MONS: hornet / vampire mosquito, swamp worm / tyrant leech
MONS: shambling mangrove, spriggan druid / fenstrider witch w:2
NSUBST: 10 = 2:., % = 1:d / 1:dde / 1:| / 1:* / *:%
NSUBST: ' = 2:w / 2:tw / 2 = W. / *:W, " = 2 = tw / 2 = W. / *:W
NSUBST: x = 2:. / 2:t / *:x, X = 2:x / *:t
TILE: x = wall_brick_vines
: elseif you.in_branch("Vaults") then
MONS: redback / boulder beetle / wolf spider w:2 / tarantella w:2
MONS: swamp worm perm_ench:glowing_shapeshifter / \
steelbarb worm perm_ench:glowing_shapeshifter
MONS: entropy weaver, ironbound preserver / necromancer
NSUBST: 0 = 1:. / *:0, % = 1:ddde / 3:% / *:.
CLEAR: X
: else -- Depths
MONS: orb spider perm_ench:glowing_shapeshifter / \
swamp worm perm_ench:glowing_shapeshifter
MONS: spriggan rider, spark wasp
MONS: spriggan berserker / lich / alderking w:2
NSUBST: 10 = 2:3 / 1:2, % = 1:| / 1:* / 1:e / * = *%%
SUBST: W = ., X = x
: end
ITEM: throwing net q:1 no_pickup / rapier ego:venom no_pickup w:12 / \
scimitar ego:venom no_pickup w:8 / \ any hex wand charges:8 no_pickup / \
potion of ambrosia q:1 w:3 pre_id / potion of curing w:3 pre_id / \
fen folio w:3 / my sojourn through swampland w:3 / \
dart ego:curare no_pickup w:3 / scarab talisman
ITEM: throwing net q:2 no_pickup / quick blade ego:venom randart w:12 / \
swamp dragon scales randart / potion of ambrosia q:2 w:3 pre_id / \
potion of curing w:3 q:3 pre_id / hive talisman / \
randbook numspells:6 spells:launch_clockwork_bee&&summon_forest w:6
KFEAT: y = x
NSUBST: 0 = 3:1 / 2:2 / 1:3 / 1:. / * = 11223
TILE: y = wall_wax
MAP
XXXXXXX
XXXXXXXXX
xxc4c%c4cxx
Xx1.......2xX
Xx...y.y...xX
XXx%..0...0..%xXX
Xxxx"..x...x.."xxxX
Xx.."xx"....."xx"..xX
X%.x.."xxx3xxx"..x.%X
XX....x."xxxxx".x....XX
Xx.A.W....%x%....W.A.xX
Xx...WW...xxx...WW...xX
Xx.B.WW.Z.x%x.Z.WW.B.xX
Xx0..W..x'''''x..W..0xX
Xx'C..x.x''z''x.x..C'xX
Xx0....0x.xxx.x0....0xX
Xx.D..xx''1''xx.D..xX
Xx0...xx'''''xx...0xX
Xxx0%xxx+x+xxx%0xxX
XxxxxX'''''XxxxxX
XXX @@@ XXX
ENDMAP
NAME: darby_bombarded_bulwark
TAGS: no_monster_gen
DEPTH: D:3-7, Depths
: if you.in_branch("D") then
MONS: bombardier beetle
MONS: orc wizard w:20 / orc wizard band w:15 / orc band / orc w:5
KITEM: any weapon ego:flaming w:18 / parchment disc:fire w:18 / \
wand of flame w:18 / scarab talisman w:18 / \
ring of protection from fire w:18 / manual of fire magic w:15 / \
fire dragon scales w:15 / pair of gloves ego:fire w:5 / \
staff of fire w:5 / orb ego:pyromania w:5
: elseif you.in_branch("Depths") then
MONS: balrug, fire giant / fire dragon
ITEM: any weapon ego:flaming good_item w:21 / dragon-coil talisman w:21 / \
randbook disc:fire numspells:2 w:21 / manual of fire magic w:18 / \
fire dragon scales good_item w:15 / \
pair of gloves ego:fire good_item w:5 / \
any magical staff randart artprops:Fire w:5 / \
orb randart artprops:fire w:5
: end
SHUFFLE: Pp / Qq / Rr
SUBST: } = }., P = @, QqRr = T, t = lt, l = .l, T = tT, pL = l
NSUBST: ? = 1:1 / 1:. / * = 12., 2 = 1:2. / *:2
CLEAR: T
COLOUR: t = brown
FTILE: ' = floor_vault
TILE: c = wall_stone_scorched
: set_feature_name("tree", "dead tree")
: vault_granite_statue_setup(_G, "G", "broken pillar")
MAP
xxx TppPpTT
xxWx TcccccccT
xWW....lcLttlLcT
W2..tlLcl...lcTTT
WW..tccccl.G.tccccT
WW.tctlt..?..tlLcq
''..c..........lcq
@''..+..G1.}.?GdtcQ
''..c..........tcq
WW.tcltt..?..llLcT
WW2.tcccct.G.lccccT
WWW..tlLcl...lcTTT
WWx...lcLlttLcT
xWxx TcccccccT
xxx TTrRrrT
ENDMAP
###############################################################################
#
# <<2>> Vertebrae
# Mammals, reptiles, also dragons, serpents.
#
###############################################################################
NAME: minmay_lizard_pond
TAGS: transparent
DEPTH: D:1-2
KMONS: 1 = frilled lizard
KFEAT: 1 = W
SUBST: W = WWW1
MAP
......
..WWWW.
.WWWWW..
.WWWWWW.
.WWWWWW.
..WWWW..
......
ENDMAP
NAME: minmay_rat_gold_closets
TAGS: transparent
DEPTH: D:1-2
MONS: rat
SUBST: 1 = 111$
MAP
.............
.x+x+x+x+x+x.
.x1x1x1x1x1x.
.xxxxxxxxxxx.
.x1x1x1x1x1x.
.x+x+x+x+x+x.
.............
ENDMAP
NAME: minmay_rat_hole
DEPTH: D:2-4
MONS: rat, quokka
ITEM: stone / nothing w:30
KFEAT: C = cache_of_baked_goods
MAP
xxx
xxCx
xddxx
xdddxxxx
xxxx211xx
xx1111x
x11111x
x11111x
xx11xxx
xx@x
ENDMAP
NAME: minmay_snake_closets
TAGS: no_monster_gen no_item_gen transparent
DEPTH: D:2-4
MONS: adder / ball python
ITEM: any scroll / any potion
SUBST: ? = 111d
MAP
xxxxxxx.@.xxxxxxx
x.?x..+...+..x?.x
x..x?.x...x.?x..x
xxxx+xxxxx...xxxxx+xxxx
x..+.....x...x.....+..x
x?.x.....x...x.....x.?x
x+xx?....+...+....?xxxx
x?.x.....x...x.....x.?x
x..+.....x...x.....+..x
xxxx+xxxxx...xxxxx+xxxx
x..x?.x...x.?x..x
x.?x..+...+..x?.x
xxxxxxx.@.xxxxxxx
ENDMAP
NAME: goddamned_bats
DEPTH: D:4-5
# Sadly, for size-based ones, only mega, micro and giga exist. Lack of kilo
# and tera is understandable, but come on, even mili is lacking.
KMONS: 1 = bat name:megabat n_rpl n_des n_spe n_noc hd:2 tile:mons_megabat
KMONS: 2 = bat name:microbat n_rpl n_des n_spe n_noc col:magenta tile:mons_microbat
KMONS: 4 = bat name:giga n_adj n_des n_spe n_noc hd:4 col:brown tile:mons_gigabat
# Way harder than the rest here.
KMONS: 5 = vampire bat
# In RL, they sit put, not moving a finger. Lazy bastards.
KMONS: 6 = bat draugr name:skeletal_bat n_rpl n_des n_spe n_zom ; dagger plus:-4
# The only here without a basis in reality.
KMONS: 7 = bat simulacrum name:ice_bat n_rpl n_des n_spe n_zom
# There are actual "ghost bats" too, but near-extinct, while ghost-faceds
# have a number of species and are widespread.
KMONS: 8 = spectral bat name:ghost-faced_bat n_rpl n_des n_spe n_zom
# Just an US WW2 military project, but that's good enough.
KMONS: 9 = fire bat
KMONS: 0 = bat zombie name:rotten_bat n_rpl n_des n_spe n_zom
# Correction, this one, added because of a tile, is not real as well.
KMONS: 3 = bat name:phase n_adj n_des n_spe col:lightgreen \
spells:blink.29.natural tile:mons_phase_bat
MAP
xxxxx
xxxxxxx
xxxx7xxx
xxxxx.xxx
xxx9..xxx
xxx9..0xxx
xx.9..xxxxx
xxx....xxxx
xx88.xx.xxxx
xxxxxxxx.xxxx
xxxxxxxxx.33xx
xxx.4xxxx..x..xx
xxx12.xxx.xx...xx
xxxx.xxx.xxxx6..x
xxxxx.xx.xxxx66.x
xx11.x...xxxxx.xxx
xxxxxxx...xxxxx.xx
xxxx22xx.xxxxx5xx
xxxxxxx.xxxxxxx
xxxx@xx
ENDMAP
NAME: saegor_snake_ambush
TAGS: no_monster_gen no_pool_fixup transparent
DEPTH: D:3-5
KMONS: S = w:3 adder / w:4 ball python / w:5 plant / nothing
KFEAT: SX = W
KITEM: X = gold, serpent talisman
KPROP: W = no_tele_into
MAP
.xxxxxx.@..
.xxWStxx+xx
@+SttctWStx
.xWtctWttWx
xxtWtWtctSx
xtctWXWtctx
xStctWtWtxx
xWttWtctWx.
xxSWtcttS+@
xx+xxtSWxx.
..@.xxxxxx.
ENDMAP
# This vault can be highly OOD, which is why lindwurms are used in the
# first place; unlike most dragon-types, lindwurms are flightless.
# The no_trap_gen tag prevents teleport traps (or shafts) that might set
# the lindwurms free.
NAME: minmay_lindwurm_lava
TAGS: no_monster_gen no_trap_gen transparent no_descent
DEPTH: D:8-, Lair:2-
KMASK: '*|1> = opaque
KPROP: '*|1> = no_tele_into
KMONS: 1 = lindwurm
KITEM: 1 = *
SUBST: L : ..Ll
SUBST: L = ..l
KFEAT: ' = floor
NSUBST: | = 1:> / *:|
KITEM: > = |
: if you.at_branch_bottom() then
KFEAT: > = escape_hatch_up
: else
KFEAT: > = escape_hatch_down
: end
MAP
....
.....LL.....
....LLLllLLL....
...LLllllllllLL...
...LllllllllllllL...
..LllllllllllllllL..
..LllllllllllllllllL..
..Lllllll''''llllllL..
.Llllll'''xx'''lllllL.
.Llllll''xxxx''lllllL.
..Lllll''x'1*'x''llllL..
.Llllll'xx*||1xx'lllllL.
.Llllll'xx1||*xx'lllllL.
..Lllll''x'*1'x''llllL..
.Llllll''xxxx''lllllL.
.Llllll'''xx'''lllllL.
..Lllllll''''llllllL..
..LllllllllllllllllL..
..LllllllllllllllL..
...LllllllllllllL...
...LLllllllllLL...
....LLLllLLL....
.....LL.....
....
ENDMAP
NAME: pond
TAGS: no_monster_gen
DEPTH: D:10-, Lair
KMONS: p = plant w:30 / fungus
: if you.in_branch("D") then
: if you.depth() < 13 then
MONS: bullfrog / water moccasin / river rat / cane toad w:2 \
/ blink frog w:2 / komodo dragon w:2
MONS: vampire mosquito / swamp drake w:3
# For earlier Dungeon and Lair, 50% chance of a Lair set or a Swamp set.
SUBST: 1 : 12
: else
# For post-Lair Dungeon, always use the Swamp set.
MONS: vampire mosquito / swamp drake w:2 / swamp dragon w:3 / hydra w:3 / \
will-o-the-wisp w:2
: end
# Lair
: else
: if you.depth() < 4 then
MONS: bullfrog / water moccasin / river rat / blink frog / cane toad / \
komodo dragon
MONS: vampire mosquito / swamp drake w:3 / swamp dragon w:1 / hydra w:1
: else
MONS: blink frog / cane toad / komodo dragon / torpor snail w:5
MONS: vampire mosquito / swamp drake w:3 / swamp dragon w:2 / hydra w:2 \
/ will-o-the-wisp w:1
: end
SUBST: 1 : 12
: end
SUBST: ! : w., 1 = 1., 2 = 2., . = . p:1
KFEAT: p = W
MAP
..wwwww...
.wwwwwwww1
.wwwwwwwww
.1wwwwwwww
..ww111ww.
.wwww111w.
wwww!p11ww
www!!!*ww.
.ww!!!wpw.
.1w!!!ww1.
....!!w...
ENDMAP
# Not Minivault 9 (or, hellephant zoo)
NAME: not_door_vault_due
TAGS: allow_dup luniq vaults_hard
DEPTH: D:13-, Elf, Vaults, !Vaults:$, Crypt, Depths, Zot, Dis, Geh
WEIGHT: 4
# Hellish beasts for Dungeon
: if you.in_branch("D") then
KMONS: 1 = hell hound
KMONS: 2 = hell hog
NSUBST: 2 = 2=2 / 2223 / 3
# Elf and Zot have a sort of "chaos zoo"
: elseif you.in_branch("Elf") then
KMONS: 1 = very ugly thing / apocalypse crab w:3 / shapeshifter hd:12 / \
glowing shapeshifter
NSUBST: 2 = 2=1 / 13 / 3
# Remaining non-Zot branches: hell knights, balrugs and hellions, and multiple
# hellephants.
: elseif you.in_branch("Vaults") then
KMONS: 1 = hell knight
KMONS: 2 = hellion / balrug
KMONS: 3 = hellephant
NSUBST: 2 = 2=1 / 23 / 3
: vaults_hard_standard(_G)
: elseif you.in_branch("Crypt") then
KMONS: 1 = hell knight
KMONS: 2 = hellion / balrug
NSUBST: 2 = 2 / 2=23 / 3, 1 = 2=12 / 1
: elseif you.in_branch("Depths") then
KMONS: 1 = hell knight
KMONS: 2 = hellion / balrug
NSUBST: 2 = 3=23 / 3, 1 = 2 / 3=12 / 1
: elseif you.in_branch("Zot") then
# Chaos zoos.
KMONS: 1 = very ugly thing / apocalypse crab w:5 / shapeshifter hd:14 / \
glowing shapeshifter / protean progenitor / killer klown
KMONS: 2 = killer klown
NSUBST: 2 = 2=23 / 3
: elseif you.in_branch("Geh") or you.in_branch("Dis") then
KMONS: 1 = hell knight / hellion / balrug
SUBST: 2 = 3
: end
KMONS: 3 = hellephant
: door_vault_setup(_G)
MAP
..............
..............
..aaaaaaaaaa..
..a++++++++a..
..a++++++++a..
..a++1111++a..
..a++1221++a..
..a++1221++a..
..a++1111++a..
..a++++++++a..
..a++++++++a..
..aaaaaaaaaa..
..............
..............
ENDMAP
# A plain guardian serpent vault. (nrook)
NAME: nrook_guardian_serpent_ordinary
DEPTH: D:11-, Snake, Crypt
TAGS: no_monster_gen no_item_gen transparent
: if you.in_branch("Crypt") then
TAGS: extra
MONS: patrolling spectral guardian serpent
SUBST: x = c
: else
MONS: patrolling guardian serpent
: end
: if crawl.x_chance_in_y(you.absdepth() - 13, 4) then
SUBST: ' = 1
: else
SUBST: ' = .
: end
MAP
......
.xxxx.
.x**x.
.x**x.
.xx+x.
..'10.
ENDMAP
# A real vault behind a false one. (nrook)
NAME: nrook_guardian_serpent_double
TAGS: no_monster_gen transparent
DEPTH: D:11-, Snake
MONS: patrolling guardian serpent
KMASK: *| = opaque
KPROP: *| = no_tele_into
: if crawl.x_chance_in_y(you.absdepth() - 13, 4) then
SUBST: ' = 1
: else
SUBST: ' = .
: end
MAP
.......
.ccccc.
.c*|*c.
.ccxcc.
.n%%%n.
.n%%%n.
.cc+cc.
..'10..
ENDMAP
# Things aren't always what they seem (Lemuel)
#
# Slight tweak by having a fraction (unknown to the player) of items be
# real. (dp)
NAME: fake_guardian_serpent_vault
TAGS: transparent
DEPTH: D:12-, Depths, Elf, Snake
WEIGHT: 5
MONS: patrolling guardian serpent
: if you.in_branch("Depths") then
KMONS: D = quicksilver dragon
KITEM: D = $ q:55 / barding good_item w:5
NSUBST: d = 1:D / *:d
: end
ITEM: any good_item / any mimic, any good_item w:1 / any mimic w:3, any mimic
: if crawl.x_chance_in_y(3, 5) then
SUBST: d = e
: elseif crawl.one_chance_in(2) then
SUBST: d = f
: end
MAP
...........
.xxxxxxxxx.
.xdddddddx.
.xdddddddx.
.xddd1dddx.
.xdd.0.ddx.
.xxxx+xxxx.
...........
ENDMAP
NAME: minmay_serpent_palace
TAGS: no_monster_gen no_item_gen transparent
DEPTH: Depths
MONS: salamander w:2 / naga ritualist w:8 / naga mage w:4
MONS: nagaraja / guardian serpent, salamander mystic / salamander tyrant
MONS: mana viper w:5 / anaconda / anaconda simulacrum w:5 / sea snake
MONS: lindwurm, quicksilver dragon
SUBST: c : cv
NSUBST: 3 = 1:6 / 2:3 / 5:4 / 8 = 444... / *:.
NSUBST: 2 = 1:6 / *:2, 1 = 1:2 / 1:12 / 4:. / *:11.
KMASK: 5 = opaque
MAP
...............................
.ccccccccccccccccccccccccccccc.
.c3+33.33c..3..3..2....3.c%%%c.
.c1ccccc1c.2...1.3.1.3.2.c%%%c.
.c.c$$$c3c.3.3..2.......3c%%%c.
.c1c$$$c3c....13...3.1...ccc+c.
.c3c$$$c.c3.1.....1..3.3.1332c.
.c1c2ccc3c....3.13....1.cccccc.
.c.c.3313c.3.1......1.3.c3313c.
.c3ccccccc1...3.....3...c3cc3c.
.c33.313....3.....3...1.c2|c3c.
.c1.31..3.3..ccc++ccc...cccc+c.
.c32..33.1.33c5l..l5c..1.2.1.c.
.cccccccccccccll..llcccccccccc.
...............................
ENDMAP
NAME: roderic_batcave
TAGS: no_monster_gen extra transparent
DEPTH: D:3-, Lair, Orc
: local d = you.absdepth()
: if d < 7 then d = 0 end
: mons("bat w:60 / vampire bat w:" .. d .. " / nothing w:10")
MONS: obsidian bat
SUBST: ? : x@
SUBST: 1 = 1:10 .:1
: if you.in_branch("Orc") then
NSUBST: 1 = 1:2 / 1:* / *:1
: end
MAP
xxxx?xx
xxx1..xxxx
xxx1...1xxx
xx11...11xx
xxx1...1xxx
xxx..1xxx
xx@xxx
ENDMAP
NAME: nicolae_underground_beach
DEPTH: D:2-
TAGS: no_trap_gen no_pool_fixup
SUBST: N = MO, M = bW, O = wW
: if you.absdepth() > 9 then
SUBST: b = SBB
KPROP: B = bloody
SUBST: B = S
NSUBST: S = 3:v / *:S
: dgn.delayed_decay(_G, 'v', 'human corpse')
NSUBST: w = 4:j / *:w
KMONS: j = water elemental
KFEAT: j = w
: else
SUBST: b = S
TAGS: no_monster_gen
: end
SUBST: E = .S
COLOUR: Sv : brown
FTILE: vSwWj = floor_sand
SUBST: S = .
MAP
xxxxx
xxxMNOxxx
xxbbMNOwwxx
xxxxbbbMNOwwwx
.EEEbbbMNOwwwx
@EEEbbbMNOwwwx
.EEEbbbMNOwwwx
xxxxbbbMNOwwwx
xxbbMNOwwxx
xxxMNOxxx
xxxxx
ENDMAP
NAME: hangedman_aviary
TAGS: no_rotate no_hmirror no_pool_fixup transparent
DEPTH: D:12-, Depths
MONS: tengu warrior, harpy, tengu reaver, caustic shrike / chonchon w:5
: if you.in_branch("D") then
SUBST: 3 = 2
: else
SUBST: 2 = 4, " = *|
SHUFFLE: wW / ll
: end
KMASK: wWl = no_monster_gen
MAP
cccccccWW.@@.WWccccccc
c32..1ccW.xx.Wcc1..23c
cc.ww.%c......c%.ww.cc
c*.ww.cc....cc.ww.*c
cc*.w..........w.*cc
cc"1.cc.xx.cc.1"cc
cccccW.@@.Wccccc
ENDMAP
NAME: introduction_to_nature_1
TAGS: no_monster_gen no_pool_fixup uniq_introduction_to_nature transparent
DEPTH: D:8-13
WEIGHT: 3
ITEM: any potion
ITEM: young poisoner's handbook / fen folio / \
randbook disc:Alchemy slevels:8 w:5 / \
randbook numspells:4 title:Nature \
spells:summon_small_mammal&call_canine_familiar&hailstorm&summon_forest / \
randbook numspells:3 title:Nature \
spells:mercury_arrow&stone_arrow&hailstorm&summon_forest
KITEM: f = dart ego:poisoned / dart ego:curare / dart ego:atropa
KITEM: g = quill talisman randart, any potion q:2
MONS: plant, oklob sapling, ball python
MONS: adder, oklob plant, water moccasin
KMONS: 7 = hornet
KMONS: 8 = scorpion
KMONS: 9 = hound / jackal
KMONS: & = bush
KFEAT: 78 = W
KFEAT: ' = shaft trap
KFEAT: ~ = alarm trap / floor
KFEAT: ` = web trap / floor w:30
: if you.absdepth() < 11 then
SUBST: m : 1twx, 5 = 25, 7 = 78
: else
SUBST: ? = 6
: end
: if crawl.coinflip() then
SHUFFLE: def
: end
# a bit inelegant but KMASK applies after the shuffle, if it happens:
KMASK: 'def = opaque
SUBST: & = wwwW&1
SUBST: x : xxxcc
MAP
tttttttttt@1
teWWtwwww+tt`w1
wt~xWWWxxxxtw`Ww1
wt6xxxx77+dtwwwWx
wtt+3?xxxxttwWW1x
w1434.x'x'ft5wxxx
w1.4.mwxwxttWwgx
.w1..mmxxxWWww.x
..w33.Ww2Wwww.4x
.4....3wwww.3.xx
..........3.&1
@9.......11
...1.
ENDMAP
NAME: introduction_to_nature_2
TAGS: no_monster_gen no_pool_fixup uniq_introduction_to_nature
DEPTH: D:8-13
ITEM: any potion
ITEM: young poisoner's handbook / fen folio / \
randbook disc:Alchemy slevels:8 w:5 / \
randbook numspells:4 title:Nature \
spells:summon_small_mammal&call_canine_familiar&hailstorm&summon_forest / \
randbook numspells:4 title:Nature \
spells:mercury_arrow&stone_arrow&hailstorm&summon_forest
KITEM: f = dart ego:poisoned / dart ego:curare / dart ego:atropa
KITEM: g = quill talisman randart, any potion q:2 / any potion q:3
MONS: plant, oklob sapling, ball python
MONS: adder, oklob plant, water moccasin
KMONS: 7 = hornet
KMONS: 8 = scorpion
KMONS: 9 = hound / jackal band
KMONS: & = bush
KFEAT: 78 = W
KFEAT: ' = shaft trap
KFEAT: ` = web trap / floor w:60
: if you.absdepth() < 11 then
SUBST: m : 1twx, 5 = 25, 7 = 78
: else
SUBST: T = tx, ? = 6
: end
: if crawl.coinflip() then
SHUFFLE: def
: end
SUBST: & = ww&&1
SUBST: x : xxxcc
SUBST: z : wW
MAP
tttttttttt@
tttwg1tetwtttt
ttttw12w5tt't4..xxxxxxxx
1tttwwwWwwtttt.34..x>``7x
...twww1ww1ttw....x.`x````x
..9t1wwwwWwwtw.3....`&```fx
....tWwwWWwwtx....x.`x````x
@...twWWwWwwW+.......x```7x
...ttwwwWwWtx..3..xxxxxxxx
..4t3tttwWttwWWWW33tttx
.wwt4t?1WwtwwwwWwtt1ttt
zzttdtWtttttwwwwwt1.tt
wz1tttt ttwwwwtt6tt
ttttttt 1wwtttt
@ ttt
t
ENDMAP
NAME: hangedman_parallel_progression
TAGS: patrolling no_monster_gen transparent
TAGS: layout_rooms layout_corridors
DEPTH: D:11-
MONS: rat, bat, frilled lizard, dart slug, endoplasm
MONS: clockroach, jackal
KMONS: 8 = ball python / adder w:8
KMONS: A = river rat
KMONS: B = vampire bat / fire bat w:8
KMONS: C = iguana / basilisk w:8
KMONS: D = ribbon worm / tyrant leech
KMONS: E = jelly
KMONS: F = scorpion
KMONS: G = hound / wolf w:3
KMONS: H = water moccasin
KMONS: I = hell rat
KMONS: J = unseen horror
KMONS: K = alligator
KMONS: L = lindwurm
KMONS: M = large slime creature
KMONS: N = demonic crawler
KMONS: O = hell hound
KMONS: P = black mamba
KITEM: IJKLMNOP = any, any / gold w:5 / nothing
SHUFFLE: 1AI / 2BJ / 3CK / 4DL / 5EM / 6FN / 7GO / 8HP
MAP
xxxx+xxx xxxx+xxx xxxx+xxx xxxx+xxx
x1x..xIx x2x..xJx x3x..xKx x4x..xLx
x11.xxAx x22.xxBx x33.xxCx x44.xxDx
xAx%%xAx xBx%%xBx xCx%%xCx xDx%%xDx
xAxx.11x xBxx.22x xCxx.33x xDxx.44x
xIx..x1x xJx..x2x xKx..x3x xLx..x4x
xxx+xxxx xxx+xxxx xxx+xxxx xxx+xxxx
ENDMAP
NAME: hangedman_misty_isle
TAGS: transparent no_monster_gen no_pool_fixup patrolling
DEPTH: D:7-11
KMONS: 123 = sky beast
KMONS: 56 = steam dragon
KITEM: 15% = any / gold
KITEM: 36 = gold, star_item
KFEAT: F = shallow_water
SHUFFLE: Ww, aA, bB, cC, dD
SUBST: abcd = ., ABCD = x, X = xx.
MARKER: F = lua:fog_machine {cloud_type = "thin mist", \
pow_min = 5, pow_max = 12, delay_min = 28, delay_max = 42, \
size = 2, spread_rate = 2, start_clouds = 1 }
MAP
..........
...a....b...
...AWWWWWWB...
...XFwwwwwwFB..
..AWWw.x2.wwWb.
.aWww.16x%.wW..
..Ww..xxx..wW..
..Ww.%x35.wwWd.
.cWww.4x.wWWD..
..CFwwwwwwFX...
...CWWWWWWD...
...c....d...
..........
ENDMAP
NAME: guppyfry_early_lair_pool
TAGS: patrolling no_monster_gen transparent
DEPTH: D:2-5
KMONS: 2 = adder
KMONS: 3 = plant
ITEM: any potion / gold / stone / nothing
SUBST: - = wwwwwwWWW
KMASK: W = opaque
KPROP: W = no_tele_into
SUBST: . = ........33
SUBST: ? = ..wwwtt33%%d222
: if you.absdepth() < 4 then
SUBST: 2 = .
: end
MAP
............
....?--?....
..?-----?...
..--------..
.----------.
.----------.
..-------...
...-----....
...?---?....
.....?--?...
......?-?...
............
ENDMAP
NAME: argonaut_fire_from_heaven
TAGS: transparent
DEPTH: Depths:2-
KMASK: T = opaque
KMONS: T = titan
KMONS: 2 = caustic shrike
KFEAT: m = iron_grate
KITEM: T = randbook disc:fire, gold good_item
KFEAT: T = <
NSUBST: 2 = 1:2 / 1:. / * = 2.
KPROP: T = no_tele_into
MAP
..xxxxxxx.@
..........x
xxxxx2....x
xcccx...2.x
xcTm..2..Cx
xcccx...2.x
xxxxx2....x
..........x
..xxxxxxx.@
ENDMAP
# Medium trappings still informed by Topsell, I guess.
NAME: argonaut_gorgonesque
TAGS: no_monster_gen
DEPTH: D:12-, Shoals
MONS: harpy, basilisk, catoblepas
KMONS: P = withered plant
ITEM: kite shield ego:reflection pre_id / \
buckler ego:reflection pre_id w:1 / \
tower shield ego:reflection pre_id w:1
ITEM: stone
NSUBST: H = 4:G / 2:G. / *:e
MAP
xxxxxxx
xxxx1x.xxx
xxxxxx2xxxxxx
xxx.H.....H.xxx
xxx.....H.....xxx
x.x.....3.....x1x
xx2.....H.....2xx
x1x..H..d..H..x.x
xxx.....G.....xxx
xxx.........xxx
xxxxHx.xHxxxx
xxxxx.xxxxxx
xxx.Gxxxx
xxPxx
@..
ENDMAP
NAME: wander_ebering_terrifying_dragon_lair
TAGS: no_monster_gen
DEPTH: D:1-3
MONS: frilled lizard
ITEM: human skeleton
NSUBST: $ = $ / 4=$.. / *:.
NSUBST: D = 3:d / 3=d.. / *:.
NSUBST: E = e / 2=e. / .
: dgn.delayed_decay(_G, 'e', 'human corpse')
MAP
xxxxx
xx...xx
xxDxx..xx
xxDxxxxDDxx
xE$$$xxx.Dx
xE$1$xx..xx
xx$$$Dx..x
xEEExxDDx
xxxxx..xx
xxDD.xx
xxx@x
ENDMAP
NAME: hangedman_snake_sidewinding
TAGS: allow_dup
DEPTH: Snake, !Snake:$, Zot, !Zot:$
: if you.in_branch("Zot") then
KMONS: A = base draconian / green draconian w:4
KMONS: B = fire dragon w:5 / ice dragon w:5 / storm dragon / shadow dragon
KMONS: C = nonbase draconian / draconian annihilator
KMONS: D = golden dragon / quicksilver dragon / wyrmhole
: else
KMONS: A = naga warrior / naga mage
KMONS: B = mana viper / anaconda
KMONS: C = nagaraja / naga sharpshooter
KMONS: D = guardian serpent / shock serpent
: end
SHUFFLE: @123<= / &456"-, EF
SUBST: = = +, 1 = A, 2 = B, 3 = C, < : ~~_..., &E = x, - = c
SUBST: 456 = ', "F = ., y : x:2 G:1 .:6, Y : z', Z : z', z : xc
NSUBST: * = **|, ~ = 1:( / 1:(<.., _ = 1:) / 1:)>.
KMASK: '%*d = no_monster_gen
MAP
x@@xxxxxxxxxxxxxxxxxxxx
x""xxcccccccccccccccccx
x..xxxcc13121'''%%%**cx
xy..A%c--32z'''Z''BD*cx
xy...B%--c1'1z'''z'B%cx
x4.xxxxxccc''z''zYz'%cx
x..xxEExxccc'''zYz''%cx
xy...EE.A%ccc'''z''Z'cx
xy...FF..B%ccc'''''''cx
x4.xxFFxxxxxccc''zz''cx
x1.xxEExxEExxccc''4'4cx
xy...EE..EE.A%ccc''z5cx
xy...FF..FF..B%ccc454cx
x..xxFFxxFFxxxxxccc66cx
x1.xxEExxEExxEExxc==4cx
xy...EE..EE..EE.A%==ccx
xy...FF..FF..FF..B%cccx
x..xxFFxxFFxxFFxxxxxccx
x<<xxxxxxxxxxxxxxxxxxcx
x&&xxxxxxxxxxxxxxxxxxxx
ENDMAP
# I'd apologize for this pun, but I'm not actually sorry.
NAME: nicolae_half_adder
TAGS: transparent patrolling
DEPTH: D:2-6
KMONS: 1 = adder
KFEAT: !O = c
SHUFFLE: pqrs/O!!O/!O!O/!!O!
SUBST: pqrs = O
: nsubst( "1 = " .. you.depth() .. "=1 / 1=1. / ." )
TILE: ! = WALL_STONE_SMOOTH
TILE: O = DNGN_STONE_DARK
COLOUR: ! = white
COLOUR: O = magenta
MAP
.....................
..p.........c.c....1.
.pppppppppppcpcc..r..
..p.p.1..1..1.%ccrrr.
.1...p....qqcqcc..r..
....1.p..q.1c.c..1...
.......pq............
.......qp............
....1.q..p.1cccc.1...
.1...q....ppccccc.s..
..q.q.1..1..1.%ccsss.
.qqqqqqqqqqqccccc.s..
..q.........cccc...1.
.....................
ENDMAP
# TODO: Convert this to a decorative skeleton vault by letting corpses recieve
# more monster data like hydra head count, and let it be a vault that
# another adventurer went through already. Reduces the issues of
# weaker hydras being freer experience and keeps actually-fighting Lerny
# properly kept to the Swamp rune.
NAME: nicolae_hydra_factorization
TAGS: no_monster_gen no_trap_gen
DEPTH: D:12-
WEIGHT: 0
veto {{
return crawl.game_started() and dgn.br_exists("Swamp")
}}
# The final loot is geared towards 6-9 pieces of good stuff, including a
# guaranteed randart or two, because otherwise who would go in?
KITEM: * = *
KITEM: % = %
KITEM: $ = $ q:1
KITEM: s = | w:70 / gold good_item
KITEM: S- = any armour randart / any weapon randart / any jewellery randart
KMONS: Q = three-headed hydra
KMONS: R = nine-headed hydra
KMONS: S = Lernaean Hydra
KFEAT: $%*|PQRS`s- = . / W w:5
KFEAT: t = mangrove
NSUBST: O = s / O
SUBST: L = tp, M = tq, N = tr, O = ts
NSUBST: p = 27:P / 7:$ / `, q = 9:Q / 5:% / `, r = 3:R / 3:* / `, s = S / - / s
KITEM: P = one-headed hydra skeleton
MAP
ccccccccccc
cpppppppppccccccccc
cppLLpLLppcMqqqqqMccccccc
cpLLLpLLLpcqMMqMMqcrNrNrccccc
cpLLpppLLpcqMMMMMqcNrNrNcOsOc
+ppppLpppp=qqMtMqq=rNtNr=sssn@
cpLLpppLLpcqMMMMMqcNrNrNcOsOc
cpLLLpLLLpcqMMqMMqcrNrNrccccc
cppLLpLLppcMqqqqqMccccccc
cpppppppppccccccccc
ccccccccccc
ENDMAP
NAME: tekkud_yamata_no_oroachi
TAGS: no_monster_gen
DEPTH: D:12-, !D:$, Lair, !Lair:$
MONS: eight-headed hydra, patrolling clockroach, plant
ITEM: long sword good_item / scimitar good_item w:6, human skeleton
KFEAT: C = cache_of_fruit
SUBST: ` = @'''', ' = x', " = x.
NSUBST: . = 4:2 / *:.
CLEAR: '
MAP
' `
`''x'''x''
xx'xxx'xxx'
'xxxCxxx'''
''xxe...xxxx`
'x'xd.1..xx'
'xxx....3xx'
'x"x..33x3
`xxxx3x333
'x'xx3x3@
x3
ENDMAP
# A simply-themed but decorated pale ruin, once peaceful, left now
# to the scavenging pests endemic to the early game.
NAME: darby_scavenged_remnants
TAGS: no_monster_gen ruin_lair ruin_swamp
DEPTH: D:1-8, Lair, Swamp
# The D version places scavengers that might be found rifling
# through old food. Lair and Swamp place normal spawns, as similar
# ruins are common in their normal level generation.
: if you.in_branch("D") then
: if you.depth() == 1 then
MONS: rat / endoplasm / dart slug
: elseif you.depth() == 2 then
MONS: rat / endoplasm / dart slug / ribbon worm
: elseif you.depth() == 3 then
MONS: rat / endoplasm / dart slug / ribbon worm / \
bombardier beetle w:6 / clockroach w:6
: elseif you.depth() == 4 then
MONS: endoplasm / dart slug / ribbon worm / bombardier beetle / \
clockroach / jelly / sleepcap / black bear
: else -- D:5-8
MONS: bombardier beetle / clockroach / jelly / sleepcap / \
black bear / bes kemwar band
: end
: end
: if you.in_branch("D") and you.depth() > 3 then
KMONS: p = fungus / toadstool
: else
KMONS: p = plant / pile of debris w:2
: end
KMONS: D = pile of debris
KMONS: s = sacred lotus
# Take a cue and scavenge the food and old books yourself.
ITEM: any potion, any scroll / parchment
KFEAT: z = c
KFEAT: M = cache_of_baked_goods / cache_of_fruit
KFEAT: + = broken_door
KFEAT: ^ = web trap
NSUBST: e = 2:e / *:!
SUBST: G = GG., ? = .p, ! = .p^
: decorative_floor(_G, 'F', "broken floral vase")
: if you.in_branch("Lair") then
FTILE: .cdempDFGMPV1@%^+> = floor_lair / floor_sprouting_stone
: elseif you.in_branch("D") then
FTILE: .cdempDGMPV1@%^+> = floor_sprouting_stone / floor_pebble_lightgray
# decorative_floor recolors the tile below if possible, so avoid pebble floor.
FTILE: F = floor_sprouting_stone
: else -- Swamp
SUBST: . = W..
: end
TILE: z = wall_studio
: random_stair(_G, ">")
: vault_granite_statue_setup(_G, "G", "broken pillar")
MAP
ccccc
cccezeccc
cc!!.e.!!cc
cF..?G?..Fc
cc!1G???G.!cc
ceM?..???.?ec
cz1G.?>?.G1zc
ce?.???..?Mec
cc!.G???G1.ccF..
c!.?.G?..!+!.1?.
cc!.?..!!ccFwww?.
cc+c!F!ccc!.wsw%.
cc.!ccmcc .?www?.
c!1dFc. .???.
c!M1!+!. ...
cc!!cc!.
ccccF?.
.@.
ENDMAP
# A breezy autumn forest, or demonic mockery thereof.
NAME: darby_harvest_season
TAGS: no_monster_gen no_pool_fixup
DEPTH: D:1-4, Lair, Depths, Zot, Pan
# IX: Monsters on 1 need to be able to traverse water one way or another.
: if you.in_branch("D") then
: if you.depth() == 1 then
KMONS: 1 = frilled lizard / ball python
KMONS: 2 = frilled lizard w:5 / ball python w:5 / quokka / dart slug
: elseif you.depth() < 4 then
KMONS: 1 = frilled lizard / ball python / adder
KMONS: 2 = frilled lizard w:5 / ball python w:5 / \
adder w:5 / quokka / dart slug
: else
KMONS: 1 = ball python / adder
KMONS: 2 = ball python w:5 / adder w:5 / quokka / \
dart slug / black bear w:35 / sleepcap w:35
: end
: elseif you.in_branch("Lair") then
KMONS: 1 = bullfrog / water moccasin / cane toad w:12 / \
komodo dragon / skyshark w:8 / hydra
KMONS: 2 = 0 w:25 / 9
: elseif you.in_branch("Depths") then
# It's a dry season underground, the autumn leaves burn easily.
KMONS: 1 = tengu conjurer band / tengu reaver
KMONS: 2 = spriggan air mage / spriggan berserker / spriggan defender
SUBST: % = %**
: elseif you.in_branch("Zot") then
KMONS: 1 = moth of wrath / storm dragon / tentacled monstrosity
KMONS: 2 = death cob / moth of wrath w:5
SUBST: % = **|
: elseif you.in_branch("Pandemonium") then
KMONS: 1 = reaper / nekomata w:5
KMONS: 2 = reaper w:5 / sin beast / executioner
SUBST: % = *||
: end
: if you.in_branch("Pandemonium") then
# Submitted with crimson imps as pseudo-butterflies. Instead, have harvesters.
KMONS: 3 = red devil
: else
KMONS: 3 = butterfly
: end
KFEAT: 1 = w
SHUFFLE: TR
SUBST: F = F., d = %w, e = 2%, T : tww, R = w
KPROP: %*| = no_tele_into
: if you.in_branch("Zot") or you.in_branch("Pandemonium") then
KMONS: F = withered plant
KFEAT: tT = demonic_tree
COLOUR: dw1 = green
# The autumnal and white demonic tree tiles.
TILE: tT = dngn_demonic_tree_2 / dngn_demonic_tree_3 / \
dngn_demonic_tree_4 w:5 / dngn_demonic_tree_5 w:5 / \
dngn_demonic_tree_6 / dngn_demonic_tree_7 / \
dngn_demonic_tree_14 w:20 / dngn_demonic_tree_15 w:20
: else
KMONS: F = fungus / toadstool
COLOUR: t = lightred / red / yellow / green
TILE: t = dngn_tree_lightred / dngn_tree_red / dngn_tree_yellow / dngn_tree
: end
MAP
t t tt
t t tttt ttttt tt
tt t ttttttttt
t ttttt ttttttttttt t
tttttttttttttF..3ttt
F.t.Fwttttttt...3.%.ttt
....wwwtwwwtF.wwwF.3ttt
@t.%wwwTTtRRwwwdww.Fttt
.F...ww1tttF.www1w.tttt
...t.Fwttttt...ww..ttt
ttttttttttt....tttt t
ttttttttFtttt.tttttF
t ttttttFt.ttF.tt.tt2. t
t tttt....t.ttt..tetF.tt
ttt.2..ttt.2.tttttt.t
t ttt.Ft..t.ttt.t.tet.
t tt.ttt.ttettt.F.tt@
tt..tt.FtttFttttt..
tt tt.tF.......tt...t
tt .....tF.Ft....t..
ENDMAP
# The dusty underground desert remnants of a lost village.
NAME: darby_desolate_dusts
TAGS: no_monster_gen
DEPTH: D:1-10
WEIGHT: 7 (D:1), 10
: if you.depth() < 4 then
KMONS: 12 = jackal band / gnoll w:5
SUBST: ? = .
: elseif you.depth() < 6 then
KMONS: 1 = scorpion / hound / howler monkey band / gnoll bouda band w:5
KMONS: 2 = jackal band / gnoll band w:5
SHUFFLE: !?
: else
KMONS: 1 = gnoll bouda band / gnoll sergeant band / howler monkey band
# Encountered in the open, but player is likely to retreat to a corridor
# to deal with the other monsters (and they're thematic).
KMONS: 2 = rock fish band
NSUBST: ? = 2:2 / *:.
: end
KMONS: p = fungus / toadstool / withered plant
KMONS: D = pile of debris
# Species one might find underground, but not as enemies.
KITEM: s = human skeleton / dwarf skeleton / oni skeleton
KFEAT: ^ = shaft trap
KFEAT: + = broken_door
NSUBST: ! = 1:1 / *:., ? = 1:2 / *:.
SUBST: X = D:1 `:5 .:5, " = "., . = .:20 ':20 p:2 ^:1 s:1, > = >..
MARKER: F = lua:fog_machine { cloud_type = "sparse dust", \
pow_min = 9, pow_max = 12, delay = 45, \
size = 2, walk_dist = 1, spread_rate = 33 }
FTILE: ' = floor_pebble_darkbrown
FTILE: DX"` = floor_mud
: random_stair(_G, ">")
: vault_granite_statue_setup(_G, "G", "gravestone")
MAP
...
...... ...
........?.......
.XXx+xX..........
..X""""X.........
..X"%""X.....G...
.X"""FX.!..F....
.XXXXXX.........
...............
?...!..>..!...?.
................
..........XXXXX...
...G.GF..!.XF%"x...
...........X"""+...
...........XXXXx..
................
........?.......
.. .........
....
ENDMAP
# An overgrown courtyard. Fast land animals hide in the underbrush.
NAME: darby_ripple_courtyard
TAGS: no_monster_gen ruin_lair
DEPTH: D:1-3, Lair, Depths
: if you.in_branch("D") then
: if you.depth() == 1 then
MONS: ball python / quokka
: else
MONS: ball python / quokka / adder
: end
ITEM: any potion
# floor_grass is only for outdoor deployment, but it's believable that
# this might be at the bottom of a chasm to the sky above.
FTILE: 'tP12? = floor_grass
FTILE: .cGUdp+ = floor_pebble_white
: elseif you.in_branch("Lair") then
MONS: black mamba / bullfrog / water moccasin / cane toad
ITEM: any potion / any potion q:2
FTILE: .cGUdp+ = floor_lair / floor_sprouting_stone
: elseif you.in_branch("Depths") then
# In the Depths, it is instead an Erl-King's court.
MONS: spriggan air mage / spriggan berserker / spriggan defender, alderking
ITEM: any potion q:3
NSUBST: ? = 1:2 / *:?
FTILE: 'tP12? = floor_grass_dark
FTILE: .cdpGU+ = floor_sprouting_squares
: end
KMONS: Pp = plant
NSUBST: @ = 1:+ / *:@, ? = 1:1 / *:?
SUBST: @ = c+, ? = 1P, ' = P'', p = p.
: if you.in_branch("Depths") then
TILE: G = depths_column / depths_crumbled_column
: else
: vault_granite_statue_setup(_G, "G", "broken pillar")
: end
: decorative_floor(_G, 'F', "garden patch")
MAP
cccccc
ccc....ccc c@c
cc........ccccccc.c
c...GpGpGp........c
c.Gp''F'''Gp...pG.c
c.p'''W'?'''GpG'p.c
c.G'?'W''t''F'''G.c
c.p't'W'pdp'W'?'p.c
c.G'''Wt.U.tW'''G.c
c.p'?'W'p.p'W't'p.c
c.G'''F''.''W'?'G.c
c.p'GpG''.''W'''p.c
c.Gp...pG.''F''pG.c
c.........GpGpG...c
c.ccccccc........cc
c@c ccc....ccc
cccccc
ENDMAP
NAME: darby_fish_out_of_rock
TAGS: no_monster_gen no_pool_fixup
DEPTH: D:6-10
KMONS: 1 = rock fish band / rock fish w:5
KMONS: 2 = kobold geomancer
KMONS: F = fungus / toadstool
ITEM: parchment disc:earth w:20 / tin of tremorstones w:8 / \
wand of digging w:4 / granite talisman w:4 / staff of earth w:1 / \
manual of earth magic w:4 / pair of boots ego:earth w:1 / \
barding ego:earth w:1 / orb randart artprops:earth w:1
ITEM: stone no_pickup / large rock q:1 no_pickup
KFEAT: 1X = x
SHUFFLE: Aa / Bb, Aa / Aa / Cc
SUBST: 2 = 2.., F = FF., e = ee., AaBb = ., C = X, c = x
TILE: 1X = wall_pebble_brown
MAP
xxxxxxxxxxxxxx
xxxxxxxxxxxxxxxx
xxxXXXXXXXXXXxxx
xxXXXX1wXXXw1Xxx
xxXXXewwwwwweXxx
xxXXe.wwdwww.Xxx
xxXX.Fww.wwF.Xxx
xxXF..ww.Fw.XXxx
xxX2..Fw....XXxx
xxXXF....eFBXXxx
xxXXXXe.FXXBBXxx
xxXXXXXAXXXXBBbb
xxXXXXXAXXXXXXxx
xxxXXXXAXXXXXxxx
xxxxxxxaxxxxxxxx
xxxxxxaxxxxxxx
ENDMAP
###############################################################################
#
# <<3>> Humanoids
# Goblins, gnolls, orcs, ogres etc. We include e.g. spriggans, centaurs.
#
###############################################################################
NAME: minmay_goblin_outpost
TAGS: no_pool_fixup transparent
DEPTH: D:2-4
MONS: goblin / hobgoblin w:5, goblin ; sling
KMASK: >_"+2 = opaque
SUBST: y = .WWw, Y = ...W, . = .....1
SHUFFLE: >X/_"
SUBST: X = x, _ = +, " = @
MAP
XXX
xxxx>xxxx
xxxx+xxxx
xwww2wwwx
xyywwwyyx
xYYYYYYYx
x.......x
x.......x
x.......x
@.......@
xxxxxxxxx
ENDMAP
NAME: minmay_goblin_kobold_house
TAGS: no_monster_gen
DEPTH: D:2-4
MONS: goblin / hobgoblin, kobold
SUBST: . = 1%......
SUBST: 1 : 112
: decorative_floor(_G, 'p', "garden patch")
MAP
xxxxxxx
xx.....xx
x.......x
x.......x
x.......x
xx.....xx
xxx+xxx
xp.px
x.1.x
xx+xx
ENDMAP
NAME: minmay_sticks_and_stones
TAGS: patrolling transparent
DEPTH: D:8-
WEIGHT: 5
KMONS: 1 = Joseph / cyclops, \
yaktaur ; quarterstaff . sling / cyclops
ITEM: stone / club w:5 / large rock w:3 / quarterstaff w:1
NSUBST: . = 4:d / 4:. / * = d:30 .:150
MAP
.........
.........
.........
.........
....1....
.........
.........
.........
.........
ENDMAP
# Sigmund has been educating the oppressed masses in guerrilla warfare.
NAME: sigmund_army
DEPTH: D:4-7
: mons("gnoll ; " .. scythe() .. " . robe")
: mons("hobgoblin ; " .. scythe() .. " . robe")
: mons("orc ; " .. scythe() .. " . robe")
MONS: Sigmund
SUBST: n = 1:20 n:5
SHUFFLE: x+1 / x+1 / x+1 / y-5
SUBST: - = y , y = 5, 5 = 1..
SUBST: 1 : 123444, 4 = 1223.., 1 = 1., 3 = 33.
veto {{ return you.uniques("Sigmund") }}
MAP
xxxxx
x1n1x
x111x
xx+xx
...
ENDMAP
NAME: minmay_mini_ossuary
TAGS: no_monster_gen no_item_gen transparent
DEPTH: D:4-8
MONS: mummy, kobold zombie / orc zombie / hobgoblin zombie
MONS: ogre zombie w:5 / centaur zombie / killer bee zombie
: if you.absdepth() > 6 then
SUBST: 2 = 3
: end
ITEM: any scroll / any potion
MAP
........
.cccccc.
.c.1ddc.
.c.cccc.
.c.22.c.
.c2..2c.
.cc..cc.
........
ENDMAP
NAME: minmay_orc_keep
TAGS: vaults_room vaults_orient_n
DEPTH: D:8-, Orc, Vaults
WEIGHT: 5 (Vaults), 10
: if you.in_branch("Vaults") then
MONS: orc knight, orc warlord, orc sorcerer / orc high priest
SUBST: % = $, @ = .
KMASK: w = no_monster_gen
: elseif you.absdepth() > 11 then
MONS: orc / orc warrior w:5, orc knight / orc warrior
MONS: orc wizard / orc priest / orc sorcerer w:2 / orc high priest w:2
SUBST: % = %*
: else
MONS: orc, orc warrior / orc, orc wizard / orc priest
: end
: decorative_floor(_G, 'B', "orcish standard")
MAP
wwwB@Bwww
wcc+++ccw
wc1...1cw
wc.....cw
wc2...2cw
wc%3%3%cw
wc1%3%1cw
wcccccccw
wwwwwwwww
ENDMAP
NAME: minmay_ogre_servants
DEPTH: D:3-6
MONS: ogre
NSUBST: " = 6:" / *:'
KITEM: ' = large rock
KMONS: "' = goblin
MAP
xxxxx
x"1"x
x"""x
x"""x
xx+xx
ENDMAP
# Very unpleasant kobold minivaults
NAME: minmay_unpleasant_kobolds
TAGS: transparent
DEPTH: D:6-
MONS: kobold ; dart ego:disjunction q:2 / w:3 kobold brigand ; dart ego:disjunction q:4
MONS: kobold ; boomerang q:2 / w:3 kobold brigand ; boomerang q:4
MONS: kobold ; dart ego:curare q:1 / \
w:3 kobold brigand ; dart ego:curare q:2
MONS: kobold blastminer
: if you.absdepth() > 13 then
SUBST: 1 = 3:100 4
: elseif you.absdepth() > 11 then
SUBST: 1 : 23
: elseif you.absdepth() > 7 then
SUBST: 1 : 12
: end
MAP
xx+xx
x111x
x111x
xx+xx
ENDMAP
# Elven Outpost
# 50-50 chance of spiral arms, 50-50 chance of a moat
NAME: elves_outpost_lemuel
TAGS: transparent no_pool_fixup
DEPTH: D:11-, Orc, Elf
: if (you.in_branch("D") and you.depth() > 12) or you.in_branch("Elf") then
MONS: deep elf pyromancer, deep elf knight / deep elf archer
MONS: deep elf zephyrmancer / thermic dynamo w:4
NSUBST: 1 = 2 = %** / 2 = 1% / 3 = 11122 / 3 = 22333 / *:1
: else
MONS: fire elemental / water elemental w:12
MONS: deep elf pyromancer ; dagger . robe ego:fire_resistance . \
ring of protection from fire
MONS: deep elf archer
NSUBST: 1 = 2 = %%* / 2 = 1% / 2 = 12 / 2 = 23 / *:1
: end
KMASK: 123"%*> = opaque
SHUFFLE: _? / bb, _' / ww
SUBST: ?_'" = .
MAP
.?.....???..
?.'''__'''?.
?''__''''''.
?''bbbbbb_'.
._'b1111b_'.
._'"1111>'_.
.'_b1111b'_.
.'_bbbbbb''?
.''''''__''?
.?'''__'''.?
..???.....?.
ENDMAP
# Humans defending their loot
NAME: minmay_ruffians
TAGS: transparent
DEPTH: D:6-10
MONS: human; club | mace w:3 . animal skin | leather armour
MONS: human; sling . animal skin | \
leather armour
SUBST: 1 = 112.
KMONS: 3 = human; flail . ring mail | scale mail
KITEM: 3 = %
MAP
.........
.1.1.1...
.........
.x+xxx.1.
.x%%3x...
.xxxxx.1.
.........
ENDMAP
# Necromancer has a house with a fridge (and a nice garden) (Eino)
NAME: eino_house_with_fridge
TAGS: no_monster_gen no_item_gen transparent
DEPTH: D:9-, Lair:2-
MONS: patrolling necromancer, plant
: if you.branch() == "Lair" and you.depth() ~= dgn.br_depth(you.branch())
: or you.branch() == "D" and you.depth () < 12 then
MONS: river rat / wolf / yak / polar bear
MONS: river rat simulacrum / wolf simulacrum / \
yak simulacrum / polar bear simulacrum
: else
MONS: hell rat / elephant / death yak / hydra
MONS: hell rat simulacrum / elephant simulacrum / \
death yak simulacrum / hydra simulacrum
: end
SUBST: G = GG.
: vault_metal_statue_setup(_G, "G", "mystic cage")
MAP
............
.xxxxxxxxxx.
.x444x..%%x.
.x444+..xxx.
.x444x...Gx.
.xxxxx.3.4x.
.....x.413x.
.2T2.+....x.
..3..xxxxxx.
............
ENDMAP
# kobolds around a campfire
NAME: lexackson_kobold_supper
DEPTH: D:1-6
TAGS: no_monster_gen
KPROP: 56' = no_tele_into
MONS: kobold, plant, bush
: if you.absdepth() < 4 then
MONS: kobold ; dagger . stone
: else
MONS: kobold brigand ; dagger . throwing net q:2
: end
SUBST: . = e f .:150
KITEM: e = rat skeleton
KITEM: f = frilled lizard skeleton
MONS: rat / frilled lizard
KFEAT: m = iron_grate
: single_cloud(_G, "P", "flame", false)
MARKER: P = lua:fog_machine { cloud_type = "grey smoke", \
pow_min = 3, pow_max = 3, delay = 100, \
size = 1, walk_dist = 1, start_clouds = 1 }
SUBST: y = 2 3 x:5
NSUBST: W = 5:.
NSUBST: t = 6:2 3 / 6:x / *:t
MAP
xxxxxxxxxxxxx
xtttttttttttxxxx
xtyyWWWyyyyytttx
xyy.....y3yyyttx
xy..s1s..m'5yytx
@...1P1..m'5'ytx
xy..s14..m'5yytx
xyy.....y2yyyttx
xtyyWWWyyyyyttxx
xttttttttxxttxxx
xxxxxxxxxxxxxx
ENDMAP
NAME: nooodl_orcs_dogs
TAGS: transparent vaults_hard
DEPTH: D:11-, Orc, Vaults, !Vaults:$
WEIGHT: 5 (Vaults), 10
: if you.branch() == "Vaults" then
TAGS: no_monster_gen
MONS: orc warlord, orc knight w:20 / orc sorcerer
MONS: peacekeeper / crystal guardian w:4
SUBST: Gw = .
: else
: if you.absdepth() > 11 then
MONS: orc knight, orc w:5 / orc warrior / orc wizard
: else
MONS: orc warrior, orc / orc wizard
: end
MONS: warg
SUBST: * = %, G : GG.
: vault_metal_statue_setup(_G, "G", "mystic cage")
: end
NSUBST: A = 2 = 122 / *:2, B = 2 = 122 / *:2
: decorative_floor(_G, 'F', "orcish standard")
: vaults_hard_standard(_G)
MAP
..................
.wwwwwww..wwwwwww.
.wxxxxxx++xxxxxxw.
.wx%...x..x...%xw.
.wx.AA.x..x.BB.xw.
.wxG33.+..+.33Gxw.
.wx.AA.x..x.BB.xw.
.wx*..%xFFx%..*xw.
.wxxxxxxxxxxxxxxw.
.wwwwwwwwwwwwwwww.
..................
ENDMAP
# This vault was built by evilmike, but the idea is mikee's. Who is really the
# evil one here?
NAME: mikee_hates_you
TAGS: no_monster_gen no_item_gen
DEPTH: D:12-, !D:$
KPROP: l = no_cloud_gen
KMONS: 1 = generate_awake merfolk avatar
KMONS: 2 = generate_awake merfolk impaler ; trident ego:distortion w:5 | \
trident ego:draining . robe
KITEM: > = |
KFEAT: > = escape_hatch_down
: single_cloud(_G, "!", "foul pestilence", true)
SUBST: ! = .
MAP
ccccccccccc
cccccc=2ccc
@=!!!!l1=>c
ccccccccncc
ccccccccncc
@.
ENDMAP
# Inspired by the Jorge Luis Borges story "The Library of Babel".
NAME: bh_hangedman_babel_library
TAGS: transparent no_monster_gen no_item_gen
DEPTH: D:10-, !D:$, Elf, !Elf:$
MONS: arcanist w:6 / deep elf pyromancer
MONS: occultist w:6 / deep elf zephyrmancer
ITEM: randbook numspells:2 title:Dhcmrlchtdj
ITEM: randbook numspells:2 title:Combed_Thunderclap disc:air
ITEM: randbook numspells:2 title:Plaster_Cramp disc:earth
ITEM: randbook numspells:2 title:Axaxaxas_mlö
ITEM: randbook numspells:3 title:Forking_Paths owner:Ts'ui_Pên \
disc:hexes disc2:alchemy
ITEM: randbook numspells:2 title:Sand
KITEM: % = any potion
KFEAT: ^ = shaft trap
KFEAT: % = cache_of_baked_goods
: if you.branch() == "D" and you.depth() < 12 then
NSUBST: 1 = 1:. / *:1
: else
NSUBST: 1 = 1:2 / * = 12
: end
SHUFFLE: %def, defghi, bm, bm / ++
MAP
xxx@xxx xxx@xxx
xx.....xx xx.....xx
xx1.....dxxxxxf.....1xx
xx....^....xbx....^....xx
@....^<^....1....^>^....@
xx....^....xmx....^....xx
xxe.....1xxxxx1.....gxx
xx.....xx xx.....xx
xxx@xxx xxx@xxx
ENDMAP
#################################################################
# checkpoint with guards to alert nearby monsters, by Core Xii
NAME: corexii_checkpoint
TAGS: no_monster_gen no_item_gen allow_dup extra transparent
DEPTH: D:4-, Elf
: if you.in_branch("Elf") then
MONS: deep elf pyromancer / deep elf zephyrmancer
: elseif you.absdepth() > 11 then
MONS: centaur / troll / kobold demonologist / orc knight
: elseif you.absdepth() > 7 then
MONS: gnoll / ogre / kobold brigand / orc warrior
: else
MONS: goblin / hobgoblin / kobold / orc
: end
SHUFFLE: &@X'mn / &@X'nm / @""Xmn / @""Xmn / @""Xmn
SUBST: nX = x, '& = .
NSUBST: 1 = 2:1 / *:.
CLEAR: "
MAP
Xxxxxxx
X&....&
X'xmmx'
X'n11x'
@'n11x@
Xxx+xxx
@
ENDMAP
NAME: corexii_shack
TAGS: no_monster_gen no_item_gen allow_dup extra transparent
DEPTH: D:2-6
NSUBST: + = 1:+ / *:x, m = 1:m / *:x, - = 1:1 / *:d
ITEM: any weapon / any armour / w:5 any potion / w:40 nothing
MONS: goblin / hobgoblin / kobold / orc, plant / w:100 nothing
MAP
........
..2..2..
.2x++x2.
.2m--m2.
.2m--m2.
.2xmmx2.
..2222..
........
ENDMAP
# Centaur isle (Lemuel)
NAME: centaur_isle
TAGS: no_monster_gen no_pool_fixup no_rotate no_descent
DEPTH: D:6-12, Shoals
MONS: centaur, yaktaur, faun, centaur warrior
KFEAT: d = cache_of_baked_goods
: if you.absdepth() > 11 then
NSUBST: 1 = 1:4 / 2:33 / * = 123
: end
SUBST: ? = *$
MAP
wwww
wwwwwwww
wwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwww
wwwwwwww..wwwwwwwwwwwww
wwwwww.11...wwwwwwwwwww
wwwww........wwwwwwwwww
wwwww...x+x..wwwwwwwwww
wwww..11x>x..wwwwwwwww
www...xx?x11wwwwwwwww
www..xx??x.wwwwwwwww
wwww.xx?dx.wwwwwww
wwww.xxxx.wwwwww
wwwwww..wwwww
wwwwwwwwwww
wwwwww
ENDMAP
NAME: kilobyte_rumbling_trees
TAGS: transparent misc_elf_vault
DEPTH: Lair:2-, Elf, Depths
WEIGHT: 5 (Elf), 10
MONS: black bear w:5 / polar bear / wolf
MONS: shapeshifter / glowing shapeshifter
MONS: ice dragon / spark wasp w:20 / caustic shrike
MONS: patrolling boggart, patrolling deep elf archer
MONS: patrolling spriggan druid
: if you.in_branch("Lair") then
SUBST: ' = 4, 6 = .
: elseif you.in_branch("Elf") then
NSUBST: ' = 1:6 / 1:% / *:1, 1 = 3:2 / * = 25..
: else
NSUBST: ' = 1:6 / 1:%* / 1:. / *:1, 1 = 2:3 / * = 223.
: end
FTILE: .t123456%*@ = floor_moss
MAP
ttttt tttt@t
tttttt tt ttttt1tt
t1tttttttttttt.ttt
@t..ttttttttt.tttt
tttt.'t*ttt..tttt
tttttt.6..'ttttt
ttttt.'tttttttt
tttt'ttttttttt
tttt.tttttttt
tttt1tttttt
tttt@ttt
ENDMAP
NAME: billiards_dpeg
TAGS: transparent
DEPTH: D:6-, !D:$, Elf, !Elf:$
MONS: orc wizard, deep elf pyromancer, arcanist / deep elf zephyrmancer
ITEM: scarab talisman
KFEAT: ^ = shaft trap
NSUBST: X = 1:+ / *:x
: if you.absdepth() > 11 then
NSUBST: 1 = 1:2 / 1:3 / * = 22233
SUBST: * = *|
: elseif you.absdepth() > 8 then
NSUBST: 1 = 1:2 / * = 1
SUBST: * = *:5 |:2 %:3, d = d..
: else
SUBST: * = * %:5, d = d....
: end
MAP
.............
.xxxxxxxxxxx.
.x*1.....^bx.
.x11...d..bx.
.x..bbbbb+bx.
.x.dbxxxb.bx.
.x..bbbbb.bx.
.x^.+......x.
.xbbbbbbb..X.
.xxxxxxxxxXx.
............0
ENDMAP
NAME: kb_tengu_band
TAGS: no_pool_fixup transparent
DEPTH: D:12-, Shoals, Swamp
WEIGHT: 5
MONS: tengu warrior, tengu conjurer
MAP
.........
..wwwww....
.wwttwww...
.wtt2*tww..
.wwwt*1....
..wwwwww...
.........
ENDMAP
NAME: minmay_rotating_lava
TAGS: no_monster_gen transparent no_descent
DEPTH: D:10-
MONS: hell hound, hell knight band, hell knight
ITEM: potion of enlightenment pre_id q:3
KFEAT: ' = floor
KMASK: .123*< = opaque
KPROP: .123*< = no_tele_into
TILE: c = wall_stone_scorched
MAP
'''''''''''''''
'ccccccccccccc'
'c.....3.....c'
'c.ccccccccc.c'
'c.c......1c.c'
'c.c.cclcc.c.c'
'c.c.c...c1l.c'
'c<c2c.3<c.l.c'
'c.c.c***c1l.c'
'c.c.ccccc.c.c'
'c.c...<..1c.c'
'c.ccccccccc.c'
'c...1.1.1...c'
'cccclllllcccc'
'''''''d'''''''
ENDMAP
NAME: evilmike_spriggan_trog_shrine
TAGS: transparent
DEPTH: Depths, Elf
MONS: spriggan berserker
: if you.absdepth() < 19 then
NSUBST: 1 = 2=2 / 1
: end
SUBST: 2 = 1'
KMONS: _ = spriggan berserker
KFEAT: _ = altar_trog
SUBST: C : c', B : +', D : +', E : +c
SUBST: F = ccc+
COLOUR: # = red
FTILE: *|_1'c = floor_sprouting_squares
FTILE: +t = floor_moss
FTILE: # = floor_rough_lightred
: single_cloud(_G, "#", "flame", false)
SUBST: '# = .
MAP
.................
.ccccccccccccccc.
.cttcc#ccc#ccttc.
.c*1''''_''''1|c.
.c'''''''''''''c.
.c''''''C''''''c.
.cccctcBcBctcccc.
....ccc'C'ccc....
..cc'''cc..
..F'2'F..
..cc'''cc..
...ccc'c'ccc...
.ccctcDcDctccc.
.c'''''c'''''c.
.c'''c'''c'''c.
.c'1'c'''c'1'c.
.ctcccE+Eccctc.
.ccc#c...c#ccc.
...............
.....@.....
ENDMAP
NAME: kb_lookout_dungeons_type
TAGS: extra no_pool_fixup transparent
DEPTH: D:5-12
MONS: centaur, bush
KMASK: w = no_monster_gen
MAP
....
......
......
...wwxxxx...
@..w1.%.2..@
...wwxxxx...
......
......
....
ENDMAP
NAME: wad_orctagon
TAGS: transparent
DEPTH: D:2-4
WEIGHT: 4
MONS: orc
MAP
......xxxxxxxxxxxxxx......
.....xxxxxxxx.1.1xxxx.....
....xx.xxxxx.G..G.xxxx....
...xx...xxxx......xxxxx...
..xxxx.xxxxxx....xxxxxxx..
.xxxxx+xxxxxx.mm.xxxxxxxx.
.xxIx.I.xIx.xx++xx.xxx...x
@+...m.m...x......x.+.mmm@
.xxIx.I.xIx.xx++xx.xxx...x
.xxxxxxxxxxxx.mm.xxxxxxxx.
..xxxxxxxxxxx....xxxxxxx..
...xxxxxxxxx......xxxxx...
....xxxxxxxx.G..G.xxxx....
.....xxxxxxxx.1.1xxxx.....
......xxxxxxxxxxxxxx......
ENDMAP
NAME: hangedman_summoners_spam
TAGS: no_monster_gen patrolling
DEPTH: Depths, Elf, Crypt, Abyss
MONS: boggart, orc high priest, kobold demonologist
MONS: shadow demon, deep elf demonologist, glowing orange brain, vampire mage
KMONS: 8 = mummy priest
ITEM: book of callings w:5 / book of the wilderness w:20 / \
grand grimoire w:5 / randbook disc:summoning numspells:6
ITEM: manual of summonings
ITEM: amulet of magic regeneration w:5 pre_id / \
amulet of magic regeneration randart
ITEM: any ally misc / orb randart artprops:Summ
KITEM: % = any, any / gold / nothing, any / nothing
KITEM: _ = any ally scroll pre_id, any ally scroll pre_id / nothing
KFEAT: _ = altar_sif_muna
KFEAT: ? = altar_lugonu
KFEAT: < = exit_abyss
KFEAT: C = c
KMASK: "'@ = !no_monster_gen
SHUFFLE: 12, 34, 12 / 34
NSUBST: ' = 1:@ / * = .@
SUBST: c : ccb
: if you.in_branch("Abyss") then
SUBST: bc = xcccccvb
SUBST: %efg = $, * = <, _ = ?
: elseif you.in_branch("Crypt") then
SUBST: 5 = 7, 6 = 8
: else
SHUFFLE: 56 / 78
TILE: C = wall_stone_magic_shelf
: end
MAP
ccccccccccccccc
c24C5de6fd5C32c
c%%C*g...g*C%2c
c..cccc+cccc..c
c.............c
c%cG..%_%..Gc%c
c.............c
c..ccc+++ccc..c
c1%c.......c%%c
c13c"""U"""c14c
cccc'''''''cccc
ENDMAP
NAME: hangedman_minor_magic
TAGS: no_monster_gen transparent
DEPTH: D:9-11, Orc
MONS: crimson imp, white imp, shadow imp, iron imp
MONS: orc, orc wizard w:39 / Blorkula the orcula w:1, swamp drake
KMONS: 0 = orc ; robe . wand of charming | wand of flame
KMONS: 89 = deep elf pyromancer / deep elf zephyrmancer
KMONS: & = obsidian bat
# FIXME: make these the wizard hat tiles only.
KITEM: 8d = robe, hat w:40 / hat good_item, \
hat w:20 / hat good_item
KITEM: 9e = book of minor magic
SUBST: - = +
KMASK: de89 = no_item_gen
SHUFFLE: 1234
COLOUR: F = red
: if you.in_branch("Orc") then
SUBST: 7 = &
: end
FTILE: F = floor_pebble_lightred
TILE: c = wall_stone_magic_shelf
{{
local fog = chained_fog_machine {
cloud_type = 'flame', pow_min = 6, pow_max = 6,
delay = 100, size = 1, walk_dist = 0, excl_rad = 0
}
lua_marker('F', fog)
}}
MAP
@@xxxxxxxxxxx
..xxxxxxxxxxx
.5xx1xx2xxcxx
.5xx++++xx9xx
..x..60..xexx
..x.F..F.x+xx
@.-...6..-7xx
@.-...0..-'xx
..x.F..F.x+xx
..x..60..xdxx
.5xx++++xx8xx
.5xx3xx4xxcxx
..xxxxxxxxxxx
@@xxxxxxxxxxx
ENDMAP
NAME: guppyfry_early_elven_hall
TAGS: patrolling no_monster_gen transparent
DEPTH: D:7-10
MONS: deep elf pyromancer, deep elf zephyrmancer, fungus
ITEM: any scroll / any potion / any book
SUBST: - = 33..GTd$%
: if you.depth() > 8 then
SUBST: 1 = 11122
: end
MAP
.............
.xxxxxxxxxxx.
.x...........
.x...........
.x+++mxxxxxG.
.x-.-+.......
.x1..+...>...
.x-.-+.......
.x+++mxxxxxG.
.x...........
.x...........
.xxxxxxxxxxx.
.............
ENDMAP
NAME: guppyfry_early_orc_mine
TAGS: patrolling no_monster_gen transparent
DEPTH: D:2-5
MONS: orc, goblin, hobgoblin, orc priest, orc wizard, orc warrior
ITEM: stone / large rock q:1 w:1
NSUBST: ? = 2:$ / 2:d / *:.
: if you.absdepth() > 3 then
NSUBST: - = 1:65 / 1:5 / 1:4 / 3:1 / 2:. / 2:x / 2:I / *:.
: else
NSUBST: - = 2:1 / 2:2 / 2:3 / 2:. / 2:x / 2:I / *:.
: end
MAP
..............
.x.xxxxxxxxxx.
.x..xxx.x..xx.
.xx...xx.xx.x.
..xx..-.x.xx-.
..x.x.-?x.xxx.
..xxx?---?.1x.
..-xx?---x.xx.
..xx.?---xxxx.
.xx....-xxxxx.
.xxxx.xxxxxxx.
..............
ENDMAP
NAME: guppyfry_library_mini
TAGS: patrolling no_monster_gen transparent misc_elf_vault
DEPTH: Orc, Snake, Elf, Zot
ITEM: gold / any scroll / any book w:4
SUBST: ? = 123d
: if you.in_branch("Orc") then
MONS: orc, orc warrior, orc wizard w:9 / orc sorcerer w:1
: elseif you.in_branch("Snake") then
MONS: naga, naga warrior, naga mage w:9 / nagaraja w:1
: elseif you.in_branch("Elf") then
MONS: deep elf pyromancer / deep elf zephyrmancer
MONS: deep elf knight / deep elf archer
MONS: deep elf death mage / deep elf elementalist
: else
MONS: any draconian, draconian scorcher
MONS: draconian annihilator / draconian knight
: end
TILE: c = wall_studio
MAP
............
.xxmxxxxmxx.
.x.?....?.x.
.x........x.
.x.xx++xx.x.
.+1cd33dc.+.
.+.cd33dc1+.
.x.xx++xx.x.
.x........x.
.x.?....?.x.
.xxmxxxxmxx.
............
ENDMAP
NAME: lightli_giant_bouncers
DEPTH: Depths
MONS: fire giant, frost giant, titan
SHUFFLE: 12
KMASK: l = no_monster_gen
FTILE: =.123*|+ = floor_mystic_chasm
MAP
bbbbbbbbbbb
b.......bbb
b.bbbbb+bbb
b.l1b...bbb
b.bbb.212bb
b.bbb.121bb
b.l2b.....b
b.bbbb.3..b
b.b**+....b
b=b|*bbbbbb
'@nbbbbbbbb
ENDMAP
NAME: lightli_church_of_beogh
TAGS: vaults_hard vaults_orient_e
DEPTH: D:6-, Orc, Vaults, !Vaults:$
MONS: orc, orc warrior, orc knight, orc priest
MONS: orc wizard, orc high priest, orc sorcerer
KMONS: 8 = orc warlord
KFEAT: _ = altar_beogh
: if you.branch() == "D" or you.branch() == "Orc" then
SUBST: CD = c
: if you.absdepth() < 9 then
SUBST: - = =
NSUBST: 0 = 6:. / 2:1 / * = 1:9 2:1
: elseif you.absdepth() < 12 then
SUBST: - = +
NSUBST: 0 = 2 = 33322 / 2:. / * = 2111
: else
SUBST: 4 = 6, 5 = 47, - = +
NSUBST: 0 = 1:8 / 1:3 / 2:3 / 4:1 / * = 1:8 2:4 3:2
: end
: else
SUBST: 4 = 9, 5 = 990, 1 = 3
NSUBST: 0 = 1:8 / 1:893 / 2:3 / 2:6 / 2 = 30. / *:.
SUBST: C- = ., c = x, * = *%
: decorative_floor(_G, 'D', "orcish standard")
FTILE: .+_%*D3456098I = floor_metal_gold
: end
MAP
ccccccccccccccccccccC
cccc..000........cccD
c%ccI.050I..I..I..IcC
c*%c..000..........1C
c_%+4.050..........1-
c*%c..000..........1C
c%ccI.050I..I..I..IcC
cccc..000........cccD
ccccccccccccccccccccC
ENDMAP
NAME: lightli_orcish_oven
TAGS: vaults_room vaults_orient_s
DEPTH: D:6-11, Orc, Vaults
WEIGHT: 5 (Vaults), 10
MONS: orc warrior, orc, orc warlord, orc knight w:14 / lindwurm w:1
KITEM: d = stone q:1 no_pickup
KFEAT: e = cache_of_meat
KFEAT: f = cache_of_baked_goods
: if you.in_branch("Vaults") then
SUBST: 1 = 3, 2 = 4, @ = ., d = f, g = h
: else
SUBST: d = def
: end
: dgn.delayed_decay(_G, 'g', 'adder corpse / electric eel corpse')
: dgn.delayed_decay(_G, 'h', 'hog corpse / lindwurm corpse')
MAP
xxxxxxxxxx
xvvvggggxx
xvl+.222.x
xvvv.212.x
xxxx...xxx
xxx.x..xxx
xxx+xx..xx
x$$$xx..xx
xdexx..xxx
xxxx.@xxxx
ENDMAP
NAME: grunt_tower_of_power
TAGS: vaults_hard vaults_orient_s no_monster_gen patrolling
DEPTH: Depths, Vaults, !Vaults:$
: if you.in_branch("Vaults") then
MONS: lich, arcanist / ogre mage / deep elf annihilator, tengu reaver
SUBST: c : vvb, @' = .
: vaults_hard_standard(_G)
: else
MONS: lich, occultist / tengu conjurer / nagaraja, tengu reaver
NSUBST: ' = 1:2 / 1:2. / *:.
: end
ITEM: book of power, robe good_item, hat good_item, robe, hat
KFEAT: _ = altar_vehumet
SHUFFLE: ef, gh, ij
TILE: v = dngn_metal_wall_magenta
TILE: c = dngn_stone_wall_magenta
TILE: b = dngn_crystal_magenta
MAP
ccccc
ccedfcc
ceh_gfc
c..1..c
cccccc..'..cccccc
c.fhccc...cccge.c
ce2.cccc+cccc.2fc
cg.'cc.....cc'.hc
cccc+.......+cccc
ccc..2.U.2..ccc
cc...........cc
@....U.3.U....@
cc...........cc
cc....U....cc
cc.......cc
cc..@..cc
ENDMAP
NAME: grunt_absolute_annihilation
DEPTH: Depths
MONS: ancient lich
MONS: deep elf annihilator / draconian annihilator w:5 / lich
MONS: kobold fleshcrafter w:40 / tengu conjurer w:20 / \
occultist w:20 / orc sorcerer w:20 / nagaraja / tengu reaver
ITEM: book of annihilations, book of power, book of conjurations
ITEM: randbook disc:conjuration, staff of conjuration
KFEAT: _ = altar_vehumet
KFEAT: z = c
SHUFFLE: efgh
: tile("z = " .. crackle_def(_G))
MAP
xxxxxxxxxxx
xxczccccczcxxxxxxxxx
xcc2ccccc2cccccccccxx
xc.c.ccc.c.ccbbbbbccx
@xc.c.ccc.c.cbbe.fbbcx
.3.c.c.czc.c.cb.2...bcx
@U..3.3...3.3.=.._1dbcx
.3.cczc.c.czccb.2...bcx
@xcccc.c.ccccbbg.hbbcx
xcccc.c.cccccbbbbbccx
xccccc2ccccccccccccxx
xxcccczccccxxxxxxxxx
xxxxxxxxxxx
ENDMAP
NAME: marbit_kobold_abyssish
TAGS: no_monster_gen
DEPTH: D:11-
MONS: kobold brigand ; dart ego:disjunction, kobold demonologist
KFEAT: _ = altar_lugonu
KPROP: 1 = no_tele_into
MAP
xxxxxxxxxxxxxxx
xxlllxx<.xlll%x
xlllllxx.lll2.x
@x.llll..lll._x
x.xl1lllllll2>x
xlllxlllx1lll%x
xxxxxxxxxxxxxxx
ENDMAP
NAME: sigmund_edmund_badplayer
TAGS: no_item_gen no_monster_gen no_pool_fixup no_trap_gen transparent
DEPTH: D:4-7
MONS: plant / bush
KMONS: S = Sigmund
KMONS: E = Edmund
KITEM: ( = flail / any armour
: kitem("s = " .. scythe() .. " / robe")
KFEAT: F = cache_of_meat / cache_of_fruit
SHUFFLE: SE, 1' / 'F
NSUBST: S = 1:S / *:., E = 1:E / *:., 1 = 1:1 / * = 1.
SUBST: ' = .
: decorative_floor(_G, 'V', "floral vase")
veto {{ return you.uniques("Edmund") or you.uniques("Sigmund") }}
MAP
....................
.xxxxxxxxxxxxxxxx1..
.xEEEExWS....x.'x11.
.x...'xWE.......x11.
.x..xxxxxx.xxx..x11.
.xV........xsxx.xxx.
.xx...........xSSSx.
.x(..............Sx.
.xxxxxxx..xxxxxxxxx.
....................
ENDMAP
NAME: cheibrodos_gnoll_hut
TAGS: no_monster_gen no_item_gen transparent
DEPTH: D:2-5
KMONS: P = bush
MONS: jackal, hound, gnoll
KFEAT: S = shaft trap
: if you.depth() > 2 then
SUBST: 1 = 2
: end
TILE: c = wall_stone_magic_shelf
MAP
...@...
..P.P..
xxx+xxx
x%+...x
xcx1.1x
xS+.3.x
xxxxxxx
ENDMAP
NAME: lightli_minifort
TAGS: no_pool_fixup
DEPTH: D:4-, Depths
: if you.in_branch("Depths") then
MONS: fire giant / frost giant / titan
TILE: c : wall_stone_scorched / stone_wall_depths
: elseif you.absdepth () > 11 then
MONS: orc knight band
: elseif you.absdepth () > 8 then
MONS: cyclops band
: elseif you.absdepth () > 5 then
MONS: orc warrior band
: else
MONS: gnoll sergeant band
: end
: decorative_floor(_G, 'V', "floral vase")
MAP
wwwwwwwww
wccwwwccw
wcccccccw
wwcV.*cww
wwc.1.cww
wwc...cww
wccc+cccw
wccw.wccw
wwww@wwww
ENDMAP
NAME: lightli_wizard_tower
TAGS: no_monster_gen patrolling
DEPTH: D:9-
MONS: crimson imp / drude w:2, arcanist, occultist
ITEM: any book, any scroll
: if you.depth() > 11 then
SUBST: 2 = 23
: end
SUBST: c : c.
TILE: c = wall_stone_magic_shelf
MAP
bbbb
bbdebb
bb....bb
bb......bb
b.c.12.c.b
b........b
bb......bb
bb....bb
bb..bb
b++b
ENDMAP
NAME: cheibrodos_lost_city_excavation
TAGS: no_item_gen no_monster_gen
DEPTH: D:11-, Depths
: if you.in_branch("D") then
MONS: deep elf pyromancer w:8 / fire elemental w:5
MONS: arcanist / occultist
: else
MONS: occultist / sun demon, lich
: end
ITEM: randbook / any scroll
NSUBST: 1 = 1:1 / 1:. / * = 1.
SUBST: - = .lx
TILE: c = wall_stone_scorched
: decorative_floor(_G, 'V', "broken floral vase")
MAP
llllll
llllllllll
.l-x-llllllllllllll
@.+1xlxx-lllllllllll
.lx.-l-1xlxx-lcxxcll
lll.llx...+1xlxddxll
llx.xlll.l-.xlx22xll
ll+1.l-x.lx..lx..xll
llx--..1+l-.xlx..xll
llllll-xxlx1+.+.Vxll
llllllllll-xxlcxxcll
llllllllllllllll
lllllllllll
ENDMAP
NAME: minmay_a_box_with_orc_wizards_in_it
TAGS: transparent
DEPTH: D:4-7
MONS: orc wizard, orc priest
ITEM: any book
SUBST: 1 : 1:49 2:1, 1 = 1., 2 = 2.
MAP
.....
..xxx..
...m1x...
.mmm1xxm.
.m11d11m.
.mxx1mmm.
...+1m...
..xxx..
.....
ENDMAP
# Very hungry Elvish explorers and their campfire, mounts and pet.
# Sometimes they have starved to death.
NAME: beargit_elvish_explorers
DEPTH: D:12-, Depths, Crypt
TAGS: transparent patrolling no_monster_gen no_trap_gen
: if you.in_branch("D") then
: if you.depth() < 14 then
MONS: deep elf archer; shortbow good_item . quarterstaff \
. robe good_item
MONS: deep elf knight; quarterstaff good_item . leather armour good_item
MONS: elephant, warg / hell hound w:5
: else
MONS: deep elf archer; longbow good_item . quarterstaff \
. robe good_item
MONS: deep elf knight; lajatang good_item . scale mail good_item
MONS: elephant / dire elephant, warg / hell hound / raiju
: end
MONS: plant / fungus, nothing
: elseif you.in_branch("Crypt") then
KITEM: 1 = longbow good_item, quarterstaff, robe good_item
KITEM: 2 = lajatang good_item, chain mail good_item
KMONS: 1 = spectral deep elf master archer
KMONS: 2 = spectral deep elf blademaster
KMONS: 3 = spectral hellephant
KMONS: 4 = spectral shadow dragon
KMONS: 6 = deep elf death mage w:30 / vampire mage / \
lich / ancient lich / dread lich
KITEM: P = rat skeleton
SUBST: 5 = -
: else
# The elves have mastered the dungeon and allied with the darkness.
MONS: deep elf master archer; longbow good_item | longbow randart \
. chain mail good_item | quicksilver dragon scales
MONS: deep elf blademaster; lajatang good_item | lajatang randart \
. shadow dragon scales good_item | shadow dragon scales randart
MONS: hellephant, alderking w:5 / shadow dragon
SUBST: 56 = -
: end
: if you.in_branch("Crypt") then
SUBST: x = c
COLOUR: t = brown
TILE: t = dngn_tree_dead
: set_feature_name("tree", "dead tree")
FTILE: - = floor_crypt
: else
FTILE: -123456t = floor_grass_dark
FTILE: P = floor_sand
: end
: single_cloud(_G, "P", "flame", true)
MARKER: P = lua:fog_machine { cloud_type = "grey smoke", \
pow_min = 3, pow_max = 3, delay = 100, \
size = 1, walk_dist = 1, start_clouds = 1 }
MAP
xx.@.xxx
xt----tx
xt555ttx
xt----tx
xtt--ttx
xt----tx
xt--t-tx
xt----tx
xxt-t--tx
xxttt---txxxx
xxtt-----ttttx
xxtt---t----4txx
xttWWW---P---ttx
xt-WwWW----3--tx
xt------2163--tx
xttt---------ttx
xxxtt--tttttttxx
xxt---tttttttx
xt----t----5.
xtt--------5@
xxtt-----t-5.
xxtttttttttx
xxxxxxxxxxx
ENDMAP
NAME: the_bakery
DEPTH: D:7-14
MONS: spriggan col:white name:baker n_suf n_noc ; robe . dagger
# It's a chef's hat. Maybe we should get a tile for that?
ITEM: hat
KFEAT: e = cache_of_baked_goods
: if crawl.one_chance_in(8) then
SUBST: = = +
: dgn.delayed_decay(_G, 'f', 'spriggan name:baked n_adj n_spe n_des corpse')
: else
SUBST: =f = x
: end
MAP
xxxxxx
xee=fx
x.xxxx
x..1dx
x+xxxx
ENDMAP
NAME: hangedman_fish_farm
TAGS: no_monster_gen no_pool_fixup patrolling
DEPTH: D:9-14
KMONS: A = merfolk ; spear
ITEM: throwing net / spear
KFEAT: % = cache_of_meat
KFEAT: e = shallow_water
: dgn.delayed_decay(_G, 'e', 'electric eel corpse')
MAP
xxxxxx
x.dd%x
+...Ax
xWWeex
xxxxxx
ENDMAP
# An ogre roasts intruders over his little campfire.
NAME: grunt_ogre_cave
TAGS: extra no_monster_gen no_trap_gen patrolling
DEPTH: D:7-14
{{
local twochance = you.absdepth() - 8
local onechance = 7 - twochance
if twochance <= 0 then
mons("ogre")
elseif onechance <= 0 then
mons("two-headed ogre")
else
mons("ogre w:" .. onechance .. " / two-headed ogre w:" .. twochance)
end
}}
ITEM: throwing net
KFEAT: % = cache_of_meat
KITEM: g = orc skeleton / human skeleton / elf skeleton / dwarf skeleton
: single_cloud(_G, "O", "flame", false)
MAP
xxxxx
xxxxxxx
xx.1gxx
xx%Ogxx
xxd..xx
xxx.xx
xx.xx
xx.xx
xx.xx
.g.
@
ENDMAP
NAME: blue_anna_alchemist
TAGS: extra
DEPTH: D:5-11
MONS: kobold brigand ; wand of flame pre_id . short sword . \
dart ego:poisoned | dart ego:curare w:5
ITEM: potion of moonshine w:50 pre_id / potion of ambrosia pre_id
KFEAT: e = cache_of_fruit
SUBST: e : e.
: decorative_floor(_G, 'V', "floral vase")
MAP
c++c
ccccc..ccccc
cddc....cddc
cde+.1..+edc
ccccV..Vcccc
cccccccccccc
ENDMAP
NAME: hellmonk_jugg_or_not
TAGS: no_monster_gen no_item_gen no_descent
DEPTH: D:13-, Orc:1
WEIGHT: 3
MONS: juggernaut
KFEAT: B = altar_nemelex_xobeh
SHUFFLE: DE
MARKER: P = lua:transp_loc("jugg_or_not_entry")
MARKER: Q = lua:transp_dest_loc("jugg_or_not_entry")
MARKER: R = lua:transp_loc("jugg_or_not_exit")
MARKER: S = lua:transp_dest_loc("jugg_or_not_exit")
MARKER: D = lua:transp_loc("jugg_or_not_jugg")
MARKER: F = lua:transp_dest_loc("jugg_or_not_jugg")
MARKER: E = lua:transp_loc("jugg_or_not_not")
MARKER: G = lua:transp_dest_loc("jugg_or_not_not")
MARKER: H = lua:transp_loc("jugg_or_not_jugg_end")
MARKER: K = lua:transp_dest_loc("jugg_or_not_jugg_end")
MARKER: J = lua:transp_loc("jugg_or_not_not_end")
MARKER: L = lua:transp_dest_loc("jugg_or_not_not_end")
MAP
..........
....nnnnnnnnnn.
.nnnnnF..1HnK|nn.
@PnQDEnnnnnnnn|RnS.
.nnnnnG..BJnL|nn.
....nnnnnnnnnn.
..........
ENDMAP
NAME: nicolae_grassy_gnolls
TAGS: transparent
DEPTH: D:1-8
KMONS: p = plant
: if you.depth() == 1 then
KMONS: 1 = gnoll
: elseif you.depth() == 2 then
KMONS: 1 = gnoll band
: elseif you.depth() == 3 then
KMONS: 1 = gnoll bouda band / gnoll band
: elseif you.depth() == 4 then
KMONS: 1 = gnoll sergeant band / gnoll bouda band / gnoll band
: else
KMONS: 1 = gnoll bouda band / gnoll sergeant band / gnoll band
KMONS: 2 = gnoll bouda / gnoll sergeant
NSUBST: - = 2 / -
: end
NSUBST: - = 1 / p```
SUBST: P = pp`, . = ...`
FTILE: `p12 = floor_grass_dark
MAP
.......
..PPPPP..
.PP---PP.
.P-----P.
.P-----P.
.P-----P.
.PP---PP.
..PPPPP..
.......
ENDMAP
NAME: nicolae_splish_splash
TAGS: transparent
DEPTH: D:12-, Shoals
KMONS: 1 = water nymph / merfolk aquamancer
KFEAT: 1 = w
: if you.branch() == "D" then
NSUBST: w = 3=1 / 2=1ww / w
: else
NSUBST: w = 4=1 / 4=1w / w
: end
SUBST: M = w.
MAP
... ...
..... .....
...M.....M...
...MwM...MwM...
..MwwwM.MwwwM..
...MwwwMwwwM...
...MwwwwwM...
...MwwwM...
...MwwwwwM...
...MwwwMwwwM...
..MwwwM.MwwwM..
...MwM...MwM...
...M.....M...
..... .....
... ...
ENDMAP
NAME: dreamdust_gnoll_farm
TAGS: no_monster_gen transparent
DEPTH: D:4-7
MONS: gnoll ; halberd, hound
ITEM: any potion no_pickup
NSUBST: . = 2=1 / 3=1. / 2 / 1=2. / .
KMONS: p = fungus
COLOUR: pc = brown
FTILE: p' = floor_mud
: single_cloud(_G, "!", "flame", false)
MAP
..............
.pppppp.ccccc.
.pWWWWp.c.!dc.
.pppppp.c...c.
.pWWWWp.cc+cc.
.pppppp.......
..............
ENDMAP
NAME: dreamdust_gnoll_shepherd
TAGS: no_monster_gen no_item_gen transparent
DEPTH: D:7-11, Lair
KMONS: 1 = gnoll bouda ; quarterstaff
KMONS: 2 : yak / dream sheep
NSUBST: . = 5 = 2. / .
MAP
.....
..1..
.....
ENDMAP
NAME: dreamdust_looks_like_rain
TAGS: transparent no_monster_gen patrolling
DEPTH: D:13-, Depths
: if you.in_branch("D") then
MONS: sky beast
KMONS: A = air elemental / wind drake
: else
MONS: air elemental
KMONS: A = titan / storm dragon
: end
KFEAT: A = stone_arch
NSUBST: . = 2=1 / 3=1. / .
: if crawl.coinflip() then
MARKER: A = lua:fog_machine { cloud_type='rain', pow_min = 10, \
pow_max = 10, delay = 10, size = 1 }
: else
: single_cloud(_G, "A", "thunder", false)
: end
FTILE: .1A = floor_pebble_cyan
MAP
...
.....
..A..
.....
...
ENDMAP
# Robin is capable of hurling Ijyb at the player, but sadly, instances where a
# player was killed by a projectile Ijyb are few and far between. Here, we put
# the two goblin uniques together to increase the chances of a lethal Ijyb toss.
# Robin's band is reduced from its usual 10-12 to 5-6, to increase the chances
# that Ijyb gets thrown instead of a non-unique goblin.
NAME: nicolae_goblin_pals
DEPTH: D:3-5
TAGS: transparent
KMONS: 1 = Robin, goblin / hobgoblin
KMONS: 2 = Ijyb, goblin / hobgoblin
# The usual ratio of Robin's band is goblin w:30 / hobgoblin, but here it has
# slightly more hobgoblins to compensate for the reduction in size.
KMONS: 3 = goblin / hobgoblin
NSUBST: ` = 5=3 / 3. / .
MAP
........
........
..````..
..`1.`..
..`.2`..
..````..
........
........
ENDMAP
# A shopkeeper has learned why there are no NetHack-style shops in this dungeon.
NAME: nicolae_nh_ransacked_shop
TAGS: transparent patrolling no_item_gen
DEPTH: D:4-10
KITEM: 1d = any armour no_uniq w:9 / any weapon no_uniq w:1 / nothing w:40
KMONS: 1 = orc priest band / orc wizard band / orc warrior band / \
kobold brigand band
KFEAT: + = broken_door / +
NSUBST: D = + / c, E = e / .
KPROP: e = bloody
: dgn.delayed_decay(_G, "e", "human corpse")
MAP
xx xx
xcDDDDDcx
xcEEEEEcx
xcdddddcx
xcdd1ddcx
xcdddddcx
xcccccccx
xxxxxxxxx
ENDMAP
NAME: mainiacjoe_okawaru_digging_arena
TAGS: no_monster_gen no_item_gen transparent patrolling
DEPTH: D:11-
WEIGHT: 5
MONS: human, tengu warrior, tengu reaver
MONS: two-headed ogre, ettin, vampire, vampire knight
KMONS: 8 = gargoyle
KMONS: 9 = war gargoyle
KFEAT: C = altar_okawaru
ITEM: any armour / animal skin w:5, any weapon / boomerang q:1 w:5
ITEM: manual of fighting / manual of armour / \
manual of dodging / manual of shields / manual of stealth
ITEM: ring mail randart / scale mail randart / chain mail randart / \
plate armour randart / kite shield randart / tower shield randart
ITEM: manual of maces & flails / manual of axes / manual of polearms / \
manual of staves / manual of short blades / manual of long blades / \
manual of ranged weapons / manual of throwing
ITEM: great mace randart / battleaxe randart / glaive randart / \
lajatang randart / rapier randart / great sword randart
KITEM: C = wand of digging charges:1
# Autoexplore will stop to look at a mediocre non-mundane weapon,
# so players with instant autoexplore can see they've entered a vault.
KITEM: ? = mace good_item / falchion good_item
SHUFFLE: 23 / 45 / 67 / 89, fi / gh
FTILE: `"C23456789defghi?xn+ = floor_sand
KMASK: 13579defghi = opaque
KPROP: 13579defghi = no_tele_into
MAP
vvvvvvvvv
v1111111vv
vnnnnnnnnvvv
v```v`2`n33v
.+```v```nddv
..+```+``2nddvv
..v```+```nddfv
@..v`?`+``Cxxxxv
..v```+```neeiv
..+```+``4neevv
.+```v```neev
v```v`4`n55v
vnnnnnnnnvvv
v1111111vv
vvvvvvvvv
ENDMAP
NAME: mainiacjoe_labyrinth_nostalgia
TAGS: no_monster_gen no_item_gen patrolling uniq_faux_labyrinth
DEPTH: D:11-
WEIGHT: 5
MONS: basilisk / gargoyle / shadowghast, generate_awake minotaur
KFEAT: < = <
KITEM: < = |, *, %
KFEAT: X = rock_wall
TILE: X = wall_lab_rock
TILE: c = wall_lab_stone
TILE: v = wall_lab_metal
FTILE: `12| = floor_gauntlet
MAP
xxxxxxxxxxxxxxxxxx@xx
xXXXXXXcccccvvvvvvnvx
xX```X```````````v<vx
xX`X`X`ccc`cvvvv`v2vx
xX`X`X`c```c```v`v`vx
xX`X`XXc`ccc`v`v`v`vx
xX`X`````c```v`v`v`vx
xX`XXXXccc`cvv`v`v`vx
xX`X```c```c```v`v`vx
xX`X`XXc`ccc`ccc`c`cx
xX`X```````c`c```c`cx
xX`XXXXccc`c`c`ccc`cx
xX```````c`c`c`c```cx
xX`XXXXc`c```c`c`cccx
xX`X`````X`X`X`X```Xx
xXXX`XXXXX`X`X`XXX`Xx
xX```X`````X`X`````Xx
xX`XXX`XXXXX`X`XXX`Xx
xX```````X11`X`````Xx
xXXXXXXXXX1XXXXXXXXXx
xxxxxxxxxx=xxxxxxxxxx
ENDMAP
NAME: roadster_trireme
TAGS: no_trap_gen no_monster_gen
DEPTH: D:8-, Depths
: if you.branch() == "D" then
: if you.depth() < 12 then
MONS: gnoll / kobold brigand w:2, centaur, gnoll sergeant, merfolk
NSUBST: 1 = 8:1 / 2 = 1. / *:.
: else
MONS: human ; quarterstaff . robe, merfolk
MONS: occultist w:5 / arcanist w:5 / necromancer, cyclops / centaur warrior
NSUBST: 1 = 10:1 / 3 = 122. / *:.
: end
TILE: G = dngn_statue_mermaid
: else
MONS: tengu warrior / hell knight w:2, merfolk impaler
MONS: titan, merfolk javelineer
NSUBST: 1 = 12:1 / 4 = 12. / *:.
TILE: G = dngn_statue_depths_zot_tentacles
: end
ITEM: throwing net q:1, javelin
KFEAT: B = cache_of_baked_goods
MARKER: G = lua:fog_machine { cloud_type='translocational energy', \
pow_min = 7, pow_max = 10, delay = 50, \
size = 4, walk_dist = 1 }
MAP
wwwwwwwwwwwww
...wwwwwwwwwwwwwww
.WWxxxxxxxxxxxxxxww
@Wxxxxxxxxxxxxxxxxww
@xx1x1x1x1x1x1xxxxww
@xx1x1x1x1x1x1x2xxxww
@x.............d*xxxw
@+............B34CxGw
@x.............d|xxxw
@xx1x1x1x1x1x1x2xxxww
@xx1x1x1x1x1x1xxxxww
@Wxxxxxxxxxxxxxxxxww
.WWxxxxxxxxxxxxxxww
...wwwwwwwwwwwwwww
wwwwwwwwwwwwww
ENDMAP
# A staircase open to the surface, or a secret underground garden?
# Friendly hosts (usually)? Part of a set with misty_motte since one
# can otherwise recognise the vault ahead of time.
NAME: darby_backdoor_grove
TAGS: extra no_descent no_monster_gen uniq_backdoor
DEPTH: D:1-3, Lair, !Lair:$, Depths, !Depths:$, Zot, !Zot:$
WEIGHT: 7
: local gn = "att:good_neutral ; nothing"
KMONS: 1 = felid att:good_neutral
KMONS: 2 = generate_awake butterfly
# Prefer natural, animal-intelligence enemies, ideally "cute" ones,
# and random branch-fitting or unusual surface-dwelling hosts. Avoid
# slow enemies, since player can escape to the hosts.
: if you.in_branch("D") then
: kmons("3 = human " .. gn .. " / barachi " .. gn .. " / formicid " .. gn)
KMONS: 4 = goblin / kobold / hobgoblin / gnoll
: if you.depth() == 1 then
KMONS: 5 = frilled lizard / ball python / quokka
: elseif you.depth() == 2 then
KMONS: 5 = frilled lizard / ball python / quokka / adder
: else
# One floor OoD: the vault is usually only accessible from D:4 or tele.
KMONS: 5 = ball python / quokka / adder / black bear / sleepcap
: end
FTILE: .t25}> = floor_grass
: decorative_floor(_G, 'p', "garden patch")
: elseif you.in_branch("Lair") then
: kmons("3 = naga " .. gn .. " / merfolk " .. gn .. " / formicid " .. gn)
KMONS: 4 = spriggan
: decorative_floor(_G, 'p', "flower patch")
SUBST: X = Xx
: elseif you.in_branch("Depths") then
: kmons("3 = tengu " .. gn .. " / spriggan " .. gn)
KMONS: 4 = tengu warrior / tengu conjurer / tengu reaver
KMONS: 5 = spark wasp band / alderking / caustic shrike band
# All fitting Depths monsters are top-end threats, do not spawn 3.
NSUBST: 5 = 1:5 / *:.
: decorative_floor(_G, 'p', "garden patch")
FTILE: .t25}> = floor_grass_dark
TILE: c = wall_church
: elseif you.in_branch("Zot") then
KMONS: 3 = base draconian att:good_neutral ; nothing
KMONS: 4 = base draconian
KMONS: 5 = moth of wrath w:20 / quicksilver dragon / \
shadow dragon /storm dragon / golden dragon / \
death cob w:20 / tentacled monstrosity w:20
# Use all demonic tree variations, a riot of colour befits Zot.
KFEAT: t = demonic_tree
: decorative_floor(_G, 'p', "flower patch")
: end
# Friendly hosts share drink and a random magical secret.
ITEM: any potion, parchment
KFEAT: z = c
KFEAT: F = cache_of_fruit / cache_of_baked_goods
KFEAT: ~ = closed_clear_door
SHUFFLE: de, 13= / 13= / 04~
CLEAR: X
FTILE: =deF0134~' = floor_studio
TILE: z = wall_studio
# Layout and runed door designed so hosts do not help fight. Runed
# door also makes early placements less a trap for Oka/sac love.
MAP
XXXXXXXXXXXXXXX
XxxxxxxxxxxxxxxxX
XxxxxxxxxxxxxxxxxxX
XxxxxtttttxtttxxxxxxX
Xxxxtt5..ttt5tttxxxxX
Xxxxt..w.......ttxxxX
Xxxtt.www.p.t.2.txxxX
Xxxt..ww2......tttxxX
Xxxtt..w.ccccc...txxX
Xxxt.t...cz3dcp.ttxxX
Xxxt...}.czF1=.>.txxX
Xxxtt.2..cz3ecp..txxX
Xxxxtt.p.ccccc..ttxxX
Xxxxxt.....2....txxxX
Xxxxxtt.t5tttt.ttxxxX
XxxxxxtttttxxtttxxxxX
XxxxxxxxxxxxxxxxxxX
XxxxxxxxxxxxxxxxX
XXXXXXXXXXXXXXX
ENDMAP
# A vaguely sky-themed bailey in microcosm, contrast backdoor_grove.
NAME: darby_backdoor_misty_motte
TAGS: extra no_descent no_monster_gen no_item_gen no_pool_fixup uniq_backdoor
DEPTH: D:1-3, Lair, !Lair:$, Depths, !Depths:$, Zot, !Zot:$
: if you.in_branch("D") then
KMONS: 1 = bat
: if you.depth() == 1 then
KMONS: 2 = goblin / kobold
KMONS: 3 = hobgoblin / gnoll
: else
KMONS: 2 = gnoll / orc
KMONS: 3 = Terence / gnoll band w:2, Sigmund / gnoll band w:2, gnoll band
: end
: elseif you.in_branch("Lair") then
# Specifically winged monsters, not just amphibious.
KMONS: 1 = rime drake / wyvern / raven
KFEAT: + = broken_door
SUBST: X = Xx, 2 = 0, 3 = 9
: elseif you.in_branch("Depths") then
# Tengu fit the combined military and sky theme too well to dilute
# with other Depths monsters.
KMONS: 1 = tengu warrior / tengu conjurer
KMONS: 2 = tengu warrior band / tengu conjurer band / tengu reaver
KMONS: 3 = Sojobo band / tengu reaver w:1, tengu reaver
: elseif you.in_branch("Zot") then
KMONS: 1 = black draconian w:20 / quicksilver dragon / \
shadow dragon / storm dragon / golden dragon
KMONS: 2 = base draconian band / nonbase draconian
# The vault constrains Tiamat's band, but already places enough
# draconians as is.
KMONS: 3 = Tiamat band / nonbase draconian band w:2, nonbase draconian band
: end
ITEM: any weapon good_item, any armour good_item, any missile
KFEAT: 1! = deep_water
# Bailey-like ("motte and bailey"), so tyrant's traps fit.
KFEAT: ^ = tyrant's trap
KFEAT: 3 = escape_hatch_down
KFEAT: y = x
SHUFFLE: def
CLEAR: X
MARKER: ! = lua:fog_machine { cloud_type = "thin mist", \
pow_min = 8, pow_max = 12, delay = 25, \
size = 2, walk_dist = 1, spread_rate= 33 }
: if you.in_branch("Lair") then
KFEAT: ~ = broken_clear_door
FTILE: .cdefmyG123~%^+}> = floor_lair / floor_sprouting_stone
: else
KFEAT: ~ = closed_clear_door
FTILE: .cdefmyG123~%^+}> = floor_pebble_white
: end
: if you.in_branch("Depths") or you.in_branch("Zot") then
SUBST: ^ = .^
TILE: c = wall_marble
: else
SUBST: ^ = .
: end
TILE: y = wall_pebble_white
: vault_metal_statue_setup(_G, "G", "iron statue")
TILE: G = dngn_oka_iron_statue
MAP
XXXXXXXXXXXXXXXXX
XxxxxxxxxxxxxxxxxxX
XxxxxxxxxxxxxxxxxxxxX
XxxyyyyyyxxxyyyyyyxxX
Xxxy!w1wyyyyyw1w!yxxX
Xxxyw...ww1ww...wyxxX
Xxxyw.G.......2.wyxxX
Xxxyw..^ccmcc~c.wyxxX
Xxxyywc~c2.dc.cwyyxxX
Xxxxy1c.+.3ec.cwyxxxX
Xxxyywc2c2.fc~cwyyxxX
Xxxyw^cmccccc^..wyxxX
Xxxyw.}^..2...G.wyxxX
Xxxyw...ww!ww...wyxxX
XxxywwwwyyyyywwwwyxxX
XxxyyyyyyxxxyyyyyyxxX
XxxxxxxxxxxxxxxxxxxxX
XxxxxxxxxxxxxxxxxxX
XXXXXXXXXXXXXXXXX
ENDMAP
# Mining and underhanded tactics, two classic kobold motifs. Why not
# both? Intended to *seem* mean but not be especially difficult. Monster
# set mainly split between ranged "miners," melee "guards," and one
# usually-random branch spawn near the entrance.
NAME: darby_miner_ambush
TAGS: no_monster_gen no_pool_fixup
DEPTH: D, Orc
WEIGHT: 5 (D:1-3), 10
: if you.in_branch("D") then
: if you.depth() == 1 then
KMONS: 134 = kobold ; dagger | whip . stone
KMONS: 267 = kobold
SUBST: ^! = '
: elseif you.depth() < 5 then
KMONS: 134 = kobold ; dagger | whip . dart ego:poisoned | stone
KMONS: 27 = kobold
: elseif you.depth() < 12 then
KMONS: 14 = kobold geomancer
KMONS: 267 = kobold ; dagger good_item | whip good_item / \
kobold brigand
KMONS: 3 = kobold geomancer / kobold brigand
: else
KMONS: 14 = kobold blastminer
KMONS: 267 = kobold geomancer / kobold brigand / kobold demonologist
KMONS: 3 = kobold blastminer / kobold geomancer
: end
: elseif you.in_branch("Orc") then
KMONS: 1 = kobold demonologist
KMONS: 27 = kobold geomancer / kobold brigand / kobold demonologist
KMONS: 3 = kobold blastminer / kobold geomancer
KMONS: 46 = kobold blastminer
# A demon-summoning orc working with the kobold demonologist.
KMONS: 5 = orc high priest / orc sorcerer
SUBST: R = Rx
: end
# It's not an ambush if you see it coming. Sometimes, they're already
# dead of mysterious causes.
SHUFFLE: 347"/347"/eeee
: if you.in_branch("D") and you.depth() < 5 then
KFEAT: ^ = net trap / tyrant's trap
: else
KFEAT: ^ = net trap / tyrant's trap / alarm trap
SHUFFLE: 34, wl
: end
KFEAT: M = cache_of_meat
# Always found while autoexploring into gold. Used to pause and reveal
# the "bait" to the player, and the "secret door" is thematic.
KFEAT: - = x mimic
KFEAT: X = x
SHUFFLE: M%, ^!
SUBST: ^ = ^', ! = '
CLEAR: R
FTILE: '"$eMX23467%^!- = floor_orc
TILE: X- = wall_orc
: dgn.delayed_decay(_G, 'e', 'kobold corpse')
: decorative_floor(_G, 'S', "skull pike")
MAP
RRRRRRRRRRRRRRRRR
RRRxxxxxxxxxxxxxxxxxRRR
RxxxxXXXXXXXXXXXXXXXxxxxR
RxXXXXXXXXXXXXXXXXXXXXXxR
RxXXXXXX''''''''''XXXXXxR
RxXXXXXX'www''www'''$XXxR
RxXX'''''w''M%''w'XXXXXxR
RxXX"XXX3w7X^!X7w4XXXXXxR
RxXX$XXXXXXX''XXXXXXXXXxR
RxXXXXXXXXXX!^XXXXXXXXXxR
RxXXXXXXXXXX--XXXXXXXXXxR
RxxXXXXXX$''''XXXX$XXXxxR
RxXXXXXXXXX'''''''XXXxR
RxxXXXXXXXX62XXXXXXXxxR
Rxxxxxxxxx++xxxxxxxxR
Rxxxxxxx...1xxxxxxxxR
RRRRRRx5wwwxRRRRRRR
x..S.
...
ENDMAP
# Quoth the goblin description, "Sadly, no number of raucous goblin
# parties will put them in a welcoming mood toward adventurers."
NAME: darby_raucous_goblin_parties
TAGS: no_monster_gen no_pool_fixup
DEPTH: D:1-4
# 1: Bouncer. 2: Guard pet. 3-4: Partiers. 5: Drummer. 6: Kitchen pest.
KMONS: 1 = hobgoblin
KMONS: 34 = goblin
KMONS: 5 = Robin band, hobgoblin
KMONS: p = withered plant
KMONS: F = fungus / toadstool
ITEM: potion of moonshine pre_id
ITEM: potion of ambrosia pre_id / potion of berserk rage pre_id
KFEAT: MP = cache_of_meat
SHUFFLE: 12, dM, Pe
: if you.depth() == 1 then
KMONS: 2 = jackal / ball python w:5
KMONS: 6 = rat w:20 / endoplasm / dart slug
SUBST: 5 = 1, e = de
NSUBST: 4 = 1:4 / *:'
: elseif you.depth() == 3 then
KMONS: 2 = jackal band / jackal w:5
KMONS: 6 = rat / clockroach
: elseif you.depth() == 4 then
KMONS: 2 = hound / adder w:5
KMONS: 6 = clockroach / sleepcap
: end
NSUBST: e = 1:e / *:d
COLOUR: '4 = red
FTILE: '4 = floor_rough_red
: vault_granite_statue_setup(_G, "G", "broken pillar")
: decorative_floor(_G, 'D', "djembe set")
MAP
x
xxx
xx.xx
xx.5.xx
xxF.D..xx x
xxd......xx xxx
xxM.G...G..xx xxPxx
xxd.4''''''..xxxF6Pxx
xxF3.'4'4'4'...+....Fxx
xxM.4''''''..xxxe3Fxx
xxd.G...G..xx xxexx
xxF......xx xxx
xx.....xx x
xm...mx
xmx.xmx
xxpx+xpxx
xp.1.2.px
ENDMAP
# The gnolls tire of killing adventurers, and would prefer to scare
# you away, but if you insist... Themed around infamous top killers
# and experiments in heavy warning without runed doors. Unlike true
# runed doors, the monsters here are smart enough to path to you if
# you linger in their home.
NAME: darby_intimidation_tactics
TAGS: no_monster_gen no_item_gen
DEPTH: D:1-6
WEIGHT: 5 (D:1-3), 10
# They are still in-depth, since the vault is both early and is not
# no_tele_into, just the meanest representatives of their depth.
: if you.depth() == 1 then
MONS: bat / rat / ball python, jackal band, gnoll
: elseif you.depth() < 4 then
MONS: bat / rat / ball python / ribbon worm / adder, gnoll band
KMONS: 3 = Sigmund, gnoll ; halberd . throwing net
: else
MONS: adder / scorpion / hound / black bear, gnoll bouda band
KMONS: 3 = Sigmund, gnoll sergeant
: end
KMONS: D = pile of debris
ITEM: mundane mace no_pickup / mundane hand axe no_pickup / \
mundane spear no_pickup / mundane falchion no_pickup / \
mundane dagger no_pickup
KFEAT: z = v
SUBST: z = vzz
NSUBST: e = 2:e / * = e'', ' = 1:' / * = '..
KPROP: z' = bloody
TILE: vz = dngn_metal_wall_darkgray
TILE: m = dngn_transparent_wall_red
: dgn.delayed_decay(_G, 'e', 'human corpse')
: decorative_floor(_G, 's', "skull pike")
MAP
xxxxxxxxxxxxxxx
xvvvvvvvvvvvvvx
xv.....D.....vx
xv.s...D.....vx
xxxv.....D.....vxxx
xvvv...vvvvv+++vzzx
xv.......v'e'eeeezx
xv$..3..$ve1e'e1ezx
xv%v.2.v%v'e'eeeezx
xvvvmmmvvvvv+++vzzx
xxxv.....D.....vxxx
xv.}...D...s.vx
xv.....D.....vx
.v+++vvvvvvvvv.
.zeeezdddvdddv.
.ze1ez.s.v.s.v.
..eee..........
ENDMAP
################################################################################
#
# <<4>> Demons and undead
#
################################################################################
NAME: minmay_nine_imps
DEPTH: D:6-11
MONS: crimson imp / white imp w:3 / shadow imp w:1
MONS: crimson imp ; any good_item
MAP
xxxxx
x121x
x111x
x111x
xx+xx
ENDMAP
NAME: minmay_metal_thing
TAGS: no_descent
DEPTH: Depths
MONS: iron dragon, rust devil
KPROP: .1$| = no_tele_into
NSUBST: ? = 1:+ / *:v
MAP
xxxlllllllllllllllllxxx
xxxlvvvlvlvvvlvlvvvlxxx
xxxlv2vlvlv1vlvlv2vlxxx
llllv$vlvlv$vlvlv$vllll
lvvvv$v?v?v$v?v?v$vvvvl
lv1$$|$$$$$|$$$$$|$$1vl
lvvvv$v?v?v$v?v?v$vvvvl
llllv$vlvlv$vlvlv$vllll
xxxlv2vlvlv1vlvlv2vlxxx
xxxlvvvlvlvvvlvlvvvlxxx
xxxlllllllllllllllllxxx
ENDMAP
NAME: minmay_beelzebubs_servants
TAGS: transparent
DEPTH: D:10-
MONS: orange demon, red devil
NSUBST: 1 = 1:1 / * = 1., 2 = 1:2 / * = 2.
MAP
........................
..xxxx....xxxx....xxxx..
.xx1.xx..xx**xx..xx.1xx.
.x21................12x.
.x21................12x.
.xx1.xx..xx**xx..xx.1xx.
..xxxx....xxxx....xxxx..
........................
ENDMAP
# Inspired by the Jorge Luis Borges story "The Circular Ruins".
NAME: bh_circular_ruins
TAGS: transparent
DEPTH: D:7-12
MONS: human simulacrum
KMONS: D = pile of debris
: if you.absdepth() > 10 then
KMONS: O = fire elemental
: end
ITEM: stone q:1 no_pickup
KITEM: O = book of dreams
SUBST: E : ddD, F : ddD
MARKER: O = lua:fog_machine { cloud_type = "flame", pow_min = 15, \
pow_max = 20, delay = 15, size = 2, \
walk_dist = 1, excl_rad = 1}
TILE: x = wall_catacombs
TILE: c = wall_stone_scorched
MAP
..
.xxd ...
.xx1..Fxxx.
.x.......xx.
d...xx...x.
..xc....x.
E.x.O.x.E
.x....cx..
.x...xx...d
.xx.......x.
.xxxF..1xx.
... dxx.
..
ENDMAP
################################################################################
# Some earlyish demon minivaults by Eino.
# The difficulty of most low-tier demons is lost by the time the player gets to
# meet them. Here they aspire to be both challenging and flavourful.
##### Red devils (4) can use weapons and armour.
NAME: einodemon_armed_red_devil_minivault
TAGS: patrolling transparent
DEPTH: D:8-12, Orc
MONS: red devil ; spear | trident . ring mail | scale mail
MONS: red devil ; spear | trident . buckler
MONS: red devil ; spear | trident . boomerang
MONS: orc warrior ; trident good_item . ring mail
KITEM: $ = $ no_pickup
SHUFFLE: 1234
KMASK: l = no_monster_gen
MAP
...........
.ll.v.v.ll.
.l..v.v..l.
...vv.vv...
.vvv1$2vvv.
....$.$....
.vvv3$4vvv.
...vv.vv...
.l..v.v..l.
.ll.v.v.ll.
...........
ENDMAP
##### Demonic crawlers (s) and beetles.
NAME: einodemon_crawler_minivault
TAGS: patrolling transparent
DEPTH: D:13-, Elf, Spider
MONS: demonic crawler
MONS: vampire mosquito / boulder beetle w:8 / demonic crawler w:2
NSUBST: 2 = 2:2 / 1:. / * = 22.
: if you.in_branch("Spider") then
SUBST: G = x, m = mx
: else
SUBST: G : GGGx
: vault_metal_statue_setup(_G, "G", "mystic cage")
: end
MAP
..........
.m.mmmmmm.
.mx.x.x*m.
.m.x2x2xm.
.mG2x1x.m.
.m.x1x2Gm.
.mx2x2x.m.
.m*x.x.xm.
.mmmmmm.m.
..........
ENDMAP
##### Orange demons (4), manticores, scorpions.
NAME: einodemon_barbed_minivault
TAGS: patrolling transparent
DEPTH: D:12-, Orc
MONS: orange demon, scorpion, manticore
NSUBST: 1 = 2:1 / * = 1.., 2 = 2:2 / * = 2..
MAP
xxxxxxxxxxxxx
@.....xxxxxxx
xxxxx..xxxxxx
xxxxxx.xxxxxx
xx1*x...x*1xx
x12.2...2.23x
x32.2...2.21x
xx1*x...x*1xx
xxxxxx.xxxxxx
xxxxxx..xxxxx
xxxxxxx.....@
xxxxxxxxxxxxx
ENDMAP
# Carrion pond
# Bad water, a lot of carrion and feeders around, yuck!
NAME: roderic_carrion_pond
TAGS: no_monster_gen no_trap_gen transparent extra
DEPTH: Lair:2-, !Lair:$, Swamp
MONS: vampire mosquito, bloated husk
NSUBST: ' = 1:1 / 2:. / * = 111.
: if you.in_branch("Swamp") then
SUBST: 1 = 2
: end
SUBST: ? = %%.
: dgn.delayed_decay(_G, '%', 'any corpse')
MAP
..'..?..
.?'.?.??'.
'?.www?.?.
.'wwwww.?.
?..ww?.?'.
.?'.?...
ENDMAP
###############################################################################
# Kobold demonologist guarded by shadows.
# Added "evil rite" looking colours, so players expect some nastiness.
#
NAME: nrook_kobold_shadow_demons
TAGS: patrolling transparent
DEPTH: Depths
KMONS: 1 = kobold demonologist
KMONS: 2 = shadow demon / shadow dragon w:5
KITEM: 1 = | / *, * / %
NSUBST: 2 = 1:2 / 3 = 2""" / *:"
COLOUR: ' = white
COLOUR: "12 = darkgrey
FTILE: 'G = floor_pebble_lightgray
FTILE: "12 = floor_pebble_darkgray
: vault_metal_statue_setup(_G, "G", "mystic cage")
MAP
...
.'''''.
.'''''''.
''G222'''
.''22222''.
.''22122''.
.''22222''.
'''222G''
.'''''''.
.'''''.
...
ENDMAP
#############################################################
# Fire demons vs. ice demons
NAME: minmay_fire_ice_demons
TAGS: no_monster_gen no_pool_fixup transparent
DEPTH: D:4-, Depths, Coc, Geh
MONS: brimstone fiend, ice fiend
MONS: balrug / hellion, blizzard demon
MONS: sun demon / smoke demon w:5, ice devil
MONS: crimson imp ; spear ego:flaming
KMONS: 8 = white imp
KFEAT: yz = crystal_wall
# Demote each grouping down the paired tiers above,
# and downgrade the loot, depending on depth.
: if you.branch() == "Depths" then
SUBST: '" = |
: elseif you.branch() == "D" then
SUBST: > = .
: end
: if you.absdepth() >= 27 then
NSUBST: 5 = 1:3 / *:., 6 = 1:4 / *:.
SUBST: '" = ., > = }
: elseif you.absdepth() >= 16 then
SUBST: 56 = ., 3 = 5, 4 = 6, 1 = 3, 2 = 4
SUBST: " = |, ' = *
: elseif you.absdepth() >= 12 then
NSUBST: 5 = 1:5 / *:., 6 = 1:6 / *:.
SUBST: 3 = 7, 4 = 8, 1 = 5, 2 = 6
SUBST: " = *, ' = %
: elseif you.absdepth() >= 8 then
NSUBST: 3 = 2:7 / 1:. / * = 77., 4 = 2:8 / 1:. / * = 88.
SUBST: 1 = 7, 2 = 8
SUBST: '56 = ., " = %
: else
SUBST: '3456 = ., 1 = 7, 2 = 8, " = %
: end
SHUFFLE: yz / CC / CC
SUBST: C = c
TILE: y = bedevilled_crystal_gehenna
TILE: z = bedevilled_crystal_cocytus
: set_feature_name("crystal_wall", "bedevilled crystal wall")
MAP
............. .............
..ccccccc.........ccccccc..
.cc'3553ccc.....ccc4664'cc.
.c"'lll..5cy...cc6..www'"c.
.c1lllll..5..>..6..wwwww2c.
.c"'lll..5cc...zc6..www'"c.
.cc'3553ccc.....ccc4664'cc.
..ccccccc.........ccccccc..
............. .............
ENDMAP
NAME: hallowed_hall
TAGS: no_monster_gen no_trap_gen no_pool_fixup
DEPTH: Depths
KMONS: 1 = pearl dragon
KMONS: 2 = apis
KMONS: 34 = ophan
KMONS: P = plant
KMONS: S = sacred lotus
ITEM: potion of curing pre_id / potion of heal wounds pre_id
KFEAT: A = altar_the_shining_one
KFEAT: B = altar_elyvilon
KFEAT: C = altar_zin
KFEAT: S = w
SHUFFLE: ABC
COLOUR: c = white
TILE: c = wall_church
FTILE: .+d123GgtABC = floor_limestone
COLOUR: .123 = white
TILE: G = dngn_statue_depths_zot_angel
: vault_metal_statue_setup(_G, "g", "silver statue")
MAP
xxxxxxxxx
xcccccccx
xcGdBdgcx
xcd.1.dcx
xcA.2.Ccx
xcd...dcxP''
xcg...Gcx'''''
xccc+cccxP''''''
xct...Scx''''''''
xc..2..cx'''''''''xx
xc..3..+'''4''''''cx
xcS....c'''''''''Pcx
xccccccccccccccccccx
xxxxxxxxxxxxxxxxxxxx
ENDMAP
NAME: hangedman_tell_no_tales
TAGS: no_monster_gen no_item_gen patrolling
DEPTH: D:11-, !D:$
MONS: spriggan draugr, troll draugr
KMONS: A = unseen horror
KFEAT: def = cache_of_baked_goods
SUBST: D : DDDDE
NSUBST: D = 1 = A:4 .:1 / 2:d / 2:e / 1:1, E = 2:d / 2:e / 2:1
KPROP: def = bloody
MAP
cccccccccc
ccxx+x1+DDc
c.x.x..mDDc
@.d.x2.mDDc
c.x.x..cc+c
ccxx+x1c*fc
cccccccccc
ENDMAP
NAME: hangedman_weighted_door
TAGS: extra
DEPTH: D:9-, Crypt
MONS: zombie / simulacrum
KMONS: A = spectral thing
KMONS: P = pile of debris
KITEM: A = any good_item
KMASK: .%* = no_monster_gen
KITEM: * = star_item
KITEM: % = any
KMASK: 1 = no_item_gen
MAP
cccc cccc
c11ccc%*c
c11cAc$%c
cn+++++nc
cPPPPPPPc
c@..$..@c
ENDMAP
NAME: hangedman_blasphemy
TAGS: no_monster_gen vaults_hard
DEPTH: Vaults, !Vaults:$, Crypt
MONS: phantasmal warrior, apis draugr, pearl dragon zombie
MONS: patrolling profane servitor, death knight
COLOUR: t = brown, c = white
FTILE: t' = floor_pebble_brown
: if you.in_branch("Vaults") then
SUBST: @ = .
FTILE: .1234V$%* = floor_metal_gold
CLEAR: X
: else
SUBST: X = x
: end
TILE: G = dngn_statue_angel
TILE: t = dngn_tree_dead, c = wall_stone_gray
KFEAT: _ = altar_yredelemnul
: single_cloud(_G, "_", "foul pestilence", true)
: decorative_floor(_G, 'V', "broken floral vase")
TILE: V = dngn_flower_pot_broken / dngn_dark_flower_pot_broken
: set_feature_name("tree", "dead tree")
KMASK: _ = no_item_gen
MAP
@@xxxxxxxXXXXX
@..t....xxxxxXX
x...'''..cV2xXX
xt...tc'.c..xxx
x.'.11c'...G.2x
x.'t1cc't....Vx
x.'ccc'G...ccxx
x..'''G'''...xX
xx...t.'_ccc.xX
Xxcc...'cc3*%xX
XxV.....c34$xxX
Xx2.G.c.c*$5xxX
Xxxx..c..%xxxx
XXXx2Vxxxxxxxx
XXxxxxXXXXX
ENDMAP
NAME: hangedman_devilish_allure
TAGS: no_monster_gen no_item_gen
DEPTH: D:12-, Depths
WEIGHT: 5
MONS: obsidian statue, lesser demon, common demon
MONS: efreet / large abomination / rakshasa
MONS: shadow demon / green death / blizzard demon / balrug / cacodemon / \
sin beast / hellion / reaper / tormentor / zykzyl w:2
KITEM: | = superb_item / any good_item / randbook disc:summoning w:5
: if you.in_branch("Depths") then
SUBST: 2 = 3, 4 = 5, v = c
NSUBST: 3 = 1:5 / *:3
TILE: c = stone_wall_pyre
: else
SUBST: b = bbv
: end
SHUFFLE: {( / <<
KPROP: 2345*| = no_tele_into
TILE: b = bedevilled_crystal_pandemonium
: set_feature_name("crystal_wall", "bedevilled crystal wall")
MAP
xxxxxxxxxxxx@@x
@.lxlll.l.l...x
@..xl..l.l.l.lx
x.{xl%vvvvvvvvx
x..m$.v2234*vvx
xl.m2|123334|bx
x..m$.v2234*vvx
x.(xl%vvvvvvvvx
@..xl..l.l.l.lx
@.lxlll.l.l...x
xxxxxxxxxxxx@@x
ENDMAP
NAME: hangedman_batty
TAGS: patrolling no_monster_gen no_item_gen
DEPTH: D:11-, Crypt, !Crypt:$
WEIGHT: 5
MONS: vampire bat, phantom, vampire, unseen horror
MONS: phantasmal warrior, vampire knight, jiangshi
KMONS: 8 = vampire bloodprince
KFEAT: 8 = fountain_blood
KITEM: 8d = sanguine talisman
KITEM: % = % no_pickup
KITEM: * = * no_pickup
# Notably, sometimes fill in parts of the grid.
SHUFFLE: ABC, DE, FGH, 34 / 34 / 34 / 43
SUBST: A = 1, F = 2, B : xx..., D : xx..., G : xx..., CEH = .
SUBST: I : c...., 5 = 3333445, * = ***d
: if you.in_branch("Crypt") then
SUBST: 4 = 7, 3 = 6668, 2 = 5, 1 = 1444
SUBST: c = v, x = c
: end
MAP
xx@xxxxxxxxxxx
x.x.xxxxxxxxxx
@x.x.xAxBxxxxx
x.x.x.x.x1xxxx
xx.x4....xCxxxxxxx
xxx..%....xxxxxxxx
xxAx..%..xDxxxxxxx
xxx....%..cExFxxxx
xxBx....Ic.x.x1xxx
xxx1x.x.cI..%.xGxx
xxxxCxDc..*..%.xxx
xxxxxxxEx..*..xHxx
xxxxxxxx.%..*..xxx
xxFx.%..3x4xx
xxx1x.x.x5xxx
xxxxGxHx4xxxx
xxxxxxxxxxx
xxxxxxxxxxx
ENDMAP
NAME: nzn_life_drinkers
TAGS: no_monster_gen no_item_gen no_wall_fixup vaults_hard
DEPTH: D:8-, Crypt, Vaults, Depths
ITEM: sanguine talisman
SHUFFLE: '-
NSUBST: ' = 1:D / 1:DE / *:.
SUBST: V = V:50 Y
: if you.in_branch("Vaults") then
MONS: vampire knight, vault warden ; scimitar ego:vampirism . plate armour
SUBST: @ = ., - = |||*d
NSUBST: 1 = 1:2 / 2:1 / *:.
TILE: x = wall_undead
FTILE: `?VY = floor_w_marble
FTILE: .12dDE*| = floor_metal_gold
: elseif not you.in_branch("D") then
: if you.in_branch("Depths") then
MONS: vampire mage / chonchon w:3
: else
MONS: vampire mage
: end
SUBST: x = c, - = **%%d, ` = $
: else
MONS: vampire, vampire mage
SUBST: - = %:9 d:1, x = c, ` = .
: if you.absdepth() > 11 then
NSUBST: 1 = 1:2 / 2:1 / *:.
: end
: end
: if not you.in_branch("D") or you.depth() > 10 then
# Chosen to represent gods that heal on kills, I guess.
KFEAT: D = altar_makhleb
KFEAT: E = altar_the_shining_one
: else
SUBST: DE = .
: end
: decorative_floor(_G, '?', "mourning vase")
MAP
@
c+c
cc.cc
cc...cc
cc.....cc
cc...1...cc
cc`..'x-..`cc
ccV`?1xxx1?`Vcc
cc`..-x'..`cc
cc...1...cc
cc.....cc
cc...cc
cc.cc
c+c
@
ENDMAP
NAME: nicolae_burly_brawl
TAGS: transparent no_monster_gen
DEPTH: D:13-, Depths:2-
KMONS: 1 = rakshasa
SHUFFLE: {[(
NSUBST: D = 2=1 / ., E = 2=1 / .
: if you.in_branch("D") then
SUBST: 1 = 1..
: end
FTILE: .{[(1G = floor_mystic_chasm
MAP
xxxxxxxxxxxxxxxxx
xGD..D..1..E..EGx
xx.............xx
x.............x
+1..D..{..E..1+
x.............x
xx.............xx
xGD..D..1..E..EGx
xxxxxxxxxxxxxxxxx
ENDMAP
# Another NetHack-inspired vault, based on the top floor of Vlad's Tower.
NAME: nicolae_nh_vlads_tower
TAGS: transparent patrolling
DEPTH: D:10-, Crypt
: if you.in_branch("D") then
: if you.absdepth() < 12 then
KMONS: _ = vampire
KMONS: 1 = vampire bat
: elseif you.absdepth() < 14 then
KMONS: _ = vampire mage
KMONS: 1 = vampire
: else
KMONS: _ = vampire mage / vampire knight
KMONS: 1 = vampire / jiangshi
: end
TILE: c = dngn_stone_wall_darkgray
NSUBST: z = 2:yzz / *:y
: else
KMONS: _ = vampire bloodprince
KMONS: 1 = vampire mage / vampire knight / jiangshi
SUBST: c = v
: end
KITEM: | = |
KITEM: _ = * / sanguine talisman
KITEM: 1 = %
KFEAT: yz = c
KFEAT: _ = altar_dithmenos / altar_kikubaaqudgha / altar_makhleb / \
altar_yredelemnul
TILE: y = dngn_stone_wall_red
TILE: z = wall_stone_magic_shelf
MAP
xxxxxxxxxxxxxxxxx
xxxczcxczcxczcxxx
xxxc1cxc1cxc1cxxx
xccc+ccc+ccc+cccx
xc.......+.+...cx
xccc+ccccc.ccc+cx
xxxc..._|y.+1c..@
xccc+ccccc.cccccx
xc.......+.+...cx
xccc+ccc+ccc+cccx
xxxc1cxc1cxc1cxxx
xxxczcxczcxczcxxx
xxxxxxxxxxxxxxxxx
ENDMAP
NAME: nicolae_demonic_statue_gallery
TAGS: transparent
DEPTH: D:9-13
KMONS: 5 = lesser demon
KMONS: 4 = orange demon / hellwing / ice devil / \
rust devil / red devil / chaos spawn
KMONS: 3 = soul eater / sun demon / sixfirhy / \
smoke demon / neqoxec / ynoxinul
: if you.depth() > 11 then
NSUBST: D = 1:3 / 1:34 / 1:345 / 1:45 / 3=5 / * = 5.
: else
NSUBST: D = 2:4 / 2:45 / 2:5 / * = 5.
: end
MAP
ccGl@lGcc
ccGl...lGcc
cGl..D..lGc
Gl.D.l.D.lG
l...lGl...l
@.DlGcGlD.@
l...lGl...l
Gl.D.l.D.lG
cGl..D..lGc
ccGl...lGcc
ccGl@lGcc
ENDMAP
# It's mostly ufetubi. It's fine. You'll be fine.
NAME: nicolae_fort_ynox
TAGS: transparent no_pool_fixup
DEPTH: D:9-12
MONS: ufetubus, ynoxinul
KFEAT: - = iron_grate
SHUFFLE: }])>>
NSUBST: ` = 6:1 / 4 = 1. / *:.
MAP
.........
..wwwwwww..
..wwv---vww..
..wwvv}])vvww..
..wwvv2...2vvww..
.wwvv..```..vvww.
.wvv..`````..vvw.
.w-$.```````.$-w.
.w-$.```G```.$-w.
.w-$.```````.$-w.
.wvv..`````..vvw.
.wwvv..```..vvww.
..wwvv.....vvww..
..wwvv...vvww..
..wwv+++vww..
..ww...ww..
.........
ENDMAP
NAME: nicolae_neqoxec_dot_bat
TAGS: transparent
DEPTH: D:9-12
KMONS: 3 = neqoxec
KMONS: 4 = chaos spawn / hellwing / ice devil / orange demon / red devil / \
rust devil
KFEAT: z = c
NSUBST: 3 = 2:3 / 1:4 / * = 44.
SUBST: % = %%%*, z : zzc
TILE: z = wall_stone_magic_shelf
MAP
cccccc
cccccccccc
cccc......cccc
cc@@ccc..........ccc@@cc
cc...cc....cccc....cc...cc
cc..cc...cccczccc...cc..cc
cc...cc..ccc%..%ccc..cc...cc
cc..cc.......3.3.cc.......cc
cc..cc.....3......cc......cc
cc..ccczcc...GG.3.cccccc..cc
cc..cccccc.3.GG...cczccc..cc
cc......cc......3.....cc..cc
cc.......cc.3.3.......cc..cc
cc...cc..ccc%..%ccc..cc...cc
cc..cc...ccczcccc...cc..cc
cc...cc....cccc....cc...cc
cc@@ccc..........ccc@@cc
cccc......cccc
cccccccccc
cccccc
ENDMAP
# oh nice you can put ' in vault names
NAME: nicolae_where_there's_smoke
TAGS: transparent
DEPTH: D:9-12
KMONS: 2 = nothing / hellwing / red devil / rust devil
KMONS: 3 = patrolling smoke demon
KITEM: 2 = % / nothing
KITEM: 3 = *
KFEAT: - = iron_grate
NSUBST: ` = . / c, c = 2:. / 3:.c / c
SUBST: Cc = cccc-l, L = ll.
MAP
.........
.............
......cLc......
....LL`c`LL....
....Lccc.cccL....
...LcCL.2.LCcL...
...LcLLL.LLLcL...
..c`c.L...L.c`c..
..Lc.2..3..2.cL..
..c`c.L...L.c`c..
...LcLLL.LLLcL...
...LcCL.2.LCcL...
....Lccc.cccL....
....LL`c`LL....
......cLc......
.............
.........
ENDMAP
NAME: roadster_capsule_ark_zombie
TAGS: no_monster_gen patrolling
DEPTH: D:6-, Crypt
: if you.branch() == "D" then
: if you.depth() < 10 then
MONS: adder zombie / scorpion zombie / \
hound zombie w:20 / howler monkey zombie
MONS: weeping skull w:1 / human zombie / elf zombie / centaur zombie w:20
MONS: killer bee zombie / elephant zombie / ogre zombie
: else
MONS: wolf zombie / killer bee zombie / spriggan zombie / centaur zombie
MONS: small abomination / meliai zombie / \
elephant zombie / two-headed ogre zombie
MONS: harpy zombie / laughing skull / hydra zombie
: end
: else
MONS: large abomination / jiangshi / laughing skull / ettin zombie
MONS: spriggan defender zombie w:20 / dire elephant zombie / \
iron dragon zombie
MONS: deep elf blademaster zombie / caustic shrike zombie / \
storm dragon zombie / golden dragon zombie
: end
KITEM: d = $ / %, any good_item
KFEAT: C = altar_kikubaaqudgha / altar_yredelemnul
MARKER: F = lua:fog_machine{ cloud_type = "black smoke", \
pow_min = 24, pow_max = 32, delay_min = 280, delay_max = 320, \
size_min = 1, size_max = 2, start_clouds = 2, size_buildup_amnt = 1 }
: single_cloud(_G, "l", "flame", false)
MAP
v
vvv
+2+
vmv1vmv
vm212mv
vv11311vv
vd31113dv
vvmv+vmvv
@.FlClF.@
ENDMAP
################################################################################
#
# <<5>> Stationary shooters: statues, oklobs, fog generators.
# We include fog generators here, as they won't move away either.
#
################################################################################
NAME: minmay_statue_bubble
TAGS: transparent
DEPTH: D:9-
MONS: obsidian statue / orange crystal statue / ice statue w:5
NSUBST: ? = 1:. / *:?
SUBST: ? = bb.
MAP
.......
..bG?Gb..
.bG...Gb.
.G..*..G.
.?.*1*.?.
.G..*..G.
.bG...Gb.
..bG?Gb..
.......
ENDMAP
NAME: minmay_protected_statue
TAGS: transparent
DEPTH: D:9-, Depths, !Depths:$
: if you.in_branch("Depths") then
MONS: orange crystal statue
: else
MONS: obsidian statue / orange crystal statue
: end
MONS: plant, bush
SUBST: n : n:20 G 2:1 3:1
KFEAT: n = iron_grate
KMASK: 1 = opaque
MAP
...
.*|*.
.*nnn*.
.|n1n|.
.*nnn*.
.*|*.
...
ENDMAP
NAME: minmay_statue_crystal_thing
TAGS: transparent
DEPTH: D:9-
MONS: orange crystal statue w:30 / obsidian statue / ice statue w:5
KFEAT: ~ = closed_clear_door
MAP
.....
...b=b...
...bbb.bbb...
.bbb.....bbb.
..b...b~b...b..
.bb.bbb.bbb.bb.
..b..b.....b..b..
.bb.bb..*..bb.bb.
.=..~..*1*..~..=.
.bb.bb..*..bb.bb.
..b..b.....b..b..
.bb.bbb.bbb.bb.
..b...b~b...b..
.bbb.....bbb.
...bbb.bbb...
...b=b...
.....
ENDMAP
NAME: minmay_dual_archer_statues
TAGS: transparent
DEPTH: D:10-
WEIGHT: 2
MONS: statue tile:mons_statue_archer name:archer name_adjective; \
longbow
MONS: bush
MAP
.........
...ccc...
.ccc|ccc.
.c.2.2.c.
.c12.21c.
.c.2.2.c.
.ccc.ccc.
...c+c...
.........
ENDMAP
# Another Ice Statue vault
NAME: ice2_lemuel
TAGS: no_pool_fixup no_monster_gen no_descent patrolling
DEPTH: D:12-, Depths, !Depths:$, Lair:2-
KMONS: 1 = ice statue
KMONS: 2 = white imp / ice beast w:30 / polar bear
KMONS: 3 = ice devil w:8 / ice dragon / freezing wraith
KMONS: 4 = storm dragon simulacrum w:8 / blizzard demon
KMONS: 5 = ice fiend / walking frostbound tome
KFEAT: 1 = >
ITEM: rimehorn talisman / rimehorn talisman randart w:1
ITEM: hat ego:ice / helmet ego:ice
: if you.absdepth() > 20 then
NSUBST: | = 1:1 / *:|
SUBST: | = ||****%%e, 3 = 5, 2 = ..334, b = bwww
: else
SUBST: | = ||****%%%d, 2 = 2., b = w
: end
SUBST: T = TU, W = w:20 W .:5, ' = W
TILE: b = bedevilled_crystal_cocytus
: set_feature_name("crystal_wall", "bedevilled crystal wall")
MAP
T.WWW..........WWW.T
.'WWW..........WWW'.
WW'W.Wwww..wwwW.W'WW
WWW2WwwwwwwwwwwW2WWW
WW222wwwwwwwwww222WW
..W2WwwwwwwwwwwW2W..
.WWWWwwwwwwwwwwwWWW.
..WWwwww||||wwwwWW..
...Wwwwb|13|bwwwW...
..WWwwww||||wwwwWW..
.WWWWwwwwwwwwwwWWWW.
..W2WwwwwwwwwwwW2W..
WW222wwwwwwwwww222WW
WWW2WwwwwwwwwwwW2WWW
WW'W.Wwww..wwwW.W'WW
.'WWW..........WWW'.
T.WWW..........WWW.T
ENDMAP
# Oklob assault; statistically, three oklobs
NAME: dpeg_oklob_1
TAGS: transparent
DEPTH: Lair:3-
MONS: plant, oklob plant, bush
SUBST: ? = 1 2:5 '
SHUFFLE: '"
SUBST: ' : W .:5
SUBST: " = .
SUBST: 1 = 113
MAP
...........
.............
.....'''''.....
.....''???''.....
....''?????''%...
...%''?????''....
.....''???''.....
.....'''''.....
.............
...........
ENDMAP
NAME: statue_in_the_mist_lemuel
TAGS: extra no_exits
DEPTH: D:9-, Depths, Orc, Elf, Snake, Swamp
: if you.in_branch("Depths") or you.in_branch("Elf") then
KMONS: 1 = orange crystal statue
: else
KMONS: 1 = orange crystal statue / obsidian statue / ice statue
: end
KITEM: 1 = %, % / $
MARKER: G = lua:fog_machine { cloud_type= "grey smoke", \
pow_min = 10, pow_max = 20, delay_min = 15, delay_max = 35, \
size = 3, walk_dist = 2, spread_rate= 25 }
: if you.in_branch("Abyss") then
SUBST: G : G111
: end
MAP
G
ENDMAP
# Greed's colour
NAME: david_greed
DEPTH: D:10-, Elf
WEIGHT: 4
: if you.in_branch("Elf") then
MONS: orange crystal statue / obsidian statue
: else
MONS: obsidian statue / orange crystal statue / ice statue
: end
ITEM: nothing / any good_item
SHUFFLE: d|
MAP
xxxxxxxxxxxx
xxxxxxbbbbbx
xbbbbbb..1bx
@.........bx
I.*.....d|bx
@.........bx
xbbbbbb..1bx
xxxxxxbbbbbx
xxxxxxxxxxxx
ENDMAP
# Rather shallow depth but you cannot randomly teleport in there.
NAME: minmay_crystal_box
TAGS: no_monster_gen patrolling transparent no_descent vaults_hard
DEPTH: D:12-, Vaults, !Vaults:$
MONS: crystal guardian, thermic dynamo
MONS: orange crystal statue, ironbound mechanist
KFEAT: + = closed_clear_door
SUBST: . = .:80 %$*|
: if you.in_branch("D") then
SUBST: 14 = 0, + = =
KPROP: .$%*|023 = no_tele_into
CLEAR: `
: else
FTILE: .1234$%*|+ = floor_crystal
: end
MAP
````````````````
`WWWWWWWWWWWWWW`
`WbbbbbbbbbbbbW`
`Wbb2.......1bW`
`Wbb.........bW`
`Wbb.........bW`
`Wnn.........bW`
`WW+....3.4..bW`
`Wnn.........bW`
`Wbb.........bW`
`Wbb.........bW`
`Wbb2.......1bW`
`WbbbbbbbbbbbbW`
`WWWWWWWWWWWWWW`
````````````````
ENDMAP
NAME: minmay_more_statues
DEPTH: D:12-
MONS: ice statue w:5 / obsidian statue / orange crystal statue
KFEAT: z = c
TILE: c = dngn_stone_wall_darkgray
TILE: b = dngn_crystal_lightred
: tile("z = " .. crackle_def(_G))
MAP
cccbcccccbcccccbccc
c.....z%*|*%z.....c
c.................c
b..1.....G.....1..b
c.................c
c.....z.....z.....c
cccbcccc.@.ccccbccc
ENDMAP
NAME: hangedman_tree_tricks
TAGS: extra no_monster_gen
DEPTH: Lair, !Lair:$
NSUBST: T = 1:. / 1:t
KMONS: 1 = oklob plant
KITEM: 1A_ = gold / nothing w:7
KFEAT: _ = altar_fedhas
MAP
tttttttttt
tttt.ttttttt
@tt.t.tttttt
t.tt.t.Tt1tt
t.t.ttT.A$tt
tt.ttttA_Att
t.t.tt1$Attt
tt.ttttttttt
tttttttttt
ENDMAP
NAME: disabler_island
TAGS: no_monster_gen no_pool_fixup transparent
DEPTH: D:8-14, Lair
SUBST: ? = W..
NSUBST: ' = 3:* / 1:> / 3:1 / *:", 1 : 2:1 / 2 = 1" / *:w
NSUBST: G = 1:2 / *:"
KMASK: *>12" = opaque
KFEAT: " = floor
: if crawl.one_chance_in(3) and (not you.in_branch("Lair") or crawl.coinflip()) then
MONS: lava snake, orange crystal statue
SUBST: wW = l
: elseif crawl.coinflip() then
MONS: oklob plant, golden eye
MONS: plant, bush
SUBST: w = 334, W = .
: else
MONS: electric eel, basilisk
: end
MAP
........
............
..............
..............
.......??.......
....?.1w1?......
....?1w'w1.?....
....1w'G'w1.....
....1'G'G'w1....
....1ww'''1?....
.....?1w1w1.....
......1.?.......
..............
..............
............
.........
ENDMAP
# A stationary monster guarding a staircase.
#
# This can place a crucial locations (like Snake:1), forcing the player
# to actually deal with the problem -- hence "stationary puzzle".
# We expect players to have resources to cope with it.
#
# TODO: This could be extended to branch entries but I don't know if I can
# do that feasibly in a single map.
#
# With increasing depth the distance between staircase and stationary monster
# can decrease, and fewer supporting walls are to be expected. Sometimes a
# nearby downstairs exit is generated, to provide another option.
#
# Monster set: currently only the classical stationary monsters, i.e.
# statues, oklob plants.
# This could be expanded: pool with electric eel, or monsters behind grates.
#
NAME: dpeg_stationary_puzzle
DEPTH: D:10-, Lair, Snake, Shoals, Depths
# Weights for levels not of subdepth 1 intentionally lower.
WEIGHT: 1 (D:10-, Lair:2-, Snake:2-, Shoals:2-, Depths:2-)
WEIGHT: 10 (Lair:1, Shoals:1, Snake:1, Depths:1)
: if you.in_branch("D") or you.in_branch("Lair") then
MONS: oklob plant, electric eel
SHUFFLE: 1" / 22
: elseif you.in_branch("Snake") or you.in_branch("Shoals") then
MONS: oklob plant / obsidian statue / orange crystal statue / ice statue /\
w:1 Roxanne
: else
MONS: orange crystal statue / w:1 Roxanne
: end
#
# Sometimes add some additional rock walls
SUBST: . : ._
NSUBST: _ = 3:x / *:.
#
# Select possible staircase range:
: if you.absdepth() < 14 then
NSUBST: bc = 1:x / *:.
: elseif you.absdepth() < 18 then
SHUFFLE: ab
NSUBST: c = 1:x / *:.
: else
SHUFFLE: abc
: end
#
NSUBST: a = 1:{ / *:.
SUBST: "'bc = .
#
# 50% chance for nearby >
SUBST: x : xy
NSUBST: y = 1:} / *:x
MAP
......x
....cbxx
'''''cbaxx
@"1'''''aa@
'''''cbaxx
....cbxx
......x
ENDMAP
###################################################################
#
# <<6>> Other monsters
# Slime denizens, insubstantial monsters, everything else...
#
###################################################################
NAME: onia_ninara_cookie
TAGS: transparent
SHUFFLE: ABCDEF
SUBST: A : x, B : x, C : x, D : x, E : x, F : +, G : l:50 w:50 I
SUBST: x : xvcb
SUBST: H = 0 ., J = 1 0:100 $:20
ITEM: any jewellery
MONS: glass eye
MAP
...........
..xHxHxHx..
.xxBxAxFxx.
.HCJJJxJEH.
.xxJxGxJxx.
.HDJxdxJDH.
.xxJxJxJxx.
.HEJxJJJCH.
.xxFxAxBxx.
..xHxHxHx..
...........
ENDMAP
NAME: minmay_acid_items
TAGS: no_monster_gen no_trap_gen transparent
DEPTH: Depths
MONS: slime creature w:30 / rockslime / azure jelly / acid blob w:5
MONS: acid blob
MAP
...........
..nnnnnnnnn..
..nn1112111nn..
.nn11nnnnn11nn.
.=111+|||nn11n.
.nn11nnnnn11nn.
..nn1112111nn..
..nnnnnnnnn..
...........
ENDMAP
NAME: hangedman_incinerator
TAGS: no_item_gen no_monster_gen
DEPTH: D:8-14
MONS: fire bat, lava snake, fire elemental, hell hound, thermic dynamo
NSUBST: ' = 4:F / *:.
: if you.depth() > 11 then
NSUBST: 1 = 1:335 / *:1
: end
: single_cloud(_G, "F", "flame", true)
KPROP: l = no_cloud_gen
TILE: c = wall_stone_scorched
MAP
xxxxxxxxxx
xxxxxccccx
xl.1xc23cx
x1l''c|2cx
x.l''4cccx
x.ll'''xxx
x.lll''1xx
x'.llll.xx
x.'...1lxx
+xxxxxxxxx
ENDMAP
NAME: hangedman_eye_storm
TAGS: no_monster_gen no_item_gen patrolling
DEPTH: Depths, !Depths:$, Abyss
MONS: golden eye, eye of draining, glass eye, eye of devastation
MONS: great orb of eyes / shining eye w:3
ITEM: scroll of vulnerability q:1 pre_id / orb ego:guile randart w:4 / \
book of the spheres w:4 / potion of enlightenment q:2 pre_id
KFEAT: m = iron_grate
KFEAT: T = fountain_eyes
NSUBST: 5 = 2:5 / 1:3 / *:4 5:15
: if you.in_branch("Abyss") then
SUBST: c = c:4 v:1 b:1, '| = d
: end
MAP
c++cccc
ccc..c3%ccc
cc'c..c+m.%cc
cc'mm..c.mmm.cc
c.mm...c...mm.c
cc.m....c.5..m.cc
c.mm...mc+.5.mm.c
c1m...mm5mm...m.c
c+m.4.m|m2m.5.m+c
c1m...mm|mm...m1c
c.mm.4.mmm...mm.c
cc.m..5.T..5.m.cc
c.mm...5...mm.c
cc.mmm...mmm.cc
cc..mmmmm..cc
ccc.1+1.ccc
ccccccc
ENDMAP
NAME: hangedman_cracks_in_the_wall
TAGS: no_monster_gen patrolling transparent
DEPTH: D:9-, Depths, !Depths:$
: if you.in_branch("D") then
: if you.depth() < 12 then
MONS: rock fish, kobold geomancer, basilisk, cyclops
SUBST: * = $%%, | = *
: else
MONS: gargoyle, cyclops, basilisk, catoblepas
SUBST: * = %%***, | = *|, c = x
: end
: else
MONS: deep troll earth mage, stone giant, iron dragon, caustic shrike
SUBST: c : cxx
: end
SUBST: 5 = 1.
MAP
xxxxxxxxxxxxxx.@@
xxxxcccccccxxx..@
xxxxc1c.c5cxxx...
xxcccc.c.ccccx...
xxc5c.ccc.c1cx...
xxcc.cc2cc.ccx...
xbc.cc.*3cc.c...@
xb.c$$x*|4cc.x..@
xbc.cc.*3cc.c...@
xxcc.cc2cc.ccx...
xxc5c.ccc.c1cx...
xxcccc.c.cccxx...
xxxxc1c.c5cxxx...
xxxxcccccccxxx..@
xxxxxxxxxxxxxx.@@
ENDMAP
NAME: hangedman_aerie_drop
TAGS: no_monster_gen no_item_gen no_pool_fixup
DEPTH: Elf, Depths
MONS: spriggan air mage ; staff of air pre_id . robe
MONS: deep elf zephyrmancer ; rapier ego:electrocution . robe
MONS: spriggan rider ; spear ego:electrocution . buckler . robe
MONS: lightning spire
KMONS: 5 = dancing weapon ; any weapon good_item ego:electrocution
KMONS: 6 = spark wasp
KMONS: E = generate_awake air elemental w:7 / air elemental w:1
KITEM: d = any weapon good_item ego:electrocution pre_id, \
any weapon good_item ego:electrocution pre_id, \
storm dragon scales / storm dragon scales randart w:3
KITEM: e = staff of air randart / storm talisman / \
storm talisman randart w:1
KITEM: f = mundane ring of flight no_pickup
KFEAT: E56 = deep_water
KFEAT: de = shallow_water
KFEAT: T = dispersal trap
SHUFFLE: vb
NSUBST: E = 6:E / 3 = Ew / *:w, 5 = 3:5 / *:w
: if you.branch() == "Depths" then
SUBST: 2 = 3, 5 = 6
: end
MARKER: e = lua:fog_machine { cloud_type = "rain", pow_max = 2, \
delay_min = 10, delay_max = 60, size = 4, walk_dist = 2 }
KMASK: d = opaque
KPROP: d = no_tele_into
MAP
.bvb bvb bvbvbtt
.bvEvbvEvbv...vbtt
@nEEwEwEEv2.5.1vtt
.bTwwv5wvb.4v4.bvt
f=wEndnE+.5nen5<bt
.bTw5vwwvb.4v4.bvt
@nEEwEwEEv2.5.1vtt
.bvEvbvEvbv...vbtt
.bvb bvb bvbvbtt
ENDMAP
NAME: lightli_elemental_guards
TAGS: no_pool_fixup no_monster_gen
DEPTH: D:10-, !D:$
MONS: air elemental
MONS: earth elemental
KMONS: F = fire elemental
KMONS: W = water elemental
KFEAT: F = lava
KFEAT: W = deep_water
KPROP: %*12wWlF = no_tele_into
MAP
xxxxxxxxxxxx
x==========x
x=*%=..=x%=x
x=%1=..=2x=x
x====..====x
x=...$x...=x
x=...wl...=x
x====..====x
x=ww=..=ll=x
x=Ww=..=lF=x
x====..====x
xxxxx@@xxxxx
ENDMAP
# So he drove out the man; and he placed at the east of the garden of Eden
# Cherubim, and a flaming sword which turned every way, to keep the way of the
# tree of life.
NAME: pf_eden
TAGS: no_monster_gen
DEPTH: Elf
MONS: patrolling cherub, patrolling dancing weapon ; great sword ego:flaming
KMONS: p = plant
KFEAT: C = cache_of_fruit
ITEM: randbook title:Forbidden_Fruit owner:the_Tempter \
numspells:2 spells:summon_mana_viper&discord
NSUBST: 1 = 2:1 / *:.
NSUBST: d = 1:d / 1:C. / *:.
SUBST: 3 = 33.
RTILE: x = wall_lair
FTILE: 12p.dCt@ = floor_grass_dark
FTILE: @ = floor_moss
MAP
xxx
xxx xxpxx
xxpxxxp.1xxx
xxppp2.1...px
xppp..ppx1.1x
xpdddpxxxp..xx
xpdtdpxxxx...@
xpddd.px xxp.@
xp...pxx xxxx
xxpppxx
xxxxx
ENDMAP
NAME: nicolae_danse_macabre
TAGS: transparent patrolling no_monster_gen no_item_gen no_trap_gen
DEPTH: D:11-, Elf, Depths, Crypt
: local evilegos = util.random_subset({ "pain", "vampirism", "draining" }, 3)
: kmons("1 = dancing weapon ; demon whip good_item ego:" .. evilegos[1] )
: kmons("2 = dancing weapon ; demon blade good_item ego:" .. evilegos[2] )
: kmons("3 = dancing weapon ; demon trident good_item ego:" .. evilegos[3] )
: kmons("4 = dancing weapon ; demon whip ego:" .. evilegos[2] )
: kmons("5 = dancing weapon ; demon blade ego:" .. evilegos[3] )
: kmons("6 = dancing weapon ; demon trident ego:" .. evilegos[1] )
KFEAT: D = altar_uskayaw
KFEAT: E = altar_kikubaaqudgha / altar_lugonu / \
altar_makhleb / altar_yredelemnul
KFEAT: + = closed_clear_door
SHUFFLE: FH
# D and Elf get a runed door instead, and D gets only three weapons.
: if you.branch() == "D" then
SUBST: + = =
NSUBST: F = 1444 / 2555 / 3666 / .
: elseif you.branch() == "Elf" then
SUBST: + = =
NSUBST: F = 1 / 2 / 3 / 4 / 5 / 6
: else
NSUBST: F = 1 / 2 / 3 / 4 / 5 / 6
: end
SUBST: H = ., Y = YYDE
MAP
xxxm+mxxx
xx.....xx
x..FHF..x
x.H...H.x
x.F.Y.F.x
x.H...H.x
x..FHF..x
xx.....xx
xxxxxxxxx
ENDMAP
NAME: nicolae_rock_paper_scissors
TAGS: transparent patrolling no_monster_gen
DEPTH: Depths, !Depths:$, Zot, !Zot:$
KMONS: r = nargun
KMONS: p = walking frostbound tome / walking earthen tome / \
walking divine tome / walking crystal tome
KMONS: s = dancing weapon ; double sword good_item | \
double sword randart good_item w:5
SHUFFLE: }])>
NSUBST: 1 = r / p / s / rps...
SUBST: T = TTTTTTV
MAP
cc+cc
c...c
cc.1.cc
cT...Tc
cc.1.1.cc
c}.....]c
cc.1.1.1.cc
cT...U...Tc
cc.1.1.1.1.cc
c...........c
+.1.1.1.1.1.+
cc..T.).T..cc
ccccccccccc
ENDMAP
NAME: hellmonk_no_cap
TAGS: transparent no_monster_gen
DEPTH: D:3-7
MONS: sleepcap
ITEM: hat / nothing
NSUBST: - = 1:1 / 4 = 10.. / *:.
SUBST: c : cxt, + : +.
MAP
c
ccc
cdc
cc-cc
c---c
cc---cc
c-----c
c.....c
cc+++cc
ENDMAP
NAME: tekkud_crystal_farm
TAGS: no_monster_gen patrolling
DEPTH: Crypt, Depths
WEIGHT: 5 (Crypt), 10
: if you.branch() == "Crypt" then
MONS: screaming refraction
MONS: death knight / ancient champion w:5 / vampire knight / eidolon
MONS: lich / bone dragon / curse skull w:5
NSUBST: ' = 3:1 / *=1...
NSUBST: ~ = 3:2 / 3=2.. / 1:3 / 1:3.. / 2:* / 4:$ / 2 = $$*.. / *:.
FTILE: 123O-. = floor_crystal_squares
: else -- Depths
MONS: crystal guardian / crystal echidna w:3 / walking crystal tome w:2
MONS: deep troll earth mage w:15 / tengu reaver / fire giant / frost giant /\
hell knight w:5 / glass eye w:5
MONS: ancient lich / golden dragon
NSUBST: ' = 4:1 / *=1....
NSUBST: ~ = 5:2 / 3=2.. / 1:3 / 1:3.. / 3:* / 6:$ / 3 = *$$.. / *:.
FTILE: 123O-. = floor_marble
: end
NSUBST: - = b.
KMONS: O = orange crystal statue
MAP
bbb- -@@@b@
bbbbb-b@b--.-@
b'bbbb.-..-.-b
bb''b-.bbb-.b@
b-''bb-.--..b@
bb-'bb-....b-@
bb-'bb...---.b-
b-.-b-.--bbbbbb
b-.-b..bbbbbbbbb
bb-....b-bb----b
b-..-bb.bb-~~-bb
b-...--.-b-~~~-b
bb-......-~~~-bb
bb-..O..~~~~-b
b-.....~~~--b
bb-.---.---bbb
bb-bbb-bbbbb
bbb bbb
ENDMAP
###################################################################
#
# <<7>> Random monsters
# Either using 8, 9, 0 glyphs or just many choices.
#
###################################################################
NAME: minmay_circled_x
TAGS: transparent
DEPTH: D:1-2
WEIGHT: 3
MAP
......
...xxxx...
..xx....xx..
..x........x..
.x.x......x.x.
..x..x....x..x..
.x....x%%x....x.
.x....0xx0....x.
.x....0xx0....x.
.x....x%%x....x.
..x..x....x..x..
.x.x......x.x.
..x........x..
..xx....xx..
...xxxx...
......
ENDMAP
NAME: minmay_three_crescents
TAGS: transparent
DEPTH: D:1-4
WEIGHT: 3
MAP
.....
..xxx..
.xx%xx..
.x%.0......
.xx0...xxx..
..x.....0xx.
........%x.
..x.....0xx.
.xx0...xxx..
.x%.0......
.xx%xx.
..xxx..
.....
ENDMAP
# vault rotation makes the jar with loot unknown
NAME: minmay_mini_jars
TAGS: transparent
DEPTH: D:2-4
WEIGHT: 3
MAP
..........
.x.x++x.x.
...x00x...
.xxxxxxxx.
.+0x%%00+.
.+0x%%00+.
.xxxxxxxx.
...x00x...
.x.x++x.x.
..........
ENDMAP
NAME: minmay_divided_ellipse
TAGS: transparent
DEPTH: D:2-6
WEIGHT: 5
: if you.depth() < 5 then
SUBST: 9 = 0
: end
MAP
.......
....xx+xx....
...xxxx...xxxx...
..xxx%0x...x0%xxx..
.xx0x0.x0.0x.0x0xx.
.+.%x..x.0.x..x%.+.
.xx0x..x...x..x0xx.
..xxx..x9.9x..xxx..
...xx+x%*%x+xx...
....xxxxx....
.......
ENDMAP
NAME: minmay_hollow_rounded_squares
TAGS: transparent
DEPTH: D:4-, Depths
SUBST: 0 = 0., x : x c:2 v:1 b:1
: if you.absdepth() > 12 then
SUBST: = = +
SUBST: n = c
: end
MAP
........
..xxxxxx..
.xx.00.xx.
.x0xxxx0x.
.x.0.x0xx........
.x0x.xx.+.cc==cc..
.x0xx9xxxccG..Gcc.
.xx*x.|xxcG....Gc.
..xxxxxxcc*.9..|n.
..xxxxxxcc|..9.*n.
.xx0.9|xxcG....Gc.
.x..xxxxxccG..Gcc.
.x0xx0x.+.cc==cc..
.x0x*x0.x........
.x.xxxx0x.
.xx.00.xx.
..xxxxxx..
........
ENDMAP
NAME: minmay_pinched_square
TAGS: transparent
DEPTH: D:8-, Depths
MAP
....... .......
.xxx.........xxx.
.x|xxxx...xxxx|x.
.xx9..xxxxx..9xx.
..x.....0.....x..
..x..x..0..x..x..
..xx..xx.xx..xx..
..x..xx.xx..x..
..x00..9xx00x..
..x..xxxxx..x..
..xx..xxxxx..xx..
..x..x..0..x.0x..
..x.....0...0.x..
.xx9..xxxxx0..xx.
.x|xxxx...xxxx.x.
.xxx.........xx..
....... .......
ENDMAP
NAME: minmay_st_funbox
TAGS: extra transparent
DEPTH: D:9-, Depths
KMONS: 0 = 0
KMONS: 9 = 9
KMONS: 8 = 8
: if you.absdepth() < 11 then
SUBST: 9 = 0, 8 = 9
KITEM: 09 = star_item
KITEM: 8 = superb_item
: elseif you.absdepth() < 21 then
SUBST: 0 = 90
KITEM: 098 = superb_item
: else
SUBST: 9 = 98, 0 = 98
KITEM: 09 = superb_item
KITEM: 8 = any good_item
: end
MAP
.......
.vvnvv.
.v090v.
.n989n.
.v090v.
.vv=vv.
..G.G..
...
ENDMAP
NAME: minmay_three_doors
DEPTH: D:6-, Depths
SHUFFLE: 089, ABC
SUBST: AB = ., C = *
MARKER: G = lua:props_marker { stop_explore = "statue" }
MAP
xxxxxxx
xxAAAxx
x.....x
x..0..x
x.....x
xx...xx
xxx+xxxxxxxxx
......xx...xx
......x....Bx
...G..+..9.Bx
......x....Bx
......xx...xx
xxx+xxxxxxxxx
xx...xx
x.....x
x..8..x
x.....x
xxCCCxx
xxxxxxx
ENDMAP
NAME: kb_rosetta
TAGS: vaults_hard transparent misc_elf_vault
WEIGHT: 3 (Elf), 10
DEPTH: D:6-, Depths, Vaults, Elf
SUBST: x : xcvmnt
SUBST: X : GtTU
: if you.in_branch("Vaults") then
FTILE: t = floor_pebble_brown
: vaults_hard_standard(_G)
: end
MAP
... ...
..x.. ..x..
...xx...xx...
....xxx.xxx....
.xxx.xx.xx.xxx.
..xxx9x.x9xxx..
..xxxx.xxxx..
.....X.....
..xxxx.xxxx..
..xxx9x.x9xxx..
.xxx.xx.xx.xxx.
....xxx.xxx....
...xx...xx...
..x.. ..x..
... ...
ENDMAP
# Small chamber for a nice item (Eino)
NAME: small_chamber_with_monster
TAGS: extra
DEPTH: D:8-, Depths, Elf, Crypt
MAP
xxxxxxx
xxG.Gxx
x..|..x
x..9..x
xx...xx
xxT.Txx
xx...xx
xxT.Txx
ENDMAP
# Evil grid
NAME: minmay_evil_grid
DEPTH: D:8-, Depths
NSUBST: A = 7:+ / *:c
NSUBST: B = 1:+ / 1:n / *:c
NSUBST: C = 1:+ / *:c
SUBST: * = *|
MAP
ccCcccCcccCcc
c...c...c...c
C.9.A.9.A.9.C
c...c...c...c
ccAcccBcccAcc
c...c*.*c...c
C.9.B.8.B.9.C
c...c*.*c...c
ccAcccBcccAcc
c...c...c...c
C.9.A.9.A.9.C
c...c...c...c
ccCcccCcccCcc
ENDMAP
NAME: dispersion_dpeg
TAGS: transparent
DEPTH: D:$, Depths
KITEM: 89 = * / |
KMONS: 8 = 8
KMONS: 9 = 9
KFEAT: ^ = teleport trap / dispersal trap
KFEAT: ~ = teleport trap / floor w:20
SHUFFLE: xm / cn / cn / cn
SUBST: 9 = 89, c : cvb
# Traps occur at the corners, but ensure we always have a dispersal-free path
# out of the center.
NSUBST: a = ~ / ^, p = ~ / ^
MAP
............
............
..pxxmmxxp..
..x......x..
..x.amma.x..
..m.m99m.m..
..m.m99m.m..
..x.amma.x..
..x......x..
..pxxmmxxp..
............
............
ENDMAP
NAME: pandoras_box_mu
TAGS: no_monster_gen no_item_gen transparent
DEPTH: Depths, Crypt:1-4
MARKER: a = lua:fog_machine { \
pow_max = 10, delay_min = 10, delay_max = 40, \
size = 2, size_buildup_amnt = 5, \
size_buildup_time = 25, cloud_type = "black smoke" \
}
KMONS: a = vampire mosquito
KMONS: b = green death
KMONS: c = reaper
KMONS: d = soul eater
KMONS: e = chaos spawn
KMONS: f = demonic crawler
KMONS: g = glowing shapeshifter
KMONS: h = shadow wraith
KMONS: i = hell rat
KMONS: j = clockroach
KMONS: k = bes kemwar
KMONS: l = large abomination
KMONS: m = emperor scorpion
KMONS: n = small abomination
KMONS: o = unseen horror
KMONS: p = spark wasp
KMONS: q = goliath frog
KMONS: r = wolf spider
KITEM: abcdfghjiklmnopqr = $
KITEM: e = $ q:66, any armour good_item / potion of experience q:1 pre_id / \
scroll of acquirement pre_id
SHUFFLE: bcdfghjklnopqr
MAP
.............
.............
..v.......v..
...vvvvvvv...
...vgbcdev...
...vfahajv...
...vklanov...
...vpqrimv...
...vv===vv...
..v.......v..
.............
.............
ENDMAP
NAME: onia_ninara_dug_in_and_dangerous
TAGS: ruin_abyss transparent no_descent
DEPTH: D:8-, !D:$, Depths:2-, !Depths:$, Abyss
ITEM: wand of digging pre_id
ITEM: scroll of teleportation pre_id q:2
ITEM: parchment disc:earth / any ring / any talisman w:2
SHUFFLE: vcb, AB? / CD!, d<>, de
SUBST: AD = 9, B = 8, C = 0
SUBST: ? = %:10 *:50 |:60, ! = %:90 *:30 |:10
: if you.in_branch("Abyss") then
TAGS: patrolling
SUBST: de%*| = f
: end
KMASK: x = no_wall_fixup
KMASK: 089%*|de<> = opaque
KPROP: 089%*|de<> = no_tele_into
MAP
...........
.vvnvvvnvv.
.vAAABAAAv.
.xxxxxxxxx.
.v???d???v.
.vvnvvvnvv.
.....@.....
ENDMAP
NAME: minmay_librarian
TAGS: no_monster_gen no_item_gen no_trap_gen
DEPTH: D:9-, Elf, Depths
: if you.absdepth() > 24 then
MONS: ancient lich w:25 / dread lich w:25 / royal mummy
ITEM: any scroll w:6 / any book
: elseif you.absdepth() > 20 then
MONS: lich w:60 / draconian annihilator w:20 / \
draconian scorcher / draconian shifter
ITEM: any scroll / any book
: elseif you.absdepth() > 15 then
MONS: deep elf annihilator w:30 / deep elf sorcerer w:20 / \
deep elf demonologist / deep elf death mage
ITEM: any scroll / any book w:6
: elseif you.absdepth() > 12 then
MONS: arcanist w:25 / occultist w:25 / necromancer w:20 / \
deep elf pyromancer w:20 / deep elf zephyrmancer w:20 / \
orc sorcerer / ogre mage / naga mage / vampire mage
ITEM: scroll of identify w:2 / any scroll w:8 / any book w:4
: else
MONS: arcanist w:25 / deep elf pyromancer w:25 / orc sorcerer / \
kobold geomancer w:5 / kobold demonologist w:15
ITEM: scroll of identify w:3 / scroll of amnesia w:2 / \
any scroll w:5 / randbook numspells:2 w:3
: end
SUBST: c : cx
TILE: c = wall_studio
MAP
xxxxxxxxxxxxx
xd....1....dx
xc.........cx
xd.........dx
xc.........cx
xd.........dx
xc.........cx
xd.........dx
xc.........cx
xd.........dx
xxxxxx+xxxxxx
ENDMAP
NAME: wad_scary_box
DEPTH: D:9-, Depths, !Depths:$
WEIGHT: 4
FTILE: ' = floor_pebble
COLOUR: ' = white
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxx...............x
x.x.+.......xx..xx.......xx..x
x..xcccccccc.xxxxxxxx..G.xx.Gxxx
xxx.0098+*|n.+.'.'.'..xx.......+
xxx.0098+**n.+.'.'.'..xx.......+
x..xcccccccc.xxxxxxxx..G.xx.Gxxx
x.x.+.......xx..xx.......xx..x
xxxxxxxxxxxxxx...............x
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
NAME: wad_mini_maze
TAGS: transparent
DEPTH: D:7-, Depths, !Depths:$
WEIGHT: 4
NSUBST: ? = 1:n / 1:+ / *:X
SUBST: X : cccvvb
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxx@xx
xXXXXXXXXXXXXXXXXXXXXXXXXX.Xx
xX9%......X.......X...X....Xx
xXXXXXX.X.XXXXX.X.XXX.X.XX.Xx
xX......X.......X.....X..X.Xx
xX.???XXX.XXXXXXXXXXX.XX.X.Xx
xX.?**?.......X.X...X.X..X.Xx
xX.?**?.XXXXX.X.X.X.X.XXXX.Xx
xX.?**?.....X.X.X.X.X.X....Xx
xX.X??XXX.X.XXX.X.X.X.X.XXXXx
xX.X9%..X.X.....X.X.X.X....Xx
xX.XXXX.X.X.XXX.X.X%X.XXXX.Xx
xX......X.X...X...X9X......Xx
xXXXXXXXX.XXXXXXXXXXXXXXXXXXx
xxxxxxxxx@xxxxxxxxxxxxxxxxxxx
ENDMAP
NAME: wad_hexagon
TAGS: transparent
WEIGHT: 4
DEPTH: D:8-, Depths, !Depths:$
KFEAT: t = tree
FTILE: ' = floor_pebble
COLOUR: ' = white
MAP
xxx...xxxxxxxxxxxxxx...xxx
xx...xxxxxx........xx...xx
x...xxxxx..xxxxxxxx.xx...x
...xxxxx...xxxxxxxxx.xx...
..xxxxx...xxcccccccnx.xx..
.xxxxx..xxxxc'0...'cxx.xx.
.xxxx.xxx*.9v.'..'.cxxx.xx
@....xx**8..=.V''V....+..@
.xxxx.xxx*.9v.'..'.cxxx.xx
.xxxxx..xxxxc'...0'cxx.xx.
..xxxxx...xxcccccccnx.xx..
...xxxxx...xxxxxxxxx.xx...
x...xxxxx..xxxxxxxx.xx...x
xx...xxxxxx........xx...xx
xxx...xxxxxxxxxxxxxx...xxx
ENDMAP
NAME: wad_rectangle_vault
DEPTH: D:3-, Depths, !Depths:$
WEIGHT: 4
FTILE: ; = floor_pebble
FTILE: "0U = floor_pebble_brown
COLOUR: "0 = brown
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
x..xxx;;;;;.;;;;;.;;;;;xxx..x
x..xxxx;";...;";...;";xxxx..x
xx.x.x;""";.;"0";.;""";x.x.xx
@.x.x;"""0";""U0";""""0;x.x.@
xx.x.x;""";.;""";.;0"";x.x.xx
x..xxxx;";...;";...;0;xxxx..x
x..xxx;;;;;.;;;;;.;;;;;xxx..x
xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
# Updated to not hide the loot area behind opaque walls and to scale numbers of
# monsters/loot in the chamber with depth of placement. -gammafunk
NAME: wad_dig_loot
TAGS: transparent no_descent
DEPTH: D:8-, Elf, Depths, !Depths:$
WEIGHT: 4
KPROP: %*8DEeF = no_tele_into
KMASK: %*|8aDEeF' = opaque
KITEM: EF = *
KMONS: EF = 8
KMONS: p = plant
SHUFFLE: DE
# Before D:12, a dig wand is required to access the loot area. From D:12, add a
# digging monster. Add another 8 in Elf and one more again for Depths. Add one
# more loot item with each added monster.
: if you.in_branch("D") and you.depth() >= 12 then
KITEM: D = |
KMONS: D = deep troll earth mage
SUBST: EF = '
: elseif you.in_branch("Elf") then
KITEM: D = |
KMONS: D = patrolling cacodemon
KMONS: e = patrolling deep elf demonologist
SUBST: E = e, F = '
: elseif you.in_branch("Depths") then
KITEM: D = |
KMONS: D = deep troll earth mage / cacodemon
# D:8-11
: else
SUBST: DE = v, F = '
: end
: if you.in_branch("Elf") then
TILE: v = dngn_metal_wall_red
FTILE: " = floor_infernal_blank
COLOUR: " = red
: else
FTILE: " = floor_pebble_brown
COLOUR: " = brown
: end
MAP
@....vvvvv..G.@
.""".vvvvvp....
.."..vvvvv.."0.
.....vvvvv.""".
..G..vvvvv.....
vvvvv.....vvvvv
vvvvv."...vv*Dv
vvvvv."".GmF%8v
vvvvv."...vv*Ev
vvvvv0....vvvvv
ENDMAP
NAME: evilmike_minifort
TAGS: misc_elf_vault no_descent
DEPTH: D:9-, Depths, !Depths:$, Elf
TILE: x = wall_marble
COLOUR: x = white
TILE: c = wall_vines
FTILE: ABCDEFcx+. = floor_vines
SHUFFLE: ABCDEF
NSUBST: A = 1:> / * = .%
NSUBST: B = 6:0 / *:., C = 6 = $0 / *:., D = 6 = %0 / *:.
NSUBST: E = 1:98 / 1:*| / *:., F = 1:90 / 1:$ / *:.
SUBST: ' = .
MAP
ccccc@'''''''@ccccc
cAAAcwwwwwwwwwcBBBc
cAAAcwwwwwwwwwcBBBc
cAAAcGwwwwwwwGcBBBc
cAAAccccc+ccccc.BBc
cAAAc.........+.BBc
cAA.c.........c.BBc
cAA.+..xxxxx..ccccc
cAA.c..xxxxx..+.DDc
ccccc.........c.DDc
cCC.+.........cDDDc
cCC.ccccc+cc+cccccc
cCCCcEEE..c...FFFFc
cCCCcEEEEEcFFFFFFFc
cCCCcEEEEEcFFFFFFFc
ccccccccccccccccccc
ENDMAP
NAME: hangedman_feature_mirror
TAGS: transparent extra allow_dup no_monster_gen
TAGS: no_item_gen no_trap_gen no_pool_fixup patrolling
DEPTH: D, Depths, Orc, Elf, Crypt, Snake, Shoals, Zot
WEIGHT: 10 (D), 4
KFEAT: A = stone_arch
KFEAT: D = any shop
KFEAT: ^ : teleport trap / shaft trap
KFEAT: Z = zot trap
SUBST: A : C:20 D:20 ATVY^{[(<>, b : c:30 G:20 bvwtdGG123, 0 : 0:3 9:2 ':1
SUBST: .' : .:99 W:1, [ : [], ( : ()
NSUBST: { = 1:{ / 1:}, [ = 1:[ / 1:(, ] = 1:[ / 1:], ( = 1:] / 1:), ) = 1:( / 1:)
: if you.in_branch("D") or you.in_branch("Depths") then
: if you.absdepth() < 2 then
SUBST: CDY[{^ = T, 9 : 0'
: elseif you.absdepth() < 5 then
SUBST: CDY = T, 9 : 0'
: elseif you.absdepth() > 20 then
MARKER: A = lua:props_marker { portal=1 }
: end
: elseif you.in_branch("Orc") then
SUBST: G = I, t23 = 1:9 I:1
: elseif you.in_branch("Crypt") then
SUBST: TV : VY, t123 : c
: elseif you.in_branch("Zot") then
SUBST: D : V:9 Z:1, ^ : ^Z, t123 : G:9 Z:1
: else
SUBST: A = T
: end
MAP
...
.b..
.0C.
.b.. ...
... ..b.
.C0.
..b.
...
ENDMAP
NAME: hangedman_corner_corridor
TAGS: transparent misc_elf_vault
WEIGHT: 5 (Snake, Elf), 10
DEPTH: D:9-, Depths, Snake, Elf
SHUFFLE: 9* / 9* / *8, 098%* / 098%* / 098%* / !!!!$, y'Y" / 'y"Y, Y" / ??
SUBST: Y = y, '"!? = ., y : z:100 ccvbm, z : x:100 ccvbm
: if you.absdepth() < 13 then
SUBST: 9 = 0, 8 = 9
: end
MAP
xxxxxxxxxx
xxxxxxxxxx
xx0.Y".0xx
xx.."Y..xx
@+..zz..+@
@+..zz..+@
xx..y'..xx
xx..'y..xx
xx..y'..xx
xx..zz..xxx
xx..zz..xxxxxx
xx..'y...xxxxxx
xx..y'....9%xxx
xx..'y.....*%xx
xx..zzy'yzz.9xxx
xx..zz'y'zz..xxxxxx@@xxxx
xx.......'y...xxxxx++xxxx
xxx%.9...y'...........0xx
xxxxxx*..'y............xx
xxxxxx9.zzy'yzz'y'zzY"xx
xxx..zz'y'zzy'yzz"Yxx
xx%...............xx
xxx..............0xx
xxxxxxxxxxxxxx++xxxx
xxxxxxxxxxxxx@@xxxx
ENDMAP
NAME: minmay_small_thing
DEPTH: D:4-8
SUBST: 9 = 999.
MAP
xxxxxxxxxx
xx........@
x..xx.x.x.x
x.xx.xxxxxx
x..xx.x.x.x
xx..xx.x.xx
xx.xxxxx.x
xx..x*.x.xx
x..xxx.x.*x
xx...9.9.xx
xxxxxxxxx
ENDMAP
NAME: minmay_crossroads
TAGS: transparent
DEPTH: D:4-8
SUBST: 0 = 0.
MAP
xxxxxxx
x@.0.@xx xxx....{x
xx..0..xxxx.....xxx
xx.....x.....xxx
xx........xxx
xxx.....xxx
xxx........xx
xxx.....x.....xx
xxx.....xxxx..0..xx
x}....xxx xx@.0.@x
xxxxxxx
ENDMAP
##################
# Stair vaults. They place a few random monsters but are mainly for variety.
NAME: st_stairs_1
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Elf, Crypt
NSUBST: ' = 1:> / *:., . = 2 = 0:19 .:1 / 2 = 0:1 .:4 / *:.
SUBST: > = }])
MAP
.........
.G.....G.
.........
...'''...
...'''...
...'''...
.........
.G.....G.
.........
ENDMAP
NAME: st_stairs_2
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Elf, Crypt
NSUBST: . = 1:> / 2 = 0:19 .:1 / 2 = 0:1 .:4 / *:.
SUBST: > = }])
SHUFFLE: abc
SUBST: b:b., c:c.
SUBST: a=x, b=x, c=x
MAP
.........
.a.b.b.a.
.........
.b.c.c.b.
.........
.b.c.c.b.
.........
.a.b.b.a.
.........
ENDMAP
NAME: st_stairs_3
TAGS: extra transparent allow_dup ruin_lair luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Lair, Elf, Crypt
NSUBST: ' = 1:> / 2 = 0:19 .:1 / 2 = 0:1 .:4 / *:.
SUBST: > = }])
MAP
.........
.xxx.xxx.
.x.....x.
.x.'''.x.
...'''...
.x.'''.x.
.x.....x.
.xxx.xxx.
.........
ENDMAP
NAME: st_stairs_4
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Lair, Elf, Crypt
NSUBST: ' = 1:> / 2 = 0:19 .:1 / 2 = 0:1 .:4 / *:.
SUBST: > = }])
MAP
x.x.x.x.x
.........
x.......x
...'''...
x..'''..x
...'''...
x.......x
.........
x.x.x.x.x
ENDMAP
NAME: st_stairs_5
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Lair, Elf, Crypt
NSUBST: ' = 1:> / 2 = 0:19 .:1 / 3 = 0:1 .:4 / *:.
SUBST: > = }])
MAP
xx..xx..xx
x........x
..........
...''''...
x..''''..x
x..''''..x
...''''...
..........
x........x
xx..xx..xx
ENDMAP
NAME: st_stairs_6
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Lair, Elf, Crypt
NSUBST: ' = 1:> / 1 = 0:19 .:1 / 2 = 0:1 .:4 / *:.
SUBST: > = }])
MAP
xx..xx
xG..Gx
..''..
..''..
xG..Gx
xx..xx
ENDMAP
NAME: st_stairs_7
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Lair, Elf, Crypt
NSUBST: ' = 1:> / 1 = 0:19 .:1 / 2 = 0:1 .:4 / *:.
SUBST: > = }])
MAP
x.xx.x
..xx..
xx''xx
xx''xx
..xx..
x.xx.x
ENDMAP
# I like the way these ones can turn out,
# it reminds me of those rooms in Angband
NAME: st_stairs_8
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Lair, Elf, Crypt
NSUBST: . = 1:> / 1 = 0:19 .:1 / 2 = 0:1 .:4 / *:.
: random_stair(_G, ">")
MAP
x.x.x.x
.......
x.x.x.x
.......
x.x.x.x
.......
x.x.x.x
ENDMAP
NAME: st_stairs_9
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Lair, Elf, Crypt
NSUBST: . = 1:> / 2:0 / 2 = .:3 0:1 / *:.
: random_stair(_G, ">")
MAP
x.x.x.x.x
.........
x.x.x.x.x
.........
x.x.x.x.x
.........
x.x.x.x.x
.........
x.x.x.x.x
ENDMAP
NAME: st_stairs_10
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Lair, Elf, Crypt
NSUBST: . = 1:> / 2 = 0:19 .:1 / 4 = 0:1 .:4 / *:.
: random_stair(_G, ">")
MAP
x.x.x.x.x.x
...........
x.x.x.x.x.x
...........
x.x.x.x.x.x
...........
x.x.x.x.x.x
...........
x.x.x.x.x.x
...........
x.x.x.x.x.x
ENDMAP
NAME: st_stairs_11
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Lair, Elf, Crypt
NSUBST: . = 1:> / 3 = 0:19 .:1 / 5 = 0:1 .:9 / *:.
: random_stair(_G, ">")
MAP
x.x.x.x.x.x.x.x.x
.................
x.x.x.x.x.x.x.x.x
.................
x.x.x.x.x.x.x.x.x
.................
x.x.x.x.x.x.x.x.x
.................
x.x.x.x.x.x.x.x.x
.................
x.x.x.x.x.x.x.x.x
ENDMAP
NAME: st_stairs_12
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Lair, Elf, Crypt
NSUBST: . = 1:> / 1 : 0:19 .:1 / 2 = 0:1 .:4 / *:.
: random_stair(_G, ">")
MAP
x.x.x.x.x.x.x.x.x
.................
x.x.x.x.x.x.x.x.x
.................
x.x.x.x.x.x.x.x.x
.................
x.x.x.x.x.x.x.x.x
ENDMAP
NAME: st_stairs_13
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Lair, Elf, Crypt
NSUBST: . = 1:> / 1 : 0:19 .:1 / 2 = 0:1 .:4 / *:.
: random_stair(_G, ">")
MAP
x.x.x.x.x.x.x.x.x.x.x
.....................
x.x.x.x.x.x.x.x.x.x.x
.....................
x.x.x.x.x.x.x.x.x.x.x
ENDMAP
NAME: st_stairs_14
TAGS: extra transparent allow_dup luniq_st_stairs
DEPTH: D, Depths, Zot, Snake, Elf, Crypt
NSUBST: . = 1 : 0:19 .:1 / 2 = 0:1 .:4 / *:.
: random_stair(_G, ">")
SHUFFLE: abc / bab / cbb / bcb
SUBST: a=x, b=., c:Gx
MAP
.......
.......
..aba..
..b>b..
..aba..
.......
.......
ENDMAP
##################
NAME: lightli_corner_chamber
TAGS: transparent
DEPTH: D:2-, Depths
KPROP: $*09 = no_tele_into
KMASK: $*09 = opaque
MAP
xxxxxxxxxxxx
xxxxxxx....x
xxxxx......+
xxxx.......x
xxx.....xxxx
xx....xxxxxx
xx...xmcccc
x....xc$9$c
x...xxc0*0c
x...xxc$9$c
x...xxccccc
xx+xxx
ENDMAP
NAME: lightli_gold_pyramid
TAGS: no_vmirror no_rotate
DEPTH: Depths
COLOUR: .089+*|c = yellow
FTILE: .089+*|c = floor_sandstone
TILE: c = wall_tomb
MAP
cnc
cc|cc
c***c
cc***cc
ccc+ccc
cc8.8.8cc
cc.....cc
cccc=cccc
cc.......cc
c9.9.9.9.9c
cc.........cc
cccccc=cccccc
cc...........cc
c.............c
cc0.0.0.0.0.0.0cc
c...............c
cccccccc+cccccccc
ENDMAP
NAME: lightli_airlock
DEPTH: D:11-, Snake, Shoals
: if not you.in_branch("D") then
SUBST: = = +
: if you.in_branch("Shoals") then
SUBST: n = c
CLEAR: x
: end
: end
KMASK: W = no_monster_gen
KPROP: W = no_tele_into
MAP
xxxxx xxxx
WccccWWWccccWWxxxxx
cc..ncWcn..nnWWWWWx
c....cGc....cccncWx
c.00.cnc.09.cc%*ccx
@=..9.+%+.0*.++%8|cx
c.00.cnc.09.cc%*ccx
c....cGc....cccncWx
cc..ncWcn..nnWWWWWx
WccccWWWccccWWxxxxx
xxxxx xxxx
ENDMAP
NAME: lightli_fourway_metalbox
DEPTH: D:9-, Depths
TAGS: transparent
NSUBST: % = 1:* / *:%
NSUBST: 0 = 1:9 / *:0
MAP
vvvv..vvvv
v0%v++v%0v
v%v....v%v
vv......vv
.+......+.
.+......+.
vv......vv
v%v....v%v
v0%v++v%0v
vvvv..vvvv
ENDMAP
NAME: minmay_close_crescents
TAGS: transparent
DEPTH: D:1-4
SUBST: 0 = 0.
MAP
.........
..xxxx..x..
.xx00xx.xx.
.x0..%x.0x.
.x0.x%..0x.
.xx.xx00xx.
..x..xxxx..
.........
ENDMAP
NAME: minmay_cut_off
TAGS: transparent
DEPTH: D:1-4
SUBST: 0 = 0.
MAP
.
..
.x.
.x..
.x0x.
.x0xx.
.x0%xx.
.xxxxxx.
.xx%0x.
.xx0x.
.x0x.
..x.
.x.
..
.
ENDMAP
NAME: minmay_cupped
TAGS: transparent
DEPTH: D:1-4
SUBST: 0 = 0.
MAP
..........
.xxx...xx.
.x%xx..xx.
.xx%xx.0x.
..xx...0x.
...x..0xx.
.....0xxx.
.xx00xxx..
.xxxxxx...
.........
ENDMAP
NAME: minmay_unequal
TAGS: transparent
DEPTH: D:1-4
SUBST: 0 = 0.
MAP
........
.xxx......
...xxx....
....0xxx...
....0.%xxx.
....0xxx...
...xxx.....
.xxx...xxx.
.....xxx...
...xxx0....
.xxx%.0....
...xxx0....
....xxx...
......xxx.
........
ENDMAP
NAME: minmay_box_of_dots
TAGS: transparent
DEPTH: D:1-4
SUBST: 0 = 0., + : +.
MAP
.........
..xxx+xxx..
.xx.....xx.
.x.0x0x0.x.
.+.x%x%x.+.
.x.0x0x0.x.
.xx.....xx.
..xxx+xxx..
.........
ENDMAP
NAME: minmay_quantized
TAGS: transparent
DEPTH: D:1-4
SUBST: 0 = 0.
MAP
.....
.xxx.
...x%x...
.xxx.xxx.
...x0.0.0x...
.xxx.xxx.xxx.
....0xxx0.%x.
.xxx.xxx.xxx.
...x0.0.0x...
.xxx.xxx.
...x%x...
.xxx.
.....
ENDMAP
NAME: minmay_ruptured
TAGS: transparent
DEPTH: D:1-4
SUBST: 0 = 0.
MAP
..................
...xx.xx.....xx.xx..
.xxx.x.xx.x.xx.x.xx.
.x%..x000xxx000x.%x.
.xxx.x.xx.x.xx.x.xx.
...xx.xx.....xx.xx..
..................
ENDMAP
NAME: minmay_bisected
TAGS: transparent
DEPTH: D:1-4
SUBST: 0 = 0.
MAP
.....
.xxx..
.x%xx..
.xx0x...
..xx00...
...00xx..
...x0xx.
..xx%x.
..xxx.
.....
ENDMAP
NAME: minmay_distorted
TAGS: transparent
DEPTH: D:1-4
SUBST: 0 = 0.
MAP
...
.......
.xxxxx.
..x.0.x..
.x0%0x...
..x.0.x..
.xxxxx.
.......
...
ENDMAP
NAME: minmay_vboxes
TAGS: transparent
DEPTH: D:1-4
SUBST: 0 = 0.
MAP
..... .....
.xxx.. ..xxx.
.x%x... ...x%x.
.xx.xx.. ..xx.xx.
...x0x... ...x0x...
..xx.xx...xx.xx..
...x0x...x0x...
..xx0xxx0xx..
...x000x...
..x000x..
.x%%%x.
.xxxxx.
.......
ENDMAP
NAME: minmay_surrounded
TAGS: transparent
DEPTH: D:1-4
SUBST: 0 = 0.
KMASK: * = opaque
KPROP: * = no_tele_into
MAP
.........
.x0xxx0x.
.0.....0.
.x.mmm.x.
.x.m*m.x.
.x.mmm.x.
.0.....0.
.x0xxx0x.
.........
ENDMAP
NAME: minmay_shallow_snake_nest
# deeper depths already have snake vaults
DEPTH: D:1-3
: if you.absdepth() > 1 then
MONS: ball python / nothing w:20, adder
: else
MONS: ball python / nothing w:50, ball python / nothing w:50
: end
MONS: plant / nothing, fungus / nothing
SUBST: " = xxx3, ' = xx..13, 1 = 1 3:1
SHUFFLE: 3334
MAP
xxxxxxx
xx"""""xx
x""1'1""x
x"1'2'1"x
x"'111'"x
x"1'1'1"x
xx"'1'"xx
xx"@"xx
ENDMAP
NAME: minmay_lizard_king
DEPTH: D:1-13
MONS: frilled lizard, iguana w:20 / crocodile w:1
MONS: komodo dragon, basilisk, plant
SUBST: 5 = 51, 1 = 1.
: if you.absdepth() > 9 then
SUBST: 1 = 32211
: elseif you.absdepth() > 6 then
SUBST: 4 = 3, 1 = 21
: elseif you.absdepth() > 3 then
SUBST: 4 = 2
: else
SUBST: 4 = 1
: end
MAP
xxxxxx
xxx5115x
x451551xx
xx155155x
x555515x
xxxxx5@
ENDMAP
NAME: minmay_joined_circles
TAGS: transparent
DEPTH: D:2-
NSUBST: ? = 1:+ / *:?
SUBST: ? = +xxx
SUBST: x : x:50 cvbnm
SHUFFLE: ABC
SUBST: A = 0....%, B = 0.%, C = 0%
MAP
.....
..xxx..
.xxCxx.
.?CCCx.
.xxCxx....
....x+xxx?x..
.xxxxx.xxBBxx.
.xxAAA+x+BBBBx.
.xAAAAAxxBBBBx.
.xAAAAAxxxBBxx.
.xAAAAA?.xxxx..
.xxAAAxx......
.xxxxx.
.....
ENDMAP
NAME: minmay_diamond_spiral
TAGS: transparent
DEPTH: D:8-
SUBST: ? = .G+m
SHUFFLE: xcvb / mnnn
: if you.absdepth() < 13 then
SUBST: 8 = 9
: end
MAP
.
.x.
..xx.
.x..xx.
.xxx..xx.
.xx8xx..xx.
.xx...xx..xx.
.xx..x..xx..xx.
.xx..xxx..xx..xx.
.xx..xx|xx..xx..xx.
.xx8.xx|..?..|xx.8xx.
.xx..xx..xx|xx..xx.
.xx..xx..xxx..xx.
.xx..xx..x..xx.
.xx..xx...xx.
.xx..xx8xx.
.xx..xxx.
.xx..x.
.xx..
.x.
.
ENDMAP
NAME: minmay_radiant
TAGS: transparent
DEPTH: D:8-
SUBST: 8 = 888.
SUBST: x : xcvbnm G:1
: if you.absdepth() < 13 then
SUBST: 8 = 9
: end
MAP
..........
....xxxxx.....
..xxx..........
..x......xxxx...
.xx.........xx..
.x...xxx.....x..
.x...x8..xx..x...
.x...x.|.8x..x...
.x......|......x.
...x..x8.|.x...x.
...x..xx..8x...x.
..x.....xxx...x.
..xx.........xx.
...xxxx......x..
...........xxx..
.......xxxxx....
..........
ENDMAP
NAME: grunt_potential
TAGS: no_pool_fixup
DEPTH: D:6-, Depths
: init_hm_decor_walldepth(_G, 'x')
SHUFFLE: wlvbn
: if you.absdepth() > 20 then
SUBST: 9 = 8
SUBST: 1 = 8
SUBST: * = |
NSUBST: % = 4:* / *:.
NSUBST: 0 = 2:9 / *:0
: elseif you.absdepth() >= 12 then
SUBST: 1 = 9
: else
SUBST: 1 = 0
SUBST: * = %
: end
KMONS: 0 = 0 band
KMONS: 9 = 9 band
MAP
@
xxx+xxx
xxx.....xxx
xx..0.w.0..xx
x....%w%....x
xx...wwwww...xx
x......w......x
x.....%w%.....x
x%0...1*1...0%x
x.....%9%.....x
x.............x
xx...lllll...xx
x....%.%....x
xx...0.0...xx
xxx.....xxx
xxx+xxx
@
ENDMAP
# It's intended that the loot item isn't obtainable without either entering los
# of at least some of the monsters or breaking walls, either of which is very
# likely to wake up these monsters.
NAME: grunt_tough_drop
TAGS: no_monster_gen no_trap_gen transparent
DEPTH: D:4-, Depths
KMASK: ^809 = opaque
KFEAT: ^ = permanent teleport trap
KFEAT: ~ = alarm trap
KFEAT: a = iron_grate
KPROP: 8^ = no_tele_into
: if you.absdepth() < 9 then
SUBST: | = %
SUBST: 8 = 0
: elseif you.absdepth() < 18 then
SUBST: | = *
SUBST: 8 = 999000
: else
SUBST: 8 = 889900
: end
MAP
.....
.cnc.
....n|n....
.cccc+cccc.
.c8^a~a^8c.
.cc^c.c^cc.
.c8^a.a^8c.
.cc^c.c^cc.
.c8^a.a^8c.
.cccc+cccc.
...........
ENDMAP
# Some miniature stair vaults; these all place a couple of monsters,
# but they're mainly around for the decor (same principle as st's).
NAME: grunt_ministairs_1
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, false)
MAP
...
..G..
.......
...{...
.......
G...G
...
ENDMAP
NAME: grunt_ministairs_2
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, false)
MAP
.....
.G...G.
.........
.G...{...G.
.........
.G...G.
.....
ENDMAP
NAME: grunt_ministairs_3
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, false)
MAP
@
xxxx+xxxx
x.......x
x.G...G.x
x.......x
x.G...G.x
x.......x
x.G...G.x
x...{...x
xxxxxxxxx
ENDMAP
NAME: grunt_ministairs_4
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, true)
NSUBST: @ = 1:@ / *:.
MAP
.@.
@G@
xxxxx.....xxxxx
xx...+xx+xx+...xx
x{.G..xx.xx..G.(x
xx...xx...xx...xx
xxxxxx.G.xxxxxx
x...x
xx[xx
xxx
ENDMAP
NAME: grunt_ministairs_5
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, true)
MAP
@
xxxxxxx+xxxxxxx
xx...xx...xx...xx
x{.G..+.G.+..G.(x
xx...xx...xx...xx
xxxxxxx+xxxxxxx
xx.xx
x...x
x.G.x
x...x
xx[xx
xxx
ENDMAP
NAME: grunt_ministairs_6
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, true)
NSUBST: @ = 1:@ / *:.
MAP
xxxx .@..xxxx
x{.xx...xx.[x
x...x...x...x
xx.+x...x+.xx
xxx.....xxx
.............
@.....G.....@
.............
xxx.....xxx
xx.+x...x+.xx
x...x...x...x
x(.xx...xx.<x
xxxx .@..xxxx
ENDMAP
NAME: grunt_ministairs_7
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, true)
MAP
@
xx+xx
xx...xx
xxG...Gxx
x.......x
x.{.G.(.x
x.......x
xxG.[.Gxx
xx...xx
xxxxx
ENDMAP
NAME: grunt_ministairs_8
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, false)
MAP
xxx
xxGx
xx..+@
xx..Gx
xx...xx
xG..xx
x.{.x
xG..xx
xx...xx
xx..Gx
xx..+@
xxGx
xxx
ENDMAP
NAME: grunt_ministairs_9
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, false)
MAP
xx...
xx..G..
x.......
x.....G..
x..{....@
x.....G..
x.......
xx..G..
xx...
ENDMAP
NAME: grunt_ministairs_10
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, true)
NSUBST: @ = 1:@ / *:.
MAP
xx...@...xx
xx..G...G..xx
x...........x
x.....G.....x
x..{.....(..x
x.....G.....x
x...........x
xx..G...G..xx
xx...@...xx
ENDMAP
NAME: grunt_ministairs_11
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, false)
NSUBST: @ = 1:@ / *:.
MAP
@
xxxx+xxxx
xx.......xx
x.GxxxxxG.x
x.xx...xx.x
x.x.G.G.x.x
x.x..{..x.x
x.x.G.G.x.x
x.xx...xx.x
x.Gxx+xxG.x
xx.......xx
xxxxxxxxx
ENDMAP
NAME: grunt_ministairs_12
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, true)
MAP
xxxxx xxxxx
x...xxx xxx...x
x.{...xxx...[.x
x.............x
xxx....G....xxx
xxx.....xxx
xx.@.xx
ENDMAP
NAME: grunt_ministairs_13
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, true)
MAP
@ @
xx+xx xx+xx
x...xxx xxx...x
@+.G...xxx...G.+@
x.............x
xxx....{....xxx
xxx.....xxx
xx.G.xx
xxx.....xxx
xxx....(....xxx
x.............x
@+.G...xxx...G.+@
x...xxx xxx...x
xx+xx xx+xx
@ @
ENDMAP
NAME: grunt_ministairs_14
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, false)
MAP
@
x+x
x.xx
xxxxxx..xx
x........xx
x.{...G...+@
x........xx
xxxxxx..xx
x.xx
x+x
@
ENDMAP
NAME: grunt_ministairs_15
TAGS: extra transparent allow_dup luniq_grunt_ministairs
DEPTH: D:2-, Depths, Zot, Snake, Elf, Crypt
: grunt_ministairs_setup(_G, true)
MAP
@ @
x+x x+x
xx.x x.xx
xx..xxxxx..xx
xx...........xx
@+...G..{..G...+@
xx...........xx
xx..xxxxx..xx
xx.x x.xx
x+x x+x
@ @
ENDMAP
NAME: hangedman_minor_gate_pass
TAGS: transparent
DEPTH: D:4-9
: if you.absdepth() < 6 then
SHUFFLE: 0% / 0% / '"
SUBST: 1 = 0..
: else
SHUFFLE: 2% / 2% / 2% / d9 / d9 / '"
SUBST: 1 = 0...
: end
SUBST: x : xxc, 2 = 0, d = %, '" = .
MAP
xxxxxxxxxxxxxxxxxxxxxxxxx
x.1.%.0.x.2.%.2.x.0.%.1.x
x.x.x.x.x.x.x.x.x.x.x.x.x
@.......................@
xxxxxxxxxxxx+xxxxxxxxxxxx
..10.
.0.
ENDMAP
NAME: minmay_hidden_floor
DEPTH: D:12-, Depths
SUBST: 9 = 9999., 8 = 8888.
KPROP: 8*$ = no_tele_into
MAP
@
cccccnccccc
c.........c
c.ccc9ccc.c
c.c8ncn8c.c
c.cn***nc.c
@.9c*$*c9.n@
cncn***nc.c
c.=8ncn8c.c
c.ccc9ccc.c
c.........c
cccccnccccc
@
ENDMAP
NAME: minmay_multi_spiral
TAGS: transparent
SHUFFLE: AC
DEPTH: Depths
SUBST: A : ., Cx : ccvb
SUBST: 8 = . 0:1 9:1 8:1
MAP
......
@CCCC.. xxxxxx
xxx....AAACC.. x||||xxx
xx88AAAA..AACC. xAAAA88xx
xx8AAACCAAA.AAC..xCCCAAA8xx
x8AACCCCCCAA.ACC8x||CCCAA8x
xx8ACC8888CCA.AAC8xx888CCA8xx
x8AAC88xx88CAA.AC8xxxx88CAA8x
x8ACC8xxxx8CCA.AC88xbxx8CCA8x
x8ACC8xxbx88CA.ACC8xxxx8CCA8x
x8AAC88xxxx8CA.AAC88xx88CAA8x
xx8ACC888xx8CAA.ACC8888CCA8xx
x8AACCC||x8CCA.AACCCCCCAA8x
xx8AAACCCx..CAA.AAACCAAA8xx
xx88AAAAx .CCAA..AAAA88xx
xxx||||x ..CCAAA....xxx
xxxxxx ..CCCC.
.....@
ENDMAP
NAME: kennysheep_kite_vault
TAGS: no_item_gen no_monster_gen transparent
SUBST: x : xcnvb
DEPTH: D:8-, Depths
MAP
ccc
cc*cc
cc.x.cc
cc0xxx0cc
cc...x...cc
c..x.*.x..c
cc.xxx.xxx.cc
cc.0.x0*0x.0.cc
c..x.0.x.0.x..+
c*xxx*xxx*xxx.+
c..x.0.x.0.x..+
cc.0.x0*0x...cc
cc.xxx.xxx0cc
c..x.*.x..c
cc...x...cc
cc0xxx0cc
cc.x.cc
cc*cc
ccc
ENDMAP
NAME: kennysheep_treasure_room
TAGS: no_monster_gen no_pool_fixup extra
DEPTH: D:12-, Depths
MAP
ccccc
c|||c
c888c
c=nnc
@@@
ENDMAP
NAME: kennysheep_four_rooms
TAGS: no_monster_gen
DEPTH: D:12-, Depths
MAP
cccc cccc
cc..ccc..cc
+....+...0c
+....+...0c
cc..ccc..cc
cnncxc++c
cc..ccc..cc
c.**.+....c
c8**.+....c
cc..ccc00cc
cccc cccc
ENDMAP
#############################################################
NAME: kennysheep_opposing_triangles
DEPTH: D:4-, Depths, !D:$, !Depths:$
SUBST: c:ccxxv
SUBST: w:wl
MAP
ww
cccccccccccccwww
+.........ccwww
+........mcwwwc
c...0...mmwwwcc
c..0*..ccwwwccc
c.....mcwwwmm.c
c....mmwwwcm..c
c...ccwwwcc...c
c..mcwwwmm....c
c.mmwwwcm.....c
cccwwwcc..*0..c
ccwwwmm...0...c
cwwwcm........+
wwwcc.........+
wwwccccccccccccc
ww
ENDMAP
# TODO: this can be hard to place because the boundaries are not passable;
# maybe add some dead space as a buffer?
NAME: kennysheep_island_fort
TAGS: no_pool_fixup no_descent
DEPTH: D:8-, Depths:2-, !D:$, !Depths:$
SHUFFLE: {}'
KFEAT: ' = .
: if crawl.coinflip() then
SUBST: w : l
SUBST: c : xxv
: else
SUBST: c : ccb
: end
MAP
wwwwwwww
wwwwwwwwww
wwwccmmccwww
wwwcc....ccwww
wwcc..8...ccww
wwc..cc+c..cww
wwm.0c**c0.mww
wwm..c|*c..mww
wwc..cccc..cww
wwcc......ccww
wwwcc....ccwww
wwGcc++ccGww
www.G..G.www
www....www
www}{www
wwwwww
wwww
ENDMAP
NAME: kennysheep_just_a_vault
DEPTH: D:8-, Depths, !D:$, !Depths:$
SUBST: c : ccxxv
SUBST: x : ccxxvbm
MAP
ccccc
cc.8.cc
c.x+x.c
c.x|x.c
c.xxx.c
cc...cc
cc+cc
ENDMAP
NAME: kennysheep_orc_chapel
DEPTH: D:3-4, Orc
SUBST: $ = $.
: if you.in_branch("Orc") then
KMONS: 1 = orc high priest band
: else
KMONS: 1 = orc priest band
: end
KFEAT: 1 = altar_beogh
TILE: x = wall_zot_yellow
MAP
xxxxx
xx$1$xx
x$I$I$x
x$$$$$x
x$I.I$x
xx...xx
xx+xx
ENDMAP
NAME: kennysheep_jessica_study
TAGS: transparent no_mons_gen
DEPTH: D:2-3
: if crawl.x_chance_in_y(3, 10) then
NSUBST: d = 1:e / *:d
: end
KITEM: d = any potion / any scroll / nothing w:30
KITEM: e = randbook disc:necromancy slevels:2 owner:Jessica / \
randbook disc:hexes slevels:2 owner:Jessica / \
randbook disc:translocation slevels:2 owner:Jessica
MONS: jessica, quokka
veto {{ return you.uniques("Jessica") }}
MAP
.....
.......
..xxxxx..
..xx.12xx..
..xd...dx..
..xd...dx..
..xd...dx..
..xx...xx..
..xx+xx..
.......
.....
ENDMAP
NAME: kennysheep_underground_church
TAGS: no_pool_fixup no_wall_fixup misc_elf_vault vaults_hard vaults_orient_s
DEPTH: Vaults, !Vaults:$, Elf, Zot
: if you.in_branch("Elf") then
MONS: deep elf high priest, deep elf pyromancer / deep elf zephyrmancer
SUBST: - = +
: elseif you.in_branch("Vaults") then
KMONS: 1| = deep elf high priest
KMONS: 2 = orc knight / ironbound preserver / war gargoyle
: else -- Zot
MONS: draconian stormcaller, base draconian / draconian monk w:2
KFEAT: t = petrified_tree
SUBST: - = +
: end
COLOUR: c = white
TILE: c = wall_church
FTILE: -.mcwFt12|*+ = floor_limestone
: single_cloud(_G, "F", "flame", false)
KPROP: wF = no_tele_into
KMASK: wF = no_monster_gen
SUBST: F = w
KMASK: w = opaque
MAP
ccccccccccc
cwwwwwwwwwc
ccwwwmmmwwwcc
cwwFmm|mmFwwc
cwwmm*1*mmwwc
cccc*222*cccc
ctcc.....cctc
c2.cc+++cc.2c
c...........c
cc.........cc
cccc...cccc
cc-cc
ENDMAP
NAME: kennysheep_potato
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
cccFcccc
ccwwHwwwccc
ccww....wwwcc
cww.......wwcc
cw....t....wwc
+....x.xxx..wcc
cw...x0%0x..wwc
cw...x%t%x...wc
cww..x0%0x...wc
ccw..xxx.x...ED
cww....t....wc
ccww.......wwc
ccwww....wwcc
cccwwwHwwcc
ccccFccc
ENDMAP
NAME: kennysheep_generic_room_2
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
cccccccFccccccc
cwwwwwwHwwwwwwc
cwwww.....wwwwc
cwww.......wwwc
cww....t....wwc
cw...xx.xx...wc
cw...x0%0x...wc
+...t.%t%.t..ED
cw...x0%0x...wc
cw...xx.xx...wc
cww....t....wwc
cwww.......wwwc
cwwww.....wwwwc
cwwwwwwHwwwwwwc
cccccccFccccccc
ENDMAP
NAME: kennysheep_generic_room_3
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
ccFFcc
ccwHHwcc
ccww..wwcc
cwwxx.xwwc
+..x0t..ED
+...t0x.ED
cwwx.xxwwc
ccww..wwcc
ccwHHwcc
ccFFcc
ENDMAP
NAME: kennysheep_generic_room_4
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
ccccFFcccc
cwwwHHwwwc
cwww..wwwc
cwwxx.xwwc
+..x0t..ED
+...t0x.ED
cwwx.xxwwc
cwww..wwwc
cwwwHHwwwc
ccccFFcccc
ENDMAP
NAME: kennysheep_generic_room_5
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
ccccFFcccc
cwwwHHwwwc
cwxx..xxwc
cwxt0.txwc
+...%%0.ED
+..0%%..ED
cwxt.0txwc
cwxx..xxwc
cwwwHHwwwc
ccccFFcccc
ENDMAP
NAME: kennysheep_generic_room_6
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
ccccFFcccc
cwwwHHwwwc
cw.%..0.wc
cw0txxt%wc
+..xxxx.ED
+..xxxx.ED
cw%txxt0wc
cw.0..%.wc
cwwwHHwwwc
ccccFFcccc
ENDMAP
NAME: kennysheep_generic_room_7
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
ccccFFcccc
cwwwHHwwwc
cw....0.wc
cw0txx..wc
+..x%%x.ED
+..x%%x.ED
cw..xxt0wc
cw.0....wc
cwwwHHwwwc
ccccFFcccc
ENDMAP
NAME: kennysheep_generic_room_8
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
ccccFcccc
cwwwHwwwc
cww...wwc
cw.0x%.wc
+..xxx.ED
cw.%x0.wc
cww...wwc
cwwwHwwwc
ccccFcccc
ENDMAP
NAME: kennysheep_generic_room_9
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
ccccFcccc
cwwwHwwwc
cwxx.xxwc
cwx0x%xwc
+..xtx.ED
cwx%x0xwc
cwxx.xxwc
cwwwHwwwc
ccccFcccc
ENDMAP
NAME: kennysheep_generic_room_10
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
ccccFcccc
cwwwHwwwc
cw..t..wc
cw.x0x.wc
+.t%x%tED
cw.x0x.wc
cw..t..wc
cwwwHwwwc
ccccFcccc
ENDMAP
NAME: kennysheep_generic_room_11
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
ccccFcccc
cwwwHwwwc
cw..0..wc
cw.xxx.wc
+..txt.ED
cw.xxx.wc
cw..0..wc
cwwwHwwwc
ccccFcccc
ENDMAP
NAME: kennysheep_generic_room_12
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
cccFFccc
cwwHHwwc
cwx.xxwc
+.x0t.ED
+..t0xED
cwxx.xwc
cwwHHwwc
cccFFccc
ENDMAP
NAME: kennysheep_generic_room_13
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
cccFccc
cww.wwc
cw%x0wc
+.xtxED
cw0x%wc
cww.wwc
cccFccc
ENDMAP
NAME: kennysheep_generic_room_14
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: 0 = 0.
: ks_random_setup(_G, true)
MAP
cccFcc
cwwHwc
+.t0wc
cw0tED
cwHwwc
ccFccc
ENDMAP
NAME: kennysheep_generic_room_15
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
cccFFccc
cwwHHwwc
cwt.0twc
+..xx.ED
+..xx.ED
cwt0.twc
cwwHHwwc
cccFFccc
ENDMAP
NAME: kennysheep_generic_room_16
DEPTH: D:2-, Depths, !D:$, !Depths:$
SUBST: % = %., 0 = 0.
: ks_random_setup(_G, true)
MAP
cccccccFccccccc
cwwwwwwHwwwwwwc
cw...........wc
cw...........wc
cw...xxxxx...wc
cw...0%x%0...wc
cw.....x.....wc
+..xxxxtxxxx.ED
cw...0%x%0...wc
cw.....x.....wc
cw...xxxxx...wc
cw...........wc
cw...........wc
cwwwwwwHwwwwwwc
cccccccFccccccc
ENDMAP
NAME: kennysheep_small_circle
DEPTH: D:4-, Depths, !D:$, !Depths:$
: ks_random_setup(_G, true)
: if crawl.coinflip() then
SUBST: * : %
SUBST: % = %$..
: else
SUBST: * : .
SUBST: % : {}OB
KFEAT: O = any shop
: end
SUBST: 0 = 0.
MAP
ccDcc
ccwEwcc
ccww0wwcc
cwwt*twwc
FH0*%*0HF
cwwt*twwc
ccww0wwcc
ccw.wcc
cc+cc
ENDMAP
NAME: kennysheep_small_square
DEPTH: D:4-, Depths, !D:$, !Depths:$
: ks_random_setup(_G, true)
: if crawl.coinflip() then
SUBST: * : %
SUBST: % = %$..
: else
SUBST: * : .
SUBST: % : {}O
KFEAT: O = any shop
: end
SUBST: 0 = 0.
MAP
ccccDcccc
cwwwEwwwc
cwt.0.twc
cw..*..wc
FH0*%*0HF
cw..*..wc
cwt.0.twc
cwww.wwwc
cccc+cccc
ENDMAP
NAME: kennysheep_inner_square
DEPTH: D:14-, Depths, !Depths:$
: ks_random_setup(_G, false)
NSUBST: % : 1:|
SUBST: % = *
SUBST: 9 = 9900.
MAP
ccccDcccc
ccwwwEwwwcc
ccww..x..wwcc
ccww..xtx..wwcc
cww..x.x.x..wwc
cw..xtx.xtx..wc
cw.x.x9%9x.x.wc
FHxtx.%%%.xtxHF
cw.x.x9%9x.x.wc
cw..xtx.xtx..wc
cww..x.x.x..wwc
ccww..xtx..wwcc
ccww..x..wwcc
ccwww.wwwcc
cccc+cccc
ENDMAP
NAME: kennysheep_dice
DEPTH: D:4-, Depths, !D:$, !Depths:$
SUBST: % = %$., 0 = 0.
: ks_random_setup(_G, false)
MAP
ccccccccDDcccccccc
cwwwwwwwEEwwwwwwwc
cw..............wc
cw.txxt....txxt.wc
cw.xxxx....xxxx.wc
cw.xxxx....xxxx.wc
cw.txxt....txxt.wc
cw.....0..0.....wc
FH......%%......HF
FH......%%......HF
cw.....0..0.....wc
cw.txxt....txxt.wc
cw.xxxx....xxxx.wc
cw.xxxx....xxxx.wc
cw.txxt....txxt.wc
cw..............wc
cwwwwwww..wwwwwwwc
cccccccc++cccccccc
ENDMAP
NAME: kennysheep_two_boxes
DEPTH: D:14-, Depths, !Depths:$
: ks_random_setup(_G, false)
NSUBST: % : 1:|
SUBST: % = *, 9 = 9900.
MAP
ccccccDcccccc
ctwwwwEwwwwtc
cw.........wc
cw.xxx.xxx.wc
cw.xtwEwtx.wc
cw.xw9%9wx.wc
FH..H%t%H..HF
cw.xw9%9wx.wc
cw.xtw.wtx.wc
cw.xxx.xxx.wc
cw.........wc
ctwwww.wwwwtc
cccccc+cccccc
ENDMAP
NAME: kennysheep_diamond
DEPTH: D:4-, Depths, !D:$, !Depths:$
: ks_random_setup(_G, true)
: if crawl.coinflip() then
SUBST: * : %
SUBST: % = %$..
: else
SUBST: * : .
SUBST: % : {}OCB
KFEAT: O = any shop
: end
SUBST: 0 = 0.
MAP
ccDcc
ccwEwcc
ccww.wwcc
ccww.t.wwcc
ccww.xxx.wwcc
ccww.xxtxx.wwcc
ccww.xxw.wxx.wwcc
ccww.xxw.0.wxx.wwcc
cww.xxw..*..wxx.wwc
FH.....0*%*0.....HF
cww.xxw..*..wxx.wwc
ccww.xxw.0.wxx.wwcc
ccww.xxw.wxx.wwcc
ccww.xxtxx.wwcc
ccww.xxx.wwcc
ccww.t.wwcc
ccww.wwcc
ccw.wcc
cc+cc
ENDMAP
NAME: kennysheep_windowed_goal
DEPTH: D:4-, Depths, !D:$, !Depths:$
: if crawl.coinflip() then
SUBST: O : 0
: else
KFEAT: O = any shop
SUBST: } : 0
: end
: if crawl.coinflip() then
SUBST: w:.
: else
SUBST: t:w
: end
: ks_random_setup(_G, true, true)
MAP
ccccc
ccwwwcc
ccw...wcc
+....}..m@
+..}O...m@
+....}..m@
ccw...wcc
ccwwwcc
ccccc
ENDMAP
NAME: kennysheep_nondecorative_pillar
TAGS: transparent
DEPTH: Depths:2-, !Depths:$
: ks_random_setup(_G, false, true)
MAP
...xtx....
.....x......
..............
..x..........x..
..xx..........xx..
....................
.......wwwwww.......
......wwccccww......
......wcc||ccw.....x
x.....wc*88*cw....xt
tx....wc*..*cw.....x
x.....wcc..ccw......
......wwc++cww......
.......ww..ww.......
....................
..xx..........xx..
..x..........x..
..............
......x.....
....xtx...
ENDMAP
NAME: minmay_checkerbox
TAGS: transparent
DEPTH: D:3-
SHUFFLE: "'
SUBST: " = ., ' = x
SHUFFLE: xxxm
SUBST: x : x:40 cvbm
: if you.absdepth() < 9 then
SUBST: 9 = 0
: end
MAP
.......
."mx0xm".
.m'...'m.
.x.xmx.x.
.m.9|9.m.
.x.xmx.x.
.m'...'m.
."mx0xm".
.......
ENDMAP
NAME: minmay_bent
TAGS: transparent
DEPTH: D:4-
SUBST: " : "'
SUBST: " : .:100 xcvbnmGTt0
SUBST: ' : .:100 xcvbnmGt0%
SUBST: 0 = 00.
: if you.absdepth() < 9 then
SUBST: 9 = 0
: end
MAP
.....
..xxx0
...xx...0.
."0x*.'.x.
..0*x.'..x.
..xxxx9..xx.
.xx..9xxxx..
.x..'.x*0..
.x.'.*x0".
.0...xx...
0xxx..
.....
ENDMAP
NAME: minmay_ruined_shrine
TAGS: transparent
DEPTH: D:4-
SUBST: c = ccc.
SUBST: c : c b:2 v:2
NSUBST: 0 = 2:0 / 6 = 0.. / *:.
SHUFFLE: '"
SUBST: " : 0:75 ':75 xcvbnTG t:5
SUBST: ' : 0:75 xcvbnTG t:5
: if you.absdepth() < 9 then
SUBST: 9 = 0
: end
MAP
.......
..ccccc..
..ccccccc..
..ccc9C9ccc..
..ccc00"00ccc..
.ccc00'0'00ccc.
.cc*0000000*cc.
.cccccc0cccccc.
.cccccc0cccccc.
......000......
ENDMAP
NAME: minmay_checkered_concentric_circles
TAGS: transparent
DEPTH: D:12-, Depths, Elf
SHUFFLE: vc / vc / vc / vc / vb / vn / cb / cn
NSUBST: 8 = 1:8 / 1:. / * = 8.
NSUBST: 9 = 1:9 / 1:. / * = 9.
MAP
.....
...vcv...
..cvc8cvc..
..cv.9.9.vc..
.cv9.....9vc.
..v...vcv...v..
.vc8.vc|cv.9cv.
.c8..+|||c...+.
.vc8.vc|cv.9cv.
..v...vcv...v..
.cv9.....9vc.
..cv.9.9.vc..
..cvc8cvc..
...vcv...
.....
ENDMAP
NAME: minmay_tall_x
TAGS: transparent
DEPTH: D:1-2
MAP
.......
.xx.xx.
..x0x..
.%x%.
0xbx0
.%x%.
..x0x..
.xx.xx.
.......
ENDMAP
NAME: minmay_split_cup_small
TAGS: transparent
DEPTH: D:1-2
MAP
.......
.xxxxx.
.x0x%x.
.x0.%..
.x0x%x.
.xxxxx.
.......
ENDMAP
NAME: minmay_split_cup_large
TAGS: transparent
DEPTH: D:1-2
SUBST: b : xcvbmGT%0 .:50
MAP
.........
.xxxxxxx.
.x0...0x.
.xx0b0xx.
.x%%.%%x.
.xxx.xxx.
.........
ENDMAP
NAME: minmay_tripent
TAGS: transparent
DEPTH: D:1-2
MAP
.. ...
..x.xx.
.xxx0x.
.x%x.
.x0xxx.
.xx.x..
... ..
ENDMAP
NAME: minmay_tiny_reverse_x
TAGS: transparent
DEPTH: D:1-2
MAP
.. . ..
.x.x.x.
.x%x.
.x0.0x.
.x%x.
.x.x.x.
.. . ..
ENDMAP
NAME: minmay_small_reverse_x
TAGS: transparent
DEPTH: D:1-2
MAP
........
.x.xx.x.
..x0%x..
.x%bb0x.
.x0bb%x.
..x%0x..
.x.xx.x.
........
ENDMAP
NAME: minmay_guardbox
TAGS: transparent
DEPTH: D:2-3
WEIGHT: 1
MAP
0000
0%%0
0%%0
0000
ENDMAP
NAME: minmay_randomly_rotated_circles
TAGS: transparent
DEPTH: D:2-3
SHUFFLE: ABCDEFGH
SHUFFLE: IJKLMNOP
SUBST: AI : ., BCDEFGHJKLMNOP : x
SUBST: b : bxcvm 0:5 .:5 %:5
MAP
........
...BBBCCC...
..BBB....CCC..
.AA........CD.
..A..JJJKKK..D..
.AA.II...0KL.DD.
.A..I0.%%.0L..D.
.A..I.%bb%.L..D.
.H..P.%bb%.M..E.
.H..P0.%%..M..E.
.HH.PO0..0MM.EE.
..H..OOONNN..E..
.HG........EE.
..GGG....FFF..
...GGGFFF...
........
ENDMAP
NAME: minmay_swirly_circle
TAGS: transparent
DEPTH: Depths
SUBST: x : ccvvb
MAP
........
....xxxxxx....
..xxxx....9xxx..
..xxxx.xxxxxxxxx..
..xx|xx.xx|xxx.8xx..
.xx8xxx.xxx8x.xx|xx.
.xx.xxx.xxx.x.xxxxx.
..xxx...x...xx.xxxxx..
.x9xxxxxxxxx.xx....xx.
.x.xx8.x.9xx9x.xxxx.x.
.x.x|xx.xx**xx.xxxx.x.
.x.xxxx.xx**xx.xx|x.x.
.x.xxxx.x9xx9.x.8xx.x.
.xx....xx.xxxxxxxxx9x.
..xxxxx.xx...x...xxx..
.xxxxx.x.xxx.xxx.xx.
.xx|xx.x8xxx.xxx8xx.
..xx8.xxx|xx.xx|xx..
..xxxxxxxxx.xxxx..
..xxx9....xxxx..
....xxxxxx....
........
ENDMAP
NAME: minmay_indecisive_spiral
TAGS: transparent
DEPTH: D:1-2
MAP
...........
.xxx.xxx.x.
...xxx...x.
.x.x.x.xxx.
.x...0.%x..
.xxx0x0xxx.
..x%.0...x.
.xxx.x.x.x.
.x...xxx...
.x.xxx.xxx.
...........
ENDMAP
NAME: minmay_increasing_density
TAGS: transparent
DEPTH: D:2-
SUBST: 0 = 0.
MAP
.........................
x.......x.......x.......x
.....x......x......x.....
...x.....x.....x.....x...
..x....x....x....x....x..
x...x...x...x...x...x...x
...x..x..x..x..x..x..x...
x.x.x.x.x.x.x.x.x.x.x.x.x
x0xx0xx0xx0xxx0xx0xx0xx0x
xx0xxx0xxx%xxx%xxx0xxx0xx
xx0xxxx%xxxxxxxxx%xxxx0xx
xxx%xxxxxxxxxxxxxxxxx%xxx
xxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
NAME: minmay_starry_boxes
TAGS: transparent
DEPTH: D:3-,Depths
SUBST: 0 = 0..
SUBST: x : xxxxxxcvb
MAP
...............
..xx...xxx...xx..
.xxx.x.x%x.x.xxx.
.xxx...x.x...xxx.
....xxx.0.xxx....
..x.x%x0x0x%x.x..
....xx0x.x0xx....
.xxx.0x.x.x0.xxx.
.x%.0x.x.x.x0.%x.
.xxx.0x.x.x0.xxx.
....xx0x.x0xx....
..x.x%x0x0x%x.x..
....xxx.0.xxx....
.xxx...x.x...xxx.
.xxx.x.x%x.x.xxx.
..xx...xxx...xx..
...............
ENDMAP
NAME: minmay_diced_spiral
TAGS: transparent
DEPTH: D:2-
SUBST: 0 = 0.
MAP
..................
.xxxx.xxx.xx.x.xx.
.xxxx.xxx.xx.x.xx.
...............xx.
.xx.xxx.xx.x.x.xx.
.............x....
.xx.x.xx0x0x.x.xx.
.xx...0....x...xx.
....x.x.%..0.x.xx.
.xx.x.0..%.x.x....
.xx...x....0...xx.
.xx.x.x0x0xx.x.xx.
....x.............
.xx.x.x.xx.xxx.xx.
.xx...............
.xx.x.xx.xxx.xxxx.
.xx.x.xx.xxx.xxxx.
..................
ENDMAP
NAME: minmay_quadrilaterals
TAGS: transparent
DEPTH: D:2-
SUBST: x : x:40 cvbm
SUBST: 0 = 0.
MAP
.....................
..xxxx+xxxxxxx+xxxxx.
.xxx.....xxx.....xxx.
.xxxx.....xxx.....xx.
.x.xxx..0..xxx..0..x.
.x..xxx.....xxx....x.
.+...xxx.....xxx...+.
.x....xxxx+xxxxxx..x.
.x..0..x0...0x.xxx.x.
.xx....x..%..x..xxxx.
.xxx...+.%'%.+...xxx.
.xxxx..x..%..x....xx.
.x.xxx.x0...0x..0..x.
.x..xxxxxx+xxxx....x.
.+...xxx.....xxx...+.
.x....xxx.....xxx..x.
.x..0..xxx..0..xxx.x.
.xx.....xxx.....xxxx.
.xxx.....xxx.....xxx.
.xxxxx+xxxxxxx+xxxx..
.....................
ENDMAP
NAME: minmay_3d_cube
TAGS: transparent
DEPTH: D:1-2
SUBST: x : x:40 cvbm
SUBST: 0 = 0.
MAP
.........
.xxxxxxx..
.xx..0..x..
.x.x..0..x..
.x..xxxxxxx.
.x0.x0.0..x.
.x.0x.%...x.
.x..x0....x.
..x.x...%.x.
..xx.....x.
..xxxxxx+.
.........
ENDMAP
NAME: minmay_puff
TAGS: transparent
DEPTH: D:2-
SUBST: 0 = 0.
MAP
xxxxx
xxxx...xxx
xx.......xx
x...xmx...xx
x..xx%xx...x
xx0..0xx...xxxxx
.xmxxmx...xx...xx
.........xx.....xx
@......xmx..xxx.0x
....xmxx...xx%0.xx
xxmx........mxxxx
....xmxx...xx%0.xx
@......xmx..xxx.0x
.........xx.....xx
.xmxxmx...xx...xx
xx0..0xx...xxxxx
x..xx%xx...x
x...xmx...xx
xx.......xx
xxxx...xxx
xxxxxxxx
ENDMAP
NAME: minmay_fractal_squares_5
TAGS: transparent
DEPTH: D:2-
SUBST: x : x:40 cvbm
SUBST: 0 = 0.
MAP
...
.x.
.....
...xxx...
.x.x%x.x.
.....x.x.....
.x...0.0...x.
.....xx0xx.....
...xxx0x...x0xxx...
.x.x%..0.%.0..%x.x.
...xxx0x...x0xxx...
.....xx0xx.....
.x...0.0...x.
.....x.x.....
.x.x%x.x.
...xxx...
.....
.x.
...
ENDMAP
NAME: minmay_fractal_squares_gapless_5
TAGS: transparent
DEPTH: D:2-
SUBST: x : x:40 cvbm
SUBST: 0 = 0.
MAP
...
..x..
..xxx..
.xx%xx.
....x.x....
..x.xx0xx.x..
..xxxx0.0xxxx..
.xx%.0.%.0.%xx.
..xxxx0.0xxxx..
..x.xx0xx.x..
....+.x....
.xx%xx.
..xxx..
..x..
...
ENDMAP
NAME: minmay_fractal_squares_gapless_7
TAGS: transparent
DEPTH: D:9-,Depths
SUBST: m : nx
SUBST: x : cvb
SUBST: ' : xcvbnGT .:70
SUBST: 9 = 09..
MAP
...
..x..
..xxx..
.xx%xx.
....m.m....
..x.xx9xx.x..
..xxmx...xmxx..
..xx%.9.'.9.%xx..
..xxxxxx...xxxxxx..
.xx%xxxxx.xxxxx%xx.
....m.xxxxx9xxxxx.m....
..x.xx9xxx.....xxx9xx.x..
..xxmx...xx.....xx...xmxx..
.xx%.9.'..9..'..9..'.9.%xx.
..xxmx...xx.....xx...xmxx..
..x.xx9xxx.....xxx9xx.x..
....m.xxxxx9xxxxx.m....
.xx%xxxxx.xxxxx%xx.
..xxxxxx...xxxxxx..
..xx%.9.'.9.%xx..
..xxmx...xmxx..
..x.xx9xx.x..
....+.m....
.xx%xx.
..xxx..
..x..
...
ENDMAP
NAME: minmay_fractal_squares_diagonal_5
TAGS: transparent
DEPTH: D:3-, Depths
SUBST: 0 = 0..
MAP
... ... ... ...
.x...x. .x...x.
..xxx.. ..xxx..
.x%x. .x%x.
..xx+00000+xx..
.x..0xx+xx0..x.
... 0x...x0 ...
0x...x0
... 0x%%%x0 ...
.x..0xxxxx0..x.
..xx+00000+xx..
.x%x. .x%x.
..xxx.. ..xxx..
.x...x. .x...x.
... ... ... ...
ENDMAP
NAME: minmay_mirror_moons_of_madness
TAGS: transparent
DEPTH: D:9-, Depths
SHUFFLE: ccvvbb
MAP
........
...cncncn...
..ncncncncnc...
..ncnc0..0ncncn.
.ncn0......0cnc.
..cn...nbnb...cn..
......nbnbnb..ncn.
.....nb|..|nb.0nc.
.....bn........cn.
.....nb........nc.
.....bn9..9bn.%cn.
......bnbnbn..cnc.
..nc...bnbn...nc..
.cnc%......%ncn.
..cncn%..%cncn..
..cncncncncn..
...ncncnc...
........
ENDMAP
NAME: minmay_circle_x
TAGS: transparent
DEPTH: D:2-
SUBST: z : y:50 %0GTz
SUBST: y : x:34 .:34 cvb G:2
SUBST: x : xcvb
SUBST: z = x
SUBST: 0 = 0..
MAP
.......
..xxxxx..
..y0xxx0y..
.x0y0x0y0x.
.xx0y%y0xx.
.xxx%z%xxx.
.xx0y%y0xx.
.x0y0x0y0x.
..y0xxx0y..
..xxxxx..
.......
ENDMAP
NAME: minmay_between
TAGS: transparent
DEPTH: D:2-
SUBST: 0 = 0.
MAP
.......
..x...x..
.xxx.xxx.
.00xxx00.
.xxx.xxx.
..x..%x...
...x%..x..
.xxx.xxx.
.00xxx00.
.xxxxxxx.
..x...x..
.......
ENDMAP
# Each chamber contains a different feature in a different arrangement of 5.
NAME: minmay_chambers_of_fives
TAGS: transparent
DEPTH: D:5-10
SHUFFLE: ABCDG / EFHI0 / JKLMT / NOPQ" / RSYZ%
SHUFFLE: AFLPZ / BHMQR / CIJNS / DEKOY
SUBST: BCDHIEMJKQNORSY = .
SUBST: A = G, F = 00009, L = TTTTV, P = x, Z = %%%%*
SUBST: " = x
SUBST: x : xxxxxcccvb
MAP
.........
.xxx.xxx.
.xI.H.Ix.
.x.FEF.x.
..HE0EH..
.x.FEF.x.
.......xI.H.Ix.......
.xxx.xxxxx.xxxxx.xxx.
.xD.C.DxZ.Y.ZxM.L.Mx.
.x.BAB.x.SRS.x.KJK.x.
..CAGAC.YR%RY.LJTJL..
.x.BAB.x.SRS.x.KJK.x.
.xD.C.DxZ.Y.ZxM.L.Mx.
.xxx.xxxxx.xxxxx.xxx.
.......xQ.P.Qx.......
.x.ONO.x.
..PN"NP..
.x.ONO.x.
.xQ.P.Qx.
.xxx.xxx.
.........
ENDMAP
NAME: minmay_shattered_shrine
DEPTH: D:7-, Depths, Lair
TAGS: transparent
KMONS: p = plant
SUBST: 9 = 9., " = .:190 0:5 %:5, ' = .:30 0:5 %:5
MAP
.......................
.ccccccc""c"cc"ccccccc.
.cp9..pc"cc"c""cp9.9pc.
.c9nnn.c"cc""c"c9n+n9c.
.c.+*n.+""c"c""c.n*n.c.
.c9nnn.c"c"""c"c.nnn.c.
.cp9..pc"c""cc"cp...pc.
.ccccccc"c"c"c"ccc+ccc.
.""""""""ccccc"""""""".
.cc"c""cc'cc''"ccc"cc".
.c""c"c""''c''c""""""".
.cccc""ccccc'c"cc"ccc".
."c"cc"""c''c'c""""""".
.c"ccc"cc'cc'c""cccc"c.
.""""""""c""c""""cccc".
.ccc+ccc"ccc""""""""c".
.cp...pc"""cccc"cc""cc.
.c.nnn.c""ccc"cc"c"c"c.
.c.n*n.c"cccc"""c"cccc.
.c9n+n9c""cc"c"""""""c.
.cp9.9pc"c""""ccc""c"c.
.ccccccc"cc"cc"""""""".
.......................
ENDMAP
NAME: minmay_pentangle
TAGS: transparent
DEPTH: D:3-6
SHUFFLE: '! / Q" / Q" / Q"
# Each chamber independently has either monsters or items
SHUFFLE: 12345adefg
SUBST: 12345 = 0..., adefg = %..., ! = ', ' : xcvb, ? : +., x : xxxxxcccvb
SUBST: " = .:80 xcvbGTV%, Q = .
MAP
...................
.xxxxxxxx?xxxxxxxx.
.xxxx111x.x222xxxx.
.xx1111xx.xx2222xx.
.xx1111xx.xx2222xx.
.x1111+x...x+2222x.
.xxxxxx..'..xxxxxx.
.?.......'.......?.
.xxx..''.'.''..xxx.
.x4xx..''"''..xx3x.
.x44xx..'.'..xx33x.
.x444+.''.''.+333x.
.x44xx.'...'.xx33x.
.x4xx....x....xx3x.
.x44x..xx+xx..x33x.
.xx4x.xx555xx.x3xx.
.xxxx?xxxxxxx?xxxx.
...................
ENDMAP
NAME: minmay_pentomino_pile
TAGS: transparent
DEPTH: D:2-4
SUBST: 0 = 0%
MAP
............
....xxx.....
.xx.x.x.xxx.
....x.x.0.xx...
..x.x.xx.x..x..
..x.x.x.xxx0xx...
..xx.0x.0x..xx...
..x.xx.x..xx..xx.
.x.0.x.xxx.xx0xx.
.xx.xx0..x.x..x..
..xx..xxx.0.xx...
....x0.x.xxx...
.xx.x.x.....
..xx..x...
..........
ENDMAP
NAME: minmay_alternating_orb
TAGS: transparent
DEPTH: D:6-, Depths
WEIGHT: 5
SUBST: x : xxxxxcccvb
MAP
......
....xxxx..
..xxx%%%xx.
.xx%%xx%%x.
.x%%x0xx%x.
..x%xx00x%x.
.x0x%%xx0x..
.x0xx%x00x.
.x00xx00xx.
.xx000xxx..
..xxxx...
......
ENDMAP
NAME: minmay_microvault
DEPTH: D:6-, Depths
MAP
c9c
c*c
ccc
ENDMAP
NAME: amcnicky_mini_pool_medium
TAGS: no_pool_fixup
WEIGHT: 5
DEPTH: D:5-, Depths, Lair
SUBST: p : wwwWWl, q = 0.
: if you.in_branch("Depths") then
SUBST: x = c
: end
MAP
xx...xx
xx..p..xx
xx.qpppq.xx
x.qpppppq.x
..ppppppp..
.ppppppppp.
..ppppppp..
x.qpppppq.x
xx.qpppq.xx
xx..p..xx
xx...xx
ENDMAP
NAME: nicolae_fountain_basement
TAGS: transparent allow_dup luniq no_descent
DEPTH: D:5-, Depths:2-, Snake:2-, Elf:2-, Crypt:2-
KMASK: -'cnTUVY0%{[( = opaque
SHUFFLE: DE/TF
SUBST: D : ---T, T : T:30 UV Y:3, F : n, E : cccn, H : cccn, \
s = {[(, - = 0%----
MAP
.....
.FFF.
...HTH...
.EEH-HEE.
...ED---DE...
.FHH-'''-HHF.
.FT--'s'--TF.
.FHH-'''-HHF.
...ED---DE...
.EEH-HEE.
...HTH...
.FFF.
.....
ENDMAP
NAME: nicolae_rejected_hall
TAGS: transparent
DEPTH: D:9-, Depths
NSUBST: D = + / n+, E = + / n+, F = + / n+, H = + / n+, J = + / n+
SUBST: n : nccc, % = %%%*, * = ***|, 0 = 0..., 9 = 9..., 8 = 8...
MAP
ccccccccc+ccccccccc
c%...D0.....0E...%c
ccc.89.c.......c.98.ccc
c*.998.c0.0.0.0c.899.*c
ccc.899.%cc..T..cc%.998.ccc
c%.998.cccc0.0.0cccc.899.%c
c.899.*ccccc...ccccc*.998.c
c.98.ccccccc0.0ccccccc.89.c
c...%ccccccccJcccccccc%...c
cDccccccccc0...0cccccccccEc
c0.0cccccc%.0.0.%cccccc0.0c
c....0ccc0.9.0.9.0ccc0....c
c..0...0c.0.9.9.0.c0...0..c
+...T0..J..0.U.0..J..0T...+
c..0...0c.0.9.9.0.c0...0..c
c....0ccc0.9.0.9.0ccc0....c
c0.0cccccc%.0.0.%cccccc0.0c
cFccccccccc0...0cccccccccHc
c...%ccccccccJcccccccc%...c
c.98.ccccccc0.0ccccccc.89.c
c.899.*ccccc...ccccc*.998.c
c%.998.cccc0.0.0cccc.899.%c
ccc.899.%cc..T..cc%.998.ccc
c*.998.c0.0.0.0c.899.*c
ccc.89.c.......c.98.ccc
c%...F0.....0H...%c
ccccccccc+ccccccccc
ENDMAP
# With shadow creatures, summons, word of recall, and phantom mirror, this
# vault can get out of hand pretty quickly. You've got this, though.
NAME: nicolae_keep_em_comin
TAGS: transparent
DEPTH: Depths:2-
KMONS: 1 = rakshasa / shadow demon / ironbound convoker / \
deep elf demonologist / boggart / vampire mage
NSUBST: D = + / c, E = + / c, F = + / c, H = + / c
# 40% chance of all three upstairs, 60% of just two.
SHUFFLE: {[(<<
# Generates between 8 and 16 monsters
NSUBST: . = 8=1 / 8=1. / .
FTILE: .'{[(<1+G = floor_mystic_chasm
MAP
cccc cccc cccc
cccccDccccccDccccc
cccc'''cccc'''cccc
ccc............ccc
c'............'c
H'..''''''''..'E
c'..''''''''..'c
ccc..''G''G''..ccc
ccc..'''{['''..ccc
ccc..'''(<'''..ccc
ccc..''G''G''..ccc
c'..''''''''..'c
H'..''''''''..'E
c'............'c
ccc............ccc
cccc'''cccc'''cccc
cccccFccccccFccccc
cccc cccc cccc
ENDMAP
# So named because the layout started as a doodle in my notebook.
NAME: nicolae_doodle_vault
TAGS: transparent
DEPTH: D:8-
KITEM: * = * w:30 / |
KMONS: * = 9 w:30 / 8
SUBST: 0 = .000, % = .%%%
MAP
xx@xxxxxxxxx@xx
x......x......x
xxx.xxxx.x.xxxx.xxx
x...x....x....x...x
@.xxx.x.xxx.x.xxx.@
x.x..0x0...0x0..x.x
x.x.xxxxx.xxxxx.x.x
x.x..0x*%.%*x0..x.x
x...x.x%xxx%x.x...x
xxxxx...xxx...xxxxx
x...x.x%xxx%x.x...x
x.x..0x*%.%*x0..x.x
x.x.xxxxx.xxxxx.x.x
x.x..0x0...0x0..x.x
@.xxx.x.xxx.x.xxx.@
x...x....x....x...x
xxx.xxxx.x.xxxx.xxx
x......x......x
xx@xxxxxxxxx@xx
ENDMAP
# Places an early-ish talisman with corresponding monsters and scenery
NAME: hellmonk_talismancer
TAGS: transparent no_item_gen patrolling
DEPTH: D:12-, Lair:2-, Orc:$
: local r = 0
: if you.branch() == "Lair" then
: r = crawl.random_range(1, 4)
: elseif you.branch() == "Orc" then
: r = crawl.random_range(3, 5)
: else
: r = crawl.random_range(1, 9)
: end
: if r == 1 then
MONS: eight-headed hydra / goliath frog
ITEM: maw talisman / maw talisman randart w:1
SUBST: " : ., . = . %:1
KITEM: % = yak skeleton
: elseif r == 2 then
MONS: anaconda
KMONS: " = water moccasin
ITEM: serpent talisman / serpent talisman randart w:1
KFEAT: "' = shallow_water
NSUBST: " = 1:" / 1:' / * = "'
SUBST: 2 = .
: elseif r == 3 then
MONS: fire dragon, lindwurm
KITEM: d = dragon-coil talisman / dragon-coil talisman randart w:1
SUBST: '" = l
: elseif r == 4 then
KMONS: 12 = boulder beetle
KITEM: d = granite talisman / granite talisman randart w:1
SUBST: " = G
: elseif r == 5 then
MONS: dancing weapon ; rapier | scimitar | great sword | \
quick blade w:1 | triple sword w:1 | double sword w:1
ITEM: blade talisman / blade talisman randart w:1
KITEM: " = damaged long sword / damaged falchion
SUBST: x = v, 2 = .
: elseif r == 6 then
MONS: reaper, soul eater
KITEM: d = talisman of death / talisman of death randart w:1
SUBST: " = G
: vault_granite_statue_setup(_G, "G", "gravestone")
: elseif r == 7 then
MONS: air elemental
KMONS: 2" = raiju
KITEM: d = storm talisman / storm talisman randart w:1
SUBST: " = "...
MARKER: d = lua:fog_machine {cloud_type = "thin mist", \
pow_min = 5, pow_max = 12, delay_min = 28, delay_max = 42, \
size = 2, spread_rate = 2, start_clouds = 1 }
: elseif r == 8 then
MONS: vampire mage
KMONS: 2" = vampire
KITEM: d = sanguine talisman / sanguine talisman randart w:1
KFEAT: " = fountain_blood
SUBST: " = ""YY
: else
SUBST: 1d'" = .
: end
SUBST: x : xcc
MAP
xxxxxxxxxxx
xxxxxxxxxxx
xx"'xxx'"xx
xx'..1..'xx
xxx..2..xxx
xxxx.d.xxxx
xxx.....xxx
xx'.....'xx
xx"'x+x'"xx
xxxxx.xxxxx
xxxx+++xxxx
ENDMAP
NAME: regret_index_sullied_sanctum
TAGS: no_monster_gen no_item_gen vaults_room vaults_orient_e
DEPTH: D:5-, !D:$, Lair, !Lair:$, Orc, Vaults, !Vaults:$, Zot, !Zot:$
WEIGHT: 5 (Vaults), 10
# Randomization comes first before monsters due to per-branch tilework.
NSUBST: G = 3:G / 1:. / * = GGD.., c = 2:D / 45:c / * = ccc.
NSUBST: . = 4:t / 4:x / 1:12 / 4:d / 2:e / 2:f / / *:.
NSUBST: ~ = 2:x / 2 = t' / 4 = '. / *:., - = 2:x / 1 = t' / 3 = '. / *:.
SUBST: 0 = 122, z = c
: if you.in_branch("D") then
: if you.depth() < 8 then
MONS: dart slug / jackal zombie w:1
MONS: shadow imp / howler monkey w:2 / drude w:2, bullfrog zombie / jelly w:5
NSUBST: g = 1:g$$ / *:$, * = 1:% / *:$
: elseif you.depth() < 11 then
MONS: ufetubus / wight w:5, sky beast / sleepcap, hornet zombie / marrowcuda
NSUBST: g = 1:g$ / *:$, * = 1:*% / *:%
: elseif you.depth() < 14 then
MONS: vampire mosquito / basilisk / simulacrum
MONS: meliai simulacrum / acid dragon
MONS: very large slime creature / shadowghast
NSUBST: g = 1:g / * = g$
: else
MONS: large slime creature / redback, necromancer, hydra / flayed ghost
: end
ITEM: human skeleton / kobold skeleton w:3
: elseif you.in_branch("Lair") then
MONS: hell rat / bullfrog w:3, basilisk / manticore w:3
MONS: alligator / torpor snail w:6
ITEM: centaur skeleton / spriggan skeleton
: elseif you.in_branch("Orc") then
MONS: warg, troll / deep troll w:3, obsidian bat
ITEM: dwarf skeleton / elf skeleton w:1
: elseif you.in_branch("Vaults") then
MONS: large slime creature / crawling flesh cage w:4
MONS: formless jellyfish, entropy weaver
ITEM: troll skeleton / ogre skeleton w:6
NSUBST: W = 2:1 / * = ef, g = 1:g / 1:h, . = 1:3, % = 1:|*%% / *:%
: else -- Zot
MONS: spectral base draconian / death cob w:5
MONS: shadow dragon / green draconian monk
MONS: ghost moth / curse toe
ITEM: oni skeleton / elf skeleton w:2 / apis skeleton w:2
SUBST: g = h
: end
: if you.in_branch("Vaults") then
NSUBST: @ = 2:. / *:x, & = 2:. / *:x
SUBST: t = e, }) = .
CLEAR: X
FTILE: 'V = floor_hall
FTILE: .defgh%*|CDG123 = floor_pebble_brown
TILE: c = wall_stone_smooth
: else
: if you.in_branch("Zot") then
KMONS: t = withered plant
NSUBST: . = 1:2 / 1:3 / *:.
SHUFFLE: })]<>
TILE: n = dngn_transparent_stone_magenta
: else
: if you.in_branch("Lair") then
FTILE: .defgh%*|CDG123 = floor_sprouting_stone
: end
KMONS: t = toadstool / fungus w:2
SUBST: }) = t
FTILE: 'tV = floor_pebble_green
: end
NSUBST: @ = 2:x / *:@, & = 2:@x / * = cx
SUBST: X = x
: end
KMONS: D = pile of debris
ITEM: any weapon mundane damaged no_pickup
ITEM: robe mundane damaged no_pickup
# XXX: Light ego would normally be on a helmet, but this is specifically
# referencing Monk starting items.
ITEM: robe good_item / quarterstaff good_item / orb ego:light pre_id / \
amulet of faith pre_id / \
potion of ambrosia q:1 pre_id / scroll of revelation q:1 pre_id
ITEM: robe randart / lajatang randart / orb ego:light randart / \
amulet of faith randart / manual of invocations pre_id / \
potion of ambrosia q:3 pre_id / scroll of revelation q:3 pre_id
KITEM: CD = large rock q:1
KITEM: % = % / any scroll q:1
KFEAT: C = altar_ecumenical
KPROP: C = no_tele_into
COLOUR: W = lightgreen
: vault_granite_statue_setup(_G, "G", "broken pillar")
: decorative_floor(_G, '?', "broken floral vase")
MAP
XXXXXXXXXX
XzzzzzcccXXXXXXXXX
Xznnn...cccccccccXXXXXXXXX
XznCng..c~......cccccccczXXXXXX
Xznnn.).~c.G..G.c......?zcccccccc
Xz0g....c~..ee...c.Vt.1.zc......@
Xc..}.WW~c..ee..c..tt2..zc.G..G.@
Xc....WWc~.G..G..c...tt.zc......@
Xc~c~c~ccc......c..1.tV.zc......@
Xcc~c~czzc~c~c~ccc1.....zc.G..G.@
Xc...1.3zcc~c~cczcc-c-c-zc......@
Xc.G..G.c~......zc-c-c-ccc-c-c-cc
Xc..*%.1~c.Vt...zc......-cc-c-c-c
Xc..%*..c~.tt...zc.G..G.c-......c
Xc.G..G.~c...tt.zc..ff..-c.Vt.1.&
Xc2.....c~...tV.zc..ff..c-.tW...&
Xccccccccc0.....zc.G..G.-c...Wt.&
XXXXXXXXXccccccczc?.....c-.1.tV.&
XXXXXXXXXccccccccc......c
XXXXXXXXXcccccccc
XXXXXXX
ENDMAP
# A gloomy forest spreads throughout the depth, a dark tunnel
# leading to the misty lake at its heart.
NAME: darby_gloom_lake
TAGS: no_monster_gen no_item_gen no_pool_fixup
DEPTH: D:1-3, Lair, !Lair:$, Depths, !Depths:$, Zot, !Zot:$, Pan
WEIGHT: 7 (D:1), 10
# Monsters that might fit a dark or Gothic forest atmosphere, with
# Doom, rN checks, and similar mechanics where available.
: if you.in_branch("D") then
KMONS: 1 = bat
KMONS: 2 = jackal band / spectral hobgoblin
KMONS: 3 = rat / kobold / endoplasm
KITEM: k = human skeleton / barachi skeleton / centaur skeleton
SUBST: 4 = 3
NSUBST: ! = 4:1 / *:w
: elseif you.in_branch("Lair") then
KMONS: 1 = raven
KMONS: 2 = catoblepas / death yak band
KMONS: 3 = basilisk / wolf band
# Never spawn a death yak band atop the "secret" staircase.
KMONS: 4 = catoblepas / basilisk / wolf band
KITEM: k = naga skeleton / merfolk skeleton
SUBST: R = Rx
NSUBST: ! = 2:1 / *:w
: elseif you.in_branch("Depths") then
KMONS: 1 = vampire mage / shadow dragon
KMONS: 2 = alderking
KMONS: 3 = occultist w:5 / necromancer / vampire knight / lich
KITEM: k = spriggan skeleton / tengu skeleton
SUBST: 4 = 3
NSUBST: ! = 2:1 / *:w
: elseif you.in_branch("Pandemonium") then
KMONS: 1 = soul eater / reaper w:5
KMONS: 2 = tzitzimitl / profane servitor w:5
KMONS: 3 = demonspawn soul scholar band / tormentor
KMONS: 4 = profane servitor
KITEM: k = demonspawn skeleton
KFEAT: C = altar_yredelemnul
SUBST: G = C, } = {., W = w
NSUBST: ! = 4:1 / *:w
: elseif you.in_branch("Zot") then
KMONS: 1 = shadow dragon / curse toe / spectral draconian
KMONS: 2 = orb of entropy
KMONS: 3 = draugr
KITEM: k = draconian skeleton
NSUBST: ! = 2:1 / *:w
SUBST: 4 = 3, W = w
: end
# 2 common necromantic items and 1 rare one.
ITEM: any weapon ego:draining / parchment of Soul Splinter w:4 / \
parchment of Kiss of Death w:1 / parchment of Gloom w:1
ITEM: any weapon ego:pain / any weapon ego:vampirism / \
any weapon ego:draining good_item / parchment disc:necromancy
ITEM: sanguine talisman w:30 / staff of necromancy w:30 / \
shadow dragon scales good_item w:30 / manual of necromancy w:15 / \
scale mail ego:death good_item / chain mail ego:death good_item / \
plate armour ego:death good_item
KFEAT: 1F = deep_water
KFEAT: X = x
SHUFFLE: '"` / #&$, s} / s} / S]
NSUBST: ? = 1:2 / *:3
SUBST: 2 = 23, k = k., " = @, # = X, & = x
SUBST: ` : w., $ = ., s = t, S = ., ] = }.
: if not you.in_branch("D") then
NSUBST: d = 1:f / *:e
: end
CLEAR: R
MARKER: F = lua:fog_machine { cloud_type = "thin mist", \
pow_min = 8, pow_max = 12, delay = 25, \
size = 2, walk_dist = 1, spread_rate= 33 }
: if you.in_branch("Pandemonium") then
KFEAT: tT = demonic_tree
FTILE: .defkstCGX1234?{}` = floor_nerves_darkgray
TILE: X# = wall_hall_of_shadows
TILE: tT = dngn_demonic_tree_1 / dngn_demonic_tree_16 / \
dngn_demonic_tree_4 / dngn_demonic_tree_5 / \
dngn_demonic_tree_6 w:5 / dngn_demonic_tree_7 w:5 / \
dngn_demonic_tree_8 w:5 / dngn_demonic_tree_9 w:5
TILE: w1F = dngn_starwater
: elseif you.in_branch("Zot") then
KFEAT: tT = petrified_tree
TILE: X# = wall_abyss_darkgray
TILE: w1F = dngn_starwater
: else
KFEAT: T = t
COLOUR: tT = brown
TILE: tT = dngn_tree_dead
TILE: X = wall_pebble_darkgray
: set_feature_name("tree", "dead tree")
: if you.in_branch("Lair") then
FTILE: .defkstGX1234?}` = floor_rough_darkgray
: end
: end
: vault_granite_statue_setup(_G, "G", "gravestone")
veto {{
return dgn.zot_orb_type() ~= "orb of entropy" and you.in_branch("Zot")
}}
# "Secret" gravestone area is a very mild spoiler, revealed when
# entering from below. In Pan, a guaranteed servitor reveals it.
MAP
T T
T TTT T
RRR TTTTTtTTTTT
RxxxxX@Xx TTtttttttttTT
RxxxXX.XxRT TTtttwtttwwttT
RxxXX3XXxR TTtttwwwwwwwwtTT
RxxX`XXxxRTTTttttwwwwwwwwttT T
RxxX``Xxxxxxxtttww!wwwwwwwtT
RxxXX`XXxXXXttk.wwwwwwwwwwtTT
RxxxX``XXX.Xk?d.wwwwwFwwwttTT
RxxxXX``.......wwwwwwwwwwttT
RxxxxX.`wwwwWWwwwwwwwww!wttTT
RxxxXX.w!ww....kwwwwwwwwwttT
RxxxX..ww..XXk?d.wwwwwwwwwtT T
RxxxX..W.XXXXt..SwwwwwwwwwtTT
RxxXX.ww..XXXtsttww!wwwwwwttT
RxxX..www.XXXtssttwwwwwwwtttT
RxxX.ww1ww.XXttstwwwwFwwwttTT
RxxX..wwww.XXtt..wwwwwwwwttT
RxxXX...w..XXt.}G.wwwwww!wtT T
RxxxXXX...XXXt.d4.wwwwwwwwtT
RxxxxxXX'XXxxtt.tttwwwwwwttTT
Rxxxxxxx"xxxxtttttttttwtttTT
RRRRRR TTTTTTTTTtttTTT
T TT TTTTT T
T T
ENDMAP
################################################################
#
# <<8>> Minivaults with monsters guarding a thematic item.
#
# A series begun by minmay. More entries welcome!
# minmay: "Depths begin intentionally shallow; players should not
# be able to beat these right away, but should be able
# to flee. I'd like to see what other people can come up
# with for more of these vaults!
#
# We use a standard weight of 3 for the vaults that place unrandarts, since
# these items tend to be particularly strong and are more interesting when they
# don't generate too frequently. Out-of-depth threats are encouraged, but when
# placing in earlier Dungeon, use threats that can be reasonably escaped if
# there's no runed door or transporter.
################################################################
# Ring of the Tortoise
#
NAME: minmay_guarded_unrand_tortoise
DEPTH: D:$, Depths
# Can place in Vaults as a hard room.
TAGS: no_monster_gen no_item_gen transparent vaults_hard
WEIGHT: 3
: if you.in_branch("Vaults") then
SUBST: v = x
: vaults_hard_standard(_G)
: end
MONS: patrolling iron troll
KMONS: d = patrolling iron dragon
KITEM: d = ring_of_the_tortoise no_pickup
MAP
...............
.vvvvv.@.vvvvv.
.v1.........1v.
.v.vvvvvvvvv.v.
.v.v1.....1v.v.
.v.v.vv.vv.v.v.
.v...v...v...v.
.v...v.d.v...v.
.v...v...v...v.
.v.v.vv.vv.v.v.
.v.v1.....1v.v.
.v.vvvvvvvvv.v.
.v1.........1v.
.vvvvv.@.vvvvv.
...............
ENDMAP
# Zonguldrok
#
NAME: minmay_guarded_unrand_zonguldrok
DEPTH: D:12-, Depths, Crypt
TAGS: no_monster_gen no_item_gen transparent
WEIGHT: 3
: if you.in_branch("Depths") then
MONS: place:Depths:$ spectre / place:Depths:$ draugr, bone dragon
: elseif you.in_branch("Crypt") then
MONS: spectral storm dragon / spectral ettin / golden dragon draugr / \
juggernaut draugr w:5 / ancient champion w:5
MONS: bone dragon
: else
MONS: place:D:$ spectre / place:D:$ draugr, ghoul
: end
ITEM: skull_of_zonguldrok no_pickup
MAP
...............
.cc+cccccccccc.
.c...c1..c1.1c.
.c...c...+...c.
.c1.1c1..c...c.
.cc+ccc+ccc+cc.
.c...c1.1c1.1c.
.c...c.2.c...c.
.c1.1c1d1c...c.
.cc+ccccccc+cc.
.c...c..1c..1c.
.c...+...+...c.
.c1.1c..1c..1c.
.ccccccccccccc.
...............
ENDMAP
# Scythe of Curses
#
NAME: minmay_guarded_unrand_curses
TAGS: no_monster_gen no_item_gen transparent
DEPTH: D:12-, Depths, Crypt
WEIGHT: 3
MONS: reaper, reaper; scythe_of_curses, mummy, guardian mummy
KPROP: 12' = no_tele_into
KMASK: 12' = opaque
MAP
..............
.cccccc+cccccc.
.c3.........3c.
.c.+ccccccc+.c.
.c.c...4...c.c.
.c.c.mmmmm.c.c.
.c.c.m1'1m.c.c.
.+.c4m'2'm4c.+.
.c.c.m1'1m.c.c.
.c.c.mmmmm.c.c.
.c.c...4...c.c.
.c.+ccccccc+.c.
.c3.........3c.
.cccccc+cccccc.
...............
ENDMAP
# There's a sword stuck inside a stone. Some knights are milling around
# wondering how to get it out. If you can dig through rock and tame the
# sword's enchantment, you could become the monarch! Or not..... (by Shiori)
#
# This is not about guarding an unrandart, but very close in spirit. (dpeg)
# If the vault comes up in Orc or Elf, there will be natives around.
#
# The dancing weapon is very out of depth early in D, but digging it out
# is mostly a deliberate action and there are enough system warnings. (Index)
NAME: sword_in_stone
TAGS: no_monster_gen patrolling vaults_hard transparent no_descent
DEPTH: D:6-, Depths, !Depths:$, Vaults, Orc, Elf
WEIGHT: 3
: local ss = "rapier | long sword . leather armour . buckler | nothing"
: local gs = "great sword . chain mail | plate armour"
: local ls = "falchion | scimitar . chain mail . kite shield"
: local rs = "long sword . robe | leather armour . kite shield"
KMONS: A = gnoll sergeant ; trident . scale mail | chain mail . kite shield
: kmons("B = wight ; " .. ls .. " | nothing")
: kmons("C = Eustachio / orc warrior ; " .. ss .. ", " ..
: "orc warrior ; " .. ss .. " / nothing")
: kmons("D = Blorkula the orcula / orc warrior ; " .. gs .. ", " ..
: "orc warrior ; " .. gs .. " / nothing")
: kmons("E = Maurice / kobold brigand ; dart ego:poisoned . " .. ss .. ", " ..
: "kobold brigand ; dart ego:poisoned . " .. ss .. " / nothing")
: kmons("F = Joseph / orc knight ; " .. ls .. ", " ..
: "orc knight ; " .. ls .. " / nothing")
: kmons("G = Erica / arcanist ; " .. rs .. ", arcanist ; " .. rs .. " / nothing")
: kmons("H = Maggie / occultist ; " .. rs .. ", " ..
: "occultist ; " .. rs .. " / nothing")
: kmons("I = Urug / orc knight ; " .. gs .. ", orc knight ; " .. gs .. " / nothing")
KMONS: J = Harold / deep elf knight, deep elf knight / nothing
KMONS: K = Donald / orc warlord, orc warlord / nothing
KMONS: L = Louise / hell knight, hell knight / nothing
KMONS: M = Frances / hell knight, hell knight / nothing
KMONS: N = Agnes / spriggan defender, spriggan defender / nothing
KMONS: O = Rupert / vampire knight, vampire knight / nothing
KMONS: P = Asterion / ancient champion, ancient champion / nothing
KMONS: Q = Frederick / draconian knight, draconian knight / nothing
KMONS: R = Sojobo / tengu reaver, tengu reaver / nothing
: if crawl.one_chance_in(50) then
KMONS: S = dancing weapon ; singing sword
KITEM: s = singing sword
: else
KMONS: S = dancing weapon ; scimitar good_item | great sword good_item | \
demon blade good_item | double sword good_item | \
double sword good_item
KITEM: s = scimitar good_item / great sword good_item / \
demon blade good_item / double sword good_item / \
triple sword good_item
: end
KMONS: o = orc warrior / orc knight w:5
KMONS: e = deep elf knight
NSUBST: k = 4:k / 2 = k. / *:.
SHUFFLE: bm
SUBST: b = cccvvb
: if you.in_branch("Orc") then
NSUBST: k = 1:A / 1:I / *:o
: elseif you.in_branch("Elf") then
NSUBST: k = 2 = KLMN / *:e
: elseif you.absdepth() < 12 then
SUBST: k = ABCD, S = s
: elseif you.absdepth() < 14 then
SUBST: k = EFGH
: elseif you.absdepth() < 16 then
SUBST: k = GHIJ
: elseif you.absdepth() < 20 then
SUBST: k = KLMNO
: else
SUBST: k = OPQR
: end
KMASK: Ss = opaque
KPROP: s = no_tele_into
FTILE: ABCDEFGHJIKLMNOPQRS. = floor_limestone
FTILE: m = floor_pebble_darkgray
MAP
kkkkkkk
kkkkkkk
kkmbmkk
kkbSbkk
kkmbmkk
kkkkkkk
kkkkkkk
ENDMAP
# obsidian axe
# A mini-temple of Makhleb; demons ahoy!
NAME: grunt_guarded_unrand_obsidian_axe
TAGS: no_monster_gen no_item_gen transparent
DEPTH: D:$, Depths
WEIGHT: 3
MONS: obsidian statue
MONS: patrolling hell knight
MONS: sun demon / soul eater / smoke demon / neqoxec / ynoxinul / chaos spawn
MONS: ice devil / rust devil / orange demon / red devil / hellwing / \
sixfirhy
SUBST: b : bbc
KPROP: ._-cGO12345 = bloody / nothing w:20
KFEAT: _ = altar_makhleb
KFEAT: - = altar_makhleb
KITEM: - = obsidian_axe no_pickup
: single_cloud(_G, "O", "flame", false)
TILE: b = bedevilled_crystal_gehenna / bedevilled_crystal_dis
: set_feature_name("crystal_wall", "bedevilled crystal wall")
MAP
ccccc
cO1Oc
c2-2c
cc323cc
cc4.3.4cc
cc.G4.4G.cc
ccc4.....4ccc
.ccOc.G4.4G.cOcc.
.c4.c.......c.4c.
@+.2+.G.3.G.+2.+@
.c4.c..._...c.4c.
.ccOcb.O1O.bcOcc.
..ccccccccccccc..
...............
ENDMAP
# sword of the Dread Knight
# A temple to Yredelemnul, with a champion wielding the blade designate.
NAME: grunt_guarded_unrand_dread_knight
TAGS: no_monster_gen no_item_gen patrolling
DEPTH: Depths, Crypt
WEIGHT: 3
MONS: death knight ; sword_of_the_dread_knight . chain mail w:7 | \
plate armour w:1
MONS: profane servitor, bone dragon, ghoul, death cob, skeletal warrior
MONS: freezing wraith / phantasmal warrior / \
jiangshi / flayed ghost / skeletal warrior
KFEAT: _ = altar_yredelemnul
KFEAT: - = open_door
MAP
ccccc
c2_3c
c.1.c
c465c
ccccc+++ccccc
ccc.......ccc
c7-.G...G.-7c
ccc.......ccc
c7-.G...G.-7c
ccc.......ccc
c7-.G...G.-7c
ccc.......ccc
c7-.G...G.-7c
ccc.......ccc
c7-.G...G.-7c
ccc.......ccc
ccccc+++ccccc
.@.
ENDMAP
# autumn katana
# An autumnal forest, with warriors paying respect to the last wielder
NAME: wheals_guarded_unrand_autumn_katana
TAGS: no_monster_gen no_item_gen patrolling
DEPTH: Depths
WEIGHT: 3
MONS: minotaur, fire giant, frost giant, spriggan defender, \
deep elf blademaster
SHUFFLE: 12345
ITEM: autumn_katana no_pickup
SUBST: u = t.
TILE: t = DNGN_TREE_YELLOW / DNGN_TREE_LIGHTRED w:5 / DNGN_TREE_RED / \
DNGN_TREE_DEAD w:5
COLOUR: t = lightred w:5 / red / yellow / brown w:5
MAP
ttttttttttttttttttttt
ttttttttttttttttttttt
ttuuuuuuuuuuuuuuutttt
@.................ttt
ttuuuuuuuuuuuuuu..ttt
tttttttttttttttuu..tt
tttttttttttttttu1.ttt
ttttttttttttttu..tttt
ttttttttttttuu..ttttt
tttttT.4.........tttt
tttttGd....3..2..tttt
tttttT.5.........tttt
ttttttttttttttttttttt
ttttttttttttttttttttt
ENDMAP
NAME: minmay_guarded_unrand_brilliance
TAGS: transparent
DEPTH: D:13-, Depths
MONS: profane servitor
ITEM: brilliance no_pickup
KFEAT: _ = altar_yredelemnul
SUBST: 1 = 1'
KMASK: '*d1_ = no_monster_gen
KPROP: '*d1_ = no_tele_into
MAP
...
.c.
.n.
... .c. ...
.c... ..n.. ...c.
..cn...ncn...nc..
.ncnc.cdc.cncn.
..n*ncn'ncn*n..
.cn'nc'cn'nc.
...cn1n1n1nc...
....ncncn'''ncncn....
.ncnc*''1'_'1''*cncn.
....ncncn'''ncncn....
...cn1n1n1nc...
.cn'nc'cn'nc.
..n*ncn'ncn*n..
..ncnc.c'c.cncn..
.ncn...n=n...ncn.
..cn.. ..... ..nc..
.c... .c. ...c.
... .n. ...
.c.
...
ENDMAP
NAME: minmay_guarded_unrand_prune
TAGS: transparent no_monster_gen
DEPTH: D:12-
WEIGHT: 3
MONS: deep elf pyromancer / deep elf zephyrmancer / ogre mage / occultist / \
arcanist / kobold demonologist w:2 / kobold fleshcrafter w:2 / \
naga mage w:2
ITEM: glaive_of_prune no_pickup
SUBST: " : .:50 ccvbn, ' : .:50 ccvbn, ? : .:50 ccvbn, ! : .:60 ccvbnT
NSUBST: 1 = 6:1 / 10=1.... / .
KMASK: l = no_monster_gen
TILE: b = dngn_crystal_magenta
MAP
...........
...lvlv1vlvl...
..vlvvvv1vvvvlv..
..lvvvlvl1lvlvvvl..
.vvvlv1111111vlvvv.
..lvl111"'?'"111lvl..
.lvvv1"'?1"1?'"1vvvl.
.vvl11'111!111'11lvv.
.lvv1"?1!111!1111vvl.
.vvl1'111lvlvlvlvlvv.
.1111?"!1vvvvvvvvvvl.
.vvl1'111lvG.G.G.Gvv.
.lvv1"?1!vv.U...U.vl.
.vvl11'11lvG.b.b.Gvv.
.lvvv1"'1.+...d.Gvvl.
..lvl1111lvG.b.b.vl..
.vvvlv11vv.U.G.vvv.
..lvvvlvlvG.Gvvvl..
..vlvvvvvvvvvlv..
...lvlvlvlvl...
...........
ENDMAP
NAME: minmay_guarded_unrand_variability
TAGS: transparent
DEPTH: D:8-
WEIGHT: 3
ITEM: mace_of_variability no_pickup
MONS: chaos spawn
KFEAT: _ = altar_xom
# walls are carefully placed and guarantee no islands
SUBST: x = xcvbmGwWlTUVYt+ <:4 >:4 A:2 1:160
NSUBST: 1 = 2=1 / 2=% / 3=1%...... / .
MAP
...........
.1xxx11xxx.
.x1xxxx1xx.
.xxxxx1xxx.
.xxxx_xxxx.
.x1xx1xxx1.
.1xxxdxx1x.
.1xx1xxxxx.
.x11xxxxxx.
.xxxxxx1xx.
...........
ENDMAP
NAME: minmay_guarded_unrand_staff_of_olgreb
TAGS: no_monster_gen no_trap_gen transparent
DEPTH: D:5-
WEIGHT: 3
ITEM: staff_of_olgreb no_pickup
: if you.depth() < 9 then
MONS: scorpion / redback w:5
MONS: killer bee
MONS: adder / water moccasin
: elseif you.depth() < 13 then
MONS: redback / wolf spider w:5
MONS: killer bee / hornet w:5
MONS: water moccasin / black mamba
: else
MONS: wolf spider / emperor scorpion w:5
MONS: hornet / ghost moth w:5
MONS: black mamba / sea snake
: end
# TODO: built in fallback for staff of olgreb is kind of dumb
NSUBST: 1 = 5=1 / 6=1.. / ., 2 = 5=2 / 9=2.. / ., 3 = 5=3 / 6=1.. / .
MAP
...
.b.
.b.
..b..
.bbb.
.ndn.
..b+b..
.bb2bb.
..n222n..
..bb222bb..
..bb22222bb..
..bb2222222bb..
.bb=bb222bb=bb.
.n111bbnbb333n.
.b1111n*n3333b.
.b1111b*b3333b.
.n1111===3333n.
.bb111b.b333bb.
..bbb1b.b3bbb..
...bnb.bnb...
.........
ENDMAP
NAME: minmay_guarded_unrand_vampires_tooth
TAGS: transparent
DEPTH: D:10-, Crypt, Depths
WEIGHT: 3
: if you.in_branch("D") then
: if you.depth() < 13 then
MONS: vampire mosquito / tyrant leech w:5, vampire
: else
MONS: vampire mosquito / tyrant leech / vampire, vampire knight
: end
: else
MONS: vampire knight, vampire mage
: if you.in_branch("Crypt") then
KMONS: d = vampire bloodprince
: end
: end
KITEM: d = vampires_tooth no_pickup
MAP
.........
.ccc.ccc.
.1c...c1.
.cc...cc.
.1c2Y2c1.
.cc.d.cc.
.1c...c1.
.ccccccc.
.........
ENDMAP
NAME: minmay_guarded_unrand_wrath_of_trog
TAGS: transparent
DEPTH: Elf, Depths
WEIGHT: 3
MONS: spriggan berserker
ITEM: wrath_of_trog no_pickup pre_id
NSUBST: 1 = 3=1 / 9=1...... / .
MAP
.......
.."""""..
.."ttttt"..
.."tt"""tt"..
.."tt"111"tt"..
."tt"11c11"tt".
."t"1c111c1"t".
."t"111d111"t".
."t"1c111c1"t".
."tt"11c11"tt".
.."tt"111"tt"..
.."".. ..""..
.... ....
ENDMAP
NAME: minmay_guarded_unrand_skullcrusher
TAGS: transparent
DEPTH: D:12-, Crypt
WEIGHT: 3
MONS: laughing skull
: if you.in_branch("Crypt") then
MONS: curse skull
NSUBST: d = 1:d / *:*
NSUBST: ' = 6:1 / 4 = 1.... / *:.
SUBST: " = 1.., ! = 2.
: else
MONS: skeletal warrior
NSUBST: d = 1:d / *:%, ' = 4:1 / 6 = 1.... / *:.
NSUBST: " = 2:1 / 2 = 1.. / *:., ! = 2:2 / *:.
: end
ITEM: skullcrusher no_pickup pre_id
MAP
.........
...ccccc.....
..ccc''cc..c...
..cc'''c'ccc..c..
.cc'''''c'c.cc.c.
..c''''c''''ccccc..
.cc'''''''c''c'c.cc.
.c''''''''c''''''c.
.c'''''''''c'''''c.
.c'ccc'''''''ccc'c.
.c'ccncc'''ccncc'c.
.c'nnnnn'''nnnnn'c.
.c'ccncc'''ccncc'c.
.c''cnc'''''cnc''c.
.c'''''''c'''''''c.
.cc'''''ccc'''''cc.
..ccc''''c''''ccc..
...cc'''''''cc...
..c!c!c!c!c..
.cdcdcdcdc.
.cncncncnc.
.c"c"c"c"c.
.c"c"c"c"c.
...........
ENDMAP
NAME: minmay_guarded_unrand_finisher
TAGS: transparent
DEPTH: D:7-
WEIGHT: 3
: if you.depth() < 13 then
MONS: wraith, skeletal warrior
: else
MONS: skeletal warrior, reaper
: end
ITEM: finisher no_pickup pre_id
NSUBST: 2 = 2 / 1, 1 = 1.
NSUBST: D = . / c, E = . / c
SUBST: c = c .:2
MAP
.............
.DxxDxDxDxxD.
.x..xc1cx..x.
.x.c..x..c.x.
.Dx.ExExE.xD.
.xc.x2c2x.cx.
.D1xEcdcEx1D.
.xc.x2c2x.cx.
.Dx.ExExE.xD.
.x.c..x..c.x.
.x..xc1cx..x.
.DxxDxDxDxxD.
.............
ENDMAP
NAME: minmay_guarded_unrand_resistance
TAGS: no_monster_gen no_trap_gen transparent
DEPTH: D:9-
WEIGHT: 3
MONS: fire dragon, ice dragon
ITEM: shield_of_resistance no_pickup
KMASK: lw = opaque
MAP
...........
.vnnv=vnnv.
.n...1nlln.
.n.T..nlln.
.v....vnnv.
.n2..d..1n.
.vnnv....v.
.nwwn..V.n.
.nwwn2...n.
.vnnv=vnnv.
...........
ENDMAP
NAME: chequers_guarded_unrand_ignorance
TAGS: no_monster_gen no_trap_gen transparent
DEPTH: D:7-, Orc
WEIGHT: 3
MONS: orange crystal statue
ITEM: tower shield_of_ignorance no_pickup
KPROP: .d1 = no_tele_into
SUBST: - = .
MAP
-----------
-cccc=cccc-
-c1.....1c-
-c.c...c.c-
-c.......c-
-n...d...n-
-c.......c-
-c.c...c.c-
-c1.....1c-
-cncc=cccc-
-----------
ENDMAP
NAME: chequers_guarded_unrand_mask_of_the_dragon
TAGS: no_monster_gen no_trap_gen
DEPTH: Zot, !Zot:$
WEIGHT: 3
ITEM: mask_of_the_dragon no_pickup
MONS: storm dragon, shadow dragon, golden dragon, ghost moth, moth of wrath
# Shuffle one transporter destination location
NSUBST: r = R / -
# Randomly swap which transporter is the entrance and the loot locations.
SHUFFLE: PQd|*$ / SRDEFH
# Replace non-loot locations with floor.
SUBST: DEFH = -
# Place monsters randomly.
# 3 of each dragon (and up to 4 random extras), 3 ghost moth, 3 moth of wrath
NSUBST: - = 3=1 / 3=2 / 3=3 / 4=123--- / 3=4 / 3=5 / -
KMASK: . = !opaque
# Place transporters
MARKER: P = lua:transp_loc("mask_of_the_dragon_entry")
MARKER: Q = lua:transp_dest_loc("mask_of_the_dragon_entry")
MARKER: R = lua:transp_loc("mask_of_the_dragon_exit")
MARKER: S = lua:transp_dest_loc("mask_of_the_dragon_exit")
MAP
.........
.........ccccccc.
.ccccccccc-----c..
.ccr--------c--cc..
.cc--------ccc--cc..
.ccc*$---cccF---cc.
..c|$---ccEHH---c.
S.nd$---rcDH--Q-nP@
..c|$---ccEHH---c.
.ccc*$---cccF---cc.
.cc--------ccc--cc..
.ccr--------c--cc..
.ccccccccc-----c..
.........ccccccc.
.........
ENDMAP
####
# Maxwell's Thermic Engine
#
# Use demon blade as fallback here instead of double sword, to keep
# consistency with the Maxwell's demon reference.
#
NAME: brannock_guarded_unrand_thermic_engine
TAGS: no_monster_gen no_item_gen transparent
DEPTH: Depths
WEIGHT: 3
ITEM: maxwell's_thermic_engine no_pickup
MONS: ice devil, blizzard demon, ice fiend
MONS: sun demon, balrug, brimstone fiend
# 6-2-1, 9 total demons for each side
NSUBST: 1 = 6=1 / ., 2 = 2=2 / ., 3 = 3 / .
NSUBST: 4 = 6=4 / ., 5 = 2=5 / ., 6 = 6 / .
MAP
@@@
bbbbbb...bbbbbb
bb....bb+bb....bb
b32111.=.=.44456b
b32111.=.=.44456b
b32111.=.=.44456b
b32111.bnb.44456b
b32111.+d+.44456b
bb....bbbbb....bb
bbbbbb bbbbbb
ENDMAP
NAME: wander_guarded_unrand_ratskin
TAGS: no_monster_gen no_item_gen
DEPTH: D:5-8
WEIGHT: 3
ITEM: ratskin_cloak no_pickup
MONS: river rat, hell rat
SUBST: - = 1 .:50, ' = 112...
MAP
xxxxxxxxx
xxxx-x---x-xxx
xxx---x-xxx-x--xx
xx-xxxxxxxxxxxx-xx
x-xxxxxx''''''xx-xxx
xx--xx''''x'''dxx--xx
xxx-xx''x'''''xxxx-x
xx-xx'''''''xxxxx-xx
x-xx-x-x-xxxxxxx-x-x
xx-xx---x---xx--xxxx
xx--xxx-------xxx
x--xxxxxxxxxxx
xxx@xx
ENDMAP
NAME: hellmonk_guarded_unrand_starlight
TAGS: transparent patrolling
DEPTH: D:13-, Depths
WEIGHT: 3
ITEM: cloak of starlight no_pickup
: if you.in_branch("D") then
MONS: wretched star, cherub
SUBST: D = 12 .:60
# Depths
: else
MONS: wretched star, daeva / angel
SUBST: D = 12..
: end
SHUFFLE: 12
MAP
@
v+v
v.v
v.v
v.v
vv.vv
v...v
v...v
vv...vv
v..1..v
vv.....vv
vv.......vv
vv....v....vv
vvv.v...v...v.vvv
vvvv....v.vDv.v....vvvv
vvvvv........vDvDv........vvvvv
@+.......2..vvDvdvDvv..2.......+@
vvvvv........vDvDv........vvvvv
vvvv....v.vDv.v....vvvv
vvv.v...v...v.vvv
vv....v....vv
vv.......vv
vv.....vv
v..1..v
vv...vv
v...v
v...v
vv.vv
v.v
v.v
v.v
v+v
@
ENDMAP
NAME: hellmonk_guarded_unrand_salamander
TAGS: no_monster_gen
DEPTH: D:10-, Snake, !Snake:$, Depths
WEIGHT: 3
ITEM: salamander_hide_armour no_pickup
: if you.in_branch("Snake") then
MONS: salamander, salamander mystic, salamander tyrant
SUBST: v = x
: elseif you.in_branch("Depths") then
MONS: fire dragon, salamander tyrant, salamander tyrant
# D:10-12
: elseif you.depth() < 13 then
MONS: salamander, salamander mystic
SUBST: 2 = 1, 3 = 2, 1 = 1.
# D:13-
: else
MONS: salamander, salamander mystic, salamander tyrant
SUBST: 2 = 22.
: end
SUBST: v : cv
MAP
vvvvvvvvvvvvvvvvv
vGllllllllGvGllGv
vl1..1....lvl..dv
vl...Gv..1lvl.3.v
vl...lv...lvl...v
vl...lv...GlG...v
vl...lv.1......2v
vG...Gv....2....v
vv+++vvvvvvvvvvvv
@@
ENDMAP
NAME: hellmonk_guarded_unrand_damnation
TAGS: no_monster_gen
DEPTH: D:13-, Elf
WEIGHT: 3
ITEM: damnation no_pickup
: if you.in_branch("Elf") then
MONS: deep elf sorcerer / deep elf high priest, hellion
KFEAT: a = iron_grate
NSUBST: D = 2=2 / 1.
: else -- D:13-
MONS: efreet, hellion
NSUBST: D = 2 / 1..
SUBST: a = c
: end
SUBST: b = bc, c : cv
TILE: b = bedevilled_crystal_gehenna
: set_feature_name("crystal_wall", "bedevilled crystal wall")
MAP
ccc ccccccc
ccc cDcccccccc..Dcc
c.cc c.......D.....cc
c..cccccccc..ccac..cac...cc
c.c..c..c......c....c.....cc
@+..c......DccccacdccaccbD.Dcc
c.c..c..c......c....c.....cc
c..cccccccc..ccac..cac...cc
c.cc c.......D.....cc
ccc cDcccccccc..Dcc
ccc ccccccc
ENDMAP
NAME: hellmonk_guarded_unrand_cigotuvi
TAGS: no_monster_gen
DEPTH: D:9-
WEIGHT: 3
ITEM: cigotuvi's_embrace no_pickup
: if you.depth() < 13 then
MONS: zombie place:D:15, hellwing
SUBST: 1 = 1.
: else
MONS: zombie place:Depths:1 / draugr place:D:$, soul eater
: end
KPROP: D = no_tele_into
: dgn.delayed_decay(_G, 'D', 'human corpse')
MAP
@
ccccc+ccccc
ccc.....ccc
cc.......cc
c1.......1c
c..nnnnn..c
c.1nDDDn1.c
c..nDDDn..c
c1.nDDDn.1c
c..nnnnn..c
c1.1.2.1.1c
cc.......cc
ccc2.d.2ccc
ccccccccccc
ENDMAP
NAME: hellmonk_guarded_unrand_sphere_of_battle
TAGS: transparent
DEPTH: D:9-
WEIGHT: 3
ITEM: sphere_of_battle no_pickup
MONS: tengu conjurer, tengu reaver
: if you.depth() < 13 then
SUBST: D = 1.
: else
NSUBST: D = 1 / 2
: end
NSUBST: a = + / b
MAP
........
...aaaaaa...
..aaa....aaa..
.aa........aa.
..a...bbbb...a..
.aa..bbdDbb..aa.
.a...b....b...a.
.a.....bb.....a.
.a.....bb.....a.
.a...b....b...a.
.aa..bbD1bb..aa.
..a...bbbb...a..
.aa........aa.
..aaa....aaa..
...aaaaaa...
........
ENDMAP
# this vault gives the item to a monster instead of placing it normally
NAME: hellmonk_guarded_unrand_dark_maul
TAGS: transparent no_monster_gen
DEPTH: D:8-, Orc, Depths
WEIGHT: 3
: if you.in_branch("Depths") then
MONS: ettin ; dark maul . great mace randart
MONS: stone giant w:30 / ettin w:20 / juggernaut / titan / iron giant w:5
SUBST: D = 222.
: elseif you.in_branch("Orc") then
MONS: two-headed ogre ; dark maul . dire flail ego:heavy
MONS: two-headed ogre / cyclops / orc knight / orc warlord w:2 \
/ stone giant w:2 / ettin w:2
SUBST: D = 2..
# D:8-12
: elseif you.depth() < 13 then
MONS: two-headed ogre ; dark maul \
. dire flail | giant club | giant spiked club
MONS: orc warrior / two-headed ogre / cyclops / orc knight w:2
SUBST: D = 2...
# D:13-15
: else
MONS: ettin ; dark maul . great mace ego:heavy good_item
MONS: two-headed ogre / cyclops / orc knight / orc warlord w:5 \
/ stone giant w:5 / ettin w:5
SUBST: D = 2.
: end
MAP
@@
vvvvvvvvvvvvvvvvvvvv++v
v.2+.....D......D..v..v
v..+..v.........v..v..v
v..v..v....D....v..v..v
v..v..v...v.v...v..v..v
v..v..v..D.1.D..v..v..v
v..v..v...v.v...v..v..v
v..v..v....D....v..v..v
v..v..v.........v..+..v
v..v..D......D.....+2.v
v++vvvvvvvvvvvvvvvvvvvv
@@
ENDMAP
NAME: hellmonk_guarded_unrand_gong
TAGS: transparent no_monster_gen patrolling vaults_hard vaults_orient_n
DEPTH: D:7-, Vaults
WEIGHT: 3
ITEM: shield_of_the_gong no_pickup
MONS: vault sentinel
: if you.in_branch("Dungeon") then
: if you.depth() < 13 then
SUBST: 9 = .
: else
NSUBST: 9 = 9 / .
: end
# Vaults
: else
# Only one entrance in Vaults, and any door is handled by the layout.
SUBST: va = x, @+ = .
CLEAR: p'
FTILE: ^-.19d = floor_metal_gold
: end
KFEAT: ^ = alarm trap
SUBST: - = ^...., ' = ^, a = +, p = @
MAP
^@^
vv+vv
vvv^.^vvv
vv^-----^vv
v^-------^v
vv---vvv---vv
v..-v.9.v-..v
v1.v..d..v.1v
v..-v.9.v-..v
vv---vvv---vv
v^-------^v
vv^-----^vv
vvv^.^vvv
vvavv
'p'
ENDMAP
NAME: hellmonk_guarded_unrand_night
TAGS: no_monster_gen patrolling
DEPTH: D:7-
WEIGHT: 3
ITEM: robe_of_night no_pickup
: if you.depth() < 13 then
MONS: dream sheep, shadowghast
SUBST: 1 = 1.
: else
MONS: dream sheep w:20 / satyr, shadow wraith
SUBST: 1 = 111.
: end
SUBST: c : ccv
FTILE: .12d+ = floor_limestone
COLOUR: .12d+ = yellow
MAP
cccccc
ccc1...ccc
cc1.....2dcc
c.....ccccc
cc..1ccc
c1..cc
c...c
c.2.c
c...c
c1..cc
cc..1ccc
c.....ccccc
cc1.......+@
ccc1...ccc
cccccc
ENDMAP
NAME: hellmonk_guarded_unrand_gyre_and_gimble
TAGS: no_monster_gen
DEPTH: D:7-, Elf
WEIGHT: 3
ITEM: gyre no_pickup
: if you.in_branch("Elf") then
MONS: deep elf blademaster, deep elf blademaster
# D:6-12
: elseif you.depth() < 13 then
MONS: two-headed ogre, spriggan
# D:13-
: else
MONS: ettin, spriggan berserker ; rapier . animal skin
: end
KFEAT: D = c
SUBST: x : Dx, c : cv
COLOUR: xD = white
TILE: x = wall_ice
TILE: D = wall_marble
MAP
xxbcc
xxcdxcc
xxc...xccc
xxx2ccc
x.c
ccc.xxx
ccc1...1xxx
ccG..x.c..Gxx
ccc.....xxx
cc...xx
cc.xx
x.c
cx.cx
x@c
ENDMAP
NAME: hellmonk_guarded_unrand_vines
TAGS: transparent ruin_lair
DEPTH: D:7-, Lair
WEIGHT: 3
ITEM: robe_of_vines no_pickup
KMONS: p = plant
MONS: troll, hydra, oklob plant
MONS: shambling mangrove / thorn hunter
: if you.in_branch("D") then
: if you.depth() < 13 then
NSUBST: ' = 2=1' / ', 1 = 2 / 1
: else
NSUBST: 1 = 4 / 2, ' = 2=2 / '
: end
# Lair
: else
: if you.depth() < 4 then
NSUBST: 1 = 3 / 2, ' = 2 / '
: else
NSUBST: 1 = 3 / 23, ' = 2=2 / '
: end
: end
NSUBST: d = d / p
SUBST: ' = p..
MAP
xxxxxx
..'xxxxd'1dxxxx'..
''..'x'x'.....x'..''
xx'...''t'WW'''....'xx
xx'....'''WW't'....'xx
''..'x.....'x'x'..''
..'xxxxd1'dxxxx'..
xxxxxx
ENDMAP
NAME: hellmonk_guarded_unrand_frostbite
TAGS: no_monster_gen
DEPTH: D:7-
WEIGHT: 3
ITEM: frostbite no_pickup
NSUBST: d = d / W
: if you.depth() < 13 then
MONS: white imp, ice devil, freezing wraith
: else
MONS: ice devil, freezing wraith, blizzard demon
: end
SUBST: 1 = 1., 2 = 2., 3 = 3.
COLOUR: x. = white
TILE: x = wall_ice
FTILE: . = floor_ice
MAP
xxxxxx
xxxx2332xxxx
xxxxxxx11......11xxxxxxx
xxW3..................3Wxx
xxx..1.2...xddx.2.1..xxx
xW...xx..xddxxW..xx...Wx
xxx1.xxx.1WxxxxW1.xxx.1xxx
xW...xx..WxxWWx..xx...Wx
xxx......xWWx........xxx
xxW....................Wxx
xxxxxxx..........xxxxxxx
xxxx++++xxxx
ENDMAP
NAME: hellmonk_guarded_unrand_rift
TAGS: patrolling uniq_guarded_rift
DEPTH: D:13-, Depths
WEIGHT: 2
ITEM: rift no_pickup
MONS: arcanist, occultist, tentacled starspawn, starcursed mass, wyrmhole
KFEAT: t = demonic_tree
KFEAT: _ = altar_lugonu / enter_abyss
: if you.in_branch("D") then
SUBST: 1 = 12..
NSUBST: D = 1:d / 1:3 / *:4
# Depths
: else
SUBST: 1 = 23..
NSUBST: D = 1:d / 1 = 4 5:2 / *:4
: end
SUBST: c = ccvbx t:5
SUBST: E = xxxcvlWbtTG_....
# Color weights similar to that used for rock in the Abyss.
COLOUR: x = blue:13 / red:66 / magenta:50 / brown:90 / lightgreen:68 \
/ lightred:110 / lightmagenta:38 / yellow / white
RTILE: x = wall_abyss
MAP
c c c
c c c
ccc ccc ccc
ccDcc ccDcc ccDcc
ccE.Ecc ccE.Ecc ccE.Ecc
c...c c...c c...c
c.1.c c.1.c c.1.c
c...c c...c c...c
c...c c...c c...c
c...c cE.Ec c...c
c..EcccccE.EcccccE..c
c..EEcccEE2EEcccEE..c
c1....1..._...1....1c
cc......EE.EE......cc
ccccccccE1Ecccccccc
ccE.Ecc
c...c
c...c
c...c
cE1Ec
c...c
c...c
c...c
cE.Ec
c...c
c...c
c...c
c@@@c
ENDMAP
NAME: hellmonk_guarded_unrand_lears
TAGS: transparent patrolling
DEPTH: D:6-
WEIGHT: 3
ITEM: lear's_hauberk no_pickup, hat plus:-2 pre_id
ITEM: helmet plus:-2 pre_id, chain mail plus:-2 pre_id
ITEM: pair of boots plus:-2 pre_id
ITEM: pair of gloves plus:-2 pre_id
: if you.depth() < 9 then
MONS: troll
: elseif you.depth() < 13 then
MONS: tengu warrior
: else
MONS: minotaur
: end
NSUBST: D = d / e / f / g / h / i
SUBST: E : xcv, F : xcv, H : xcv, G = G.., T : T...
MAP
.EEE.
.EDE.
....E+E....
FFF.....HHH
FDF.G.G.HDH
FF+..T..+HH
....G1G....
HH+..T..+FF
HDH.G.G.FDF
HHH.....FFF
....E+E....
.EDE.
.EEE.
ENDMAP
NAME: hellmonk_guarded_unrand_seven_league_boots
TAGS: no_monster_gen
DEPTH: D:10-, Lair, Depths
WEIGHT: 3
KITEM: d = seven-league_boots no_pickup
KMONS: d = guardian serpent
: if you.in_branch("Depths") then
MONS: vampire knight
: elseif you.in_branch("Lair") then
MONS: boulder beetle
: else
MONS: phantasmal warrior
: end
SUBST: D = FFW, H : JF, J : cx
NSUBST: F = 1 / 1. / 9 / 9=0.. / .
FTILE: .019d = floor_grass_dark
FTILE: E = floor_ice
COLOUR: E = white
MAP
xxxxxxxxx
xxxxWWEEEWWxxxx
xxxWDDWWWWWWWWWWxxx
xxWWWDHDWWWWWWWWWWWxx
xxWWWDFFFDWWWWDDFFDDWxx
xWWDDHFFHFDWWDFFJFFFHFx
xxWWWDFHFFDWWWDFFJFFFFFxx
xWWWWDFHFDWWJWWWDFJFFFFFx
@WWWDFFHDWWJJWWWDFJFFFFdx
xWWWWDJDWWWWWWWDDDHFFFFFx
xxWWWDJFFDWWWWDDFHDFFDDxx
xWWDJFFFDWWWWDFFHFDDWWx
xxWWDJFFDWWDWDFHFFDWWxx
xxWWDDDWWWWWWDFDDWWxx
xxxWWDWWWWWWWDWWxxx
xxxxWEEEEEWxxxx
xxxxxxxxx
ENDMAP
NAME: hellmonk_guarded_unrand_zhor
TAGS: transparent no_monster_gen
DEPTH: D:7-, Lair
WEIGHT: 3
ITEM: skin_of_zhor no_pickup, box of beasts w:100 /\
scroll of summoning pre_id q:3 w:1
MONS: rime drake, torpor snail, ice dragon
NSUBST: d = d / 1
SUBST: e = e..
: if you.in_branch("D") then
: if you.depth() < 13 then
SUBST: 2 = 1, 1 = 1..
: else
NSUBST: 2 = 3 / 2
: end
# Lair
: else
: if you.depth() < 4 then
NSUBST: 2 = 2 / 1
SUBST: 1 = 1..
: else
NSUBST: 1 = 1.
: end
: end
MAP
nnnn
nndenn
nn1.nn
nn.1nn
nnnnnn..nn
nnd.nn.1nn
nn..1.nn
nn22nn
nn..nn
nn1..1nn
nn..nn..nn
nn...11...nn
nn+nnnnnnn+nnn
ENDMAP
NAME: hellmonk_guarded_unrand_vitality_bloodlust
TAGS: no_monster_gen
DEPTH: D:7-
WEIGHT: 3
MONS: deep troll, deep troll shaman
ITEM: amulet_of_vitality no_pickup / necklace_of_bloodlust no_pickup
: if you.depth() < 13 then
NSUBST: 1 = 1:1 / 2:. / * = 1..
: else
NSUBST: 1 = 1:2 / * = 1.
: end
COLOUR: x. = lightred
TILE: x = wall_pebble_red
FTILE: .d1 = floor_pebble_lightred
MAP
@
x.x
xx.xx
xx...xx
xx.....xx
x.......x
x..1.1..x
x.......x
x1.....1x
x...1...x
xx1...1xx
xx.d.xx
xxxxx
ENDMAP
NAME: dilly_guarded_unrand_elemental_staff
TAGS: transparent patrolling no_monster_gen no_trap_gen
DEPTH: D:8-, Elf, Depths
WEIGHT: 3
KPROP: alpwq'r = no_tele_into
KMASK: alpwq'r = no_item_gen
KMASK: alpwq'r = opaque
KFEAT: a = l
KFEAT: p = w
: if you.in_branch("D") then
: if you.depth() < 12 then
# Monsters 1 through 4 must be defined in order of fire, ice, earth, air.
MONS: fire elemental, rime drake / ice devil, gargoyle, steam dragon
# Slot 5 are elemental themed moderate out of depth monsters, equivalent to no
# worse than a 9 spawn.
MONS: efreet / white ugly thing / basilisk / boulder beetle / raiju \
/ tengu conjurer
# Slot 6 is an appropriate elementalist boss.
MONS: deep elf pyromancer ; elemental staff . robe good_item
# Monster counts scale slowly, placing up to 1/3 of each type by Depths.
SUBST: 1 = 1...., 2 = 2...., 3 = 3...., 4 = 4...., 5 = 5...
: elseif you.depth() < 14 then
MONS: deep elf pyromancer / efreet
MONS: rime drake / ice devil / white ugly thing
MONS: basilisk / boulder beetle / catoblepas
MONS: raiju / tengu conjurer
MONS: fire crab / fire dragon / freezing wraith / earth elemental \
/ air elemental
MONS: deep elf zephyrmancer ; elemental staff . robe good_item
SUBST: 1 = 1...., 2 = 2...., 3 = 3...., 4 = 4...., 5 = 5..
: else
MONS: deep elf pyromancer / efreet / fire crab w:5 / fire dragon w:5
MONS: white ugly thing / freezing wraith / ice dragon w:5
MONS: catoblepas / boulder beetle / earth elemental
MONS: raiju / tengu conjurer / air elemental
MONS: white very ugly thing / stone giant / thermic dynamo / \
deep elf zephyrmancer
MONS: tengu reaver ; elemental staff \
. ring mail good_item | scale mail good_item . buckler good_item
SUBST: 1 = 1..., 2 = 2..., 3 = 3..., 4 = 4..., 5 = 5.
: end
: elseif you.in_branch("Elf") then
MONS: fire elemental / deep elf pyromancer / thermic dynamo w:5
MONS: water elemental / thermic dynamo w:5
MONS: earth elemental / deep troll earth mage w:5
MONS: air elemental / deep elf zephyrmancer
MONS: deep elf elementalist w:40 / fire giant / frost giant / iron dragon \
/ storm dragon
: mons(master_elementalist_setup(_G, false))
SUBST: 1 = 1..., 2 = 2..., 3 = 3..., 4 = 4...
CLEAR: @>
: else -- Depths
MONS: fire dragon / fire giant
MONS: ice dragon / frost giant
MONS: stone giant / iron troll / deep troll earth mage / iron dragon
MONS: spriggan air mage / storm dragon
MONS: hellephant / shard shrike / iron giant / titan
: mons(master_elementalist_setup(_G, false))
SUBST: 1 = 1.., 2 = 2.., 3 = 3.., 4 = 4..
CLEAR: @>
: end
# Fog machine for each closed elemntal chamber.
MARKER: a = lua:fog_machine { cloud_type = "flame", pow_min = 5, \
pow_max = 10, delay_min = 10, delay_max = 50, size_min = 4, \
size_max = 13, excl_rad = -1 }
MARKER: p = lua:fog_machine { cloud_type = "freezing vapour", pow_min = 5, \
pow_max = 10, delay_min = 10, delay_max = 50, size_min = 4, \
size_max = 13, excl_rad = -1 }
MARKER: q = lua:fog_machine { cloud_type = "calcifying dust", pow_min = 5, \
pow_max = 10, delay_min = 10, delay_max = 50, size_min = 4, \
size_max = 13, excl_rad = -1 }
MARKER: r = lua:fog_machine { cloud_type = "thunder", pow_min = 5, \
pow_max = 10, delay_min = 10, delay_max = 50, size_min = 4, \
size_max = 13, excl_rad = -1 }
FTILE: +123456alpwq'r. = floor_crystal_squares
MAP
b
nbn
nblbn
nblllbn
bbllallbb
>bbnblllbnbb@
@+b11nblbn11b+>
bb...1nbn1...bb
bb4.5.1bbb1.5.3bb
nbn4...bb.bb...3nbn
nb'bn44b+...+b33nb'bn
nb'''bnbb.....bbnb'''bn
bb''r''bb...6...bb''q''bb
nb'''bnbb.....bbnb'''bn
nb'bn44b+...+b33nb'bn
nbn4...bb.bb...3nbn
bb4.5.2bbb2.5.3bb
bb...2nbn2...bb
>+b22nbwbn22b+@
@bbnbwwwbnbb>
bbwwpwwbb
nbwwwbn
nbwbn
nbn
b
ENDMAP
# The orcs have wrecked her old lab...
NAME: pf_guarded_unrand_delatra
TAGS: no_monster_gen
DEPTH: D:2-6
WEIGHT: 3
KFEAT: - = broken_door
ITEM: delatra's gloves no_pickup, any potion no_pickup / any scroll no_pickup
MONS: orc, orc wizard, orc warrior
: if you.depth() < 4 then
SUBST: 1 = 1..
: else
SUBST: 2 = 3
NSUBST: 1 = 2:2 / 1
: end
COLOUR: x. = blue
TILE: x = wall_pebble_lightblue
FTILE: .de123- = floor_pebble_blue
MAP
@
x-x
xx.xx
x...x
xG.Gx
x1.1x
xxxxxxxx-xxxx
x.e.x.......x
x...-.1...1.xxxxx
x1.1x.......x1.1x
xxxxx.1.2.1.-...x
x...d...x.e.x
xxxxxxxxxxxxx
ENDMAP
NAME: pf_guarded_unrand_woodcutter
TAGS: no_monster_gen
DEPTH: D:2-8
WEIGHT: 3
ITEM: woodcutter's axe no_pickup, hand axe
MONS: gnoll, gnoll bouda, gnoll sergeant
: if you.depth() < 4 then
SUBST: 2 = 1
SUBST: 1 = 1..
: elseif you.depth() < 6 then
NSUBST: 2 = 2 / 1
: else
SUBST: 1 = 1 / 3
: end
MAP
xxxxxxxxx
xxtttttttxx
xxttte.1.ttx
xxxttt..ccnccx
xxttt1..1c..2cxx
xtte..t1.n1..ccx
@........+.3d.cx
xtt...1t.n1..ccx
xxttt1e.1c..2cxx
xxxttt..ccnccx
xxttt.1.ettx
xxtttttttxx
xxxxxxxxx
ENDMAP
# Beogh's priests aren't fond of competition.
NAME: pf_guarded_unrand_meek
TAGS: no_monster_gen
DEPTH: D:3-9
WEIGHT: 3
ITEM: staff of the Meek no_pickup
: dgn.delayed_decay(_G, '_', 'human corpse')
MONS: orc, orc priest, orc warrior
: if you.depth() < 5 then
SUBST: 2 = .
SUBST: 1 = 1.
SUBST: 3 = 2
: elseif you.depth() >= 8 then
SUBST: 1 = 123
: end
KFEAT: G = orcish_idol
KFEAT: _ = altar_beogh
MAP
ccc ccc
cccGcccGcc
c1...c.1.c
c.1cc..2Gcc
@...c1.3d_c
c.1cc..2Gcc
c1...c.1.c
cccGcccGcc
ccc ccc
ENDMAP
NAME: dilly_guarded_unrand_throatcut
TAGS: no_monster_gen
DEPTH: D:3-9
WEIGHT: 3
MONS: kobold, kobold brigand, kobold demonologist
ITEM: throatcutter no_pickup
KITEM: "- = orc skeleton / goblin skeleton / hobgoblin skeleton /\
gnoll skeleton
KFEAT: a = x
KFEAT: p = c
: if you.depth() < 5 then
SUBST: 1 = 1---, 23 = 1112
: elseif you.depth() < 7 then
SUBST: 1 = 2---, 3 = 2223
: else
NSUBST: 1 = 2--, 2 = 223
: end
SUBST: " = "..., - = -., x = axx, c = pcc
KPROP: ap = bloody
TILE: cp = DNGN_STONE_DARK
MAP
ccccc
cc...cc
cc..d..cc
c.......c
c1123211c
c-11211-c
cc-111-cc
cc---cc
cc+cc
x"x
x"x
xx"xx
xxxx"""xxxx
+"""""""""+
xxxx"""xxxx
xx"xx
x"x
x"x
x+x
ENDMAP
# Natasha misses her master
NAME: dilly_guarded_unrand_morg
TAGS: no_monster_gen
DEPTH: D:3-9
WEIGHT: 3
KMONS: p = withered plant
MONS: kobold draugr / zombie, spectral thing / simulacrum
MONS: weeping skull, phantom, wraith
ITEM: dagger randart ego:pain pre_id no_pickup
ITEM: book of necromancy w:30 / book of decay w:5 / book of death w:5
: if you.depth() < 5 then
KMONS: D = natasha, phantom
SUBST: 3 = 2, 2 = 1112
: elseif you.depth() < 8 then
KMONS: D = wight band w:30 / wraith
SUBST: 3 = 34
: else
KMONS: D = skeletal warrior w:30 / draugr
SUBST: 1 = 2, 3 = 5
: end
SUBST: p = .ppp
COLOUR: t = brown
TILE: t = dngn_tree_dead
: set_feature_name("tree", "dead tree")
MAP
ttt
ttpttt
ttpeptt
tp3G3pt
tp2d2pt
ttp1Dptt
tpp1.ppttttt
ttppp..pppptt
ttttpp....pt
tttpppp..
ttttt.@
ENDMAP
NAME: dilly_guarded_unrand_devastator
TAGS: no_monster_gen transparent
DEPTH: D:4-12
WEIGHT: 3
ITEM: devastator no_pickup, stone, large rock q:1
MONS: ogre, two-headed ogre, gargoyle, boulder beetle
# 18 'a' squares. Use 11, saving 7 for 'D'.
NSUBST: a = 8=x / 3=G / D
NSUBST: ' = 20=e. / 10=f. / .
: if you.depth() < 7 then
NSUBST: D = 1 / 2=1. / xxG
: elseif you.depth() < 10 then
NSUBST: D = 2 / 2=2. / 3 / xxG
: else
NSUBST: D = 2 / 3 / 2=23.. / 4 / xxG
: end
FTILE: xGdef1234. = floor_pebble
TILE: G = dngn_statue_orb
MAP
a'a'a
'''''''
a'a'a'a
'''''''''
a'a'd'a'a
'''''''''
a'a'a'a
'''''''
a'a'a
ENDMAP
NAME: hellmonk_guarded_unrand_hermit
TAGS: no_monster_gen
DEPTH: D:3-8
WEIGHT: 3
KFEAT: _ = altar_ecumenical
KITEM: _ = hermit's pendant no_pickup
NSUBST: E = . / xxx., H = . / xxx., J = . / xxx., L = . / xxx., M = . / xxx.
NSUBST: N = . / xxx., ' = 8 / .
SUBST: D:wWlG, F = xxxxxG.
TILE: G = dngn_crumbled_column
MAP
xxx
xxxxx
xxxxxxx
xx'''xx
x'''''x
x.._..x
xx...xx
xxD.Dxx
xxEEExx
xxF.Fxx
xxHHHxx
xxF.Fxx
xxJJJxx
xxF.Fxx
xxLLLxx
xxF.Fxx
xxMMMxx
xxF.Fxx
xxNNNxx
xxx@xxx
ENDMAP
NAME: nicolae_guarded_unrand_lochaber
TAGS: patrolling no_monster_gen no_item_gen
DEPTH: D:10-, Depths
WEIGHT: 3
KITEM: L = lochaber axe no_pickup
: if you.in_branch("D") then
# Two-headed ogres get half the weight because they get twice the armament.
KMONS: a = orc knight ; war axe | broad axe | battleaxe w:5 / \
deep elf knight ; war axe | broad axe | battleaxe w:5 / \
tengu warrior ; war axe | broad axe | battleaxe w:5 / \
two-headed ogre w:5 ; war axe | broad axe | battleaxe w:5 . \
war axe | broad axe | battleaxe w:5
KMONS: p = orc knight ; halberd | demon trident | glaive w:5 / \
deep elf knight ; halberd | demon trident | glaive w:5 / \
tengu warrior ; halberd | demon trident | glaive w:5 / \
two-headed ogre w:5 ; halberd | demon trident | glaive w:5 . \
halberd | demon trident | glaive w:5
KMONS: L = ettin ; executioner's axe . bardiche
KMONS: P = phantasmal warrior w:5 / nothing
: else
KMONS: a = war gargoyle ; broad axe | battleaxe / \
stone giant ; broad axe | battleaxe / \
orc warlord ; broad axe | battleaxe / \
ettin w:5 ; broad axe | battleaxe . broad axe | battleaxe
KMONS: p = war gargoyle ; partisan | glaive / \
stone giant ; partisan | glaive / \
orc warlord ; partisan | glaive / \
ettin w:5 ; partisan | glaive . partisan | glaive
KMONS: L = deep elf blademaster ; executioner's axe . bardiche
KMONS: P = phantasmal warrior / nothing w:5
: end
SHUFFLE: DE
SUBST: D : cccT., E : GGGc.
MAP
G.....ccccccccccccccccc
.....Gcc.a.a.a.a.cccccc
..c++cc..........Pccccc
..c..cE.D.E.D.E.D.Ecccc
@.c..............P...cc
@.c................L..c
@.c..............P...cc
..c..cE.D.E.D.E.D.Ecccc
..c++cc..........Pccccc
.....Gcc.p.p.p.p.cccccc
G.....ccccccccccccccccc
ENDMAP
# Skysharks because that's what the slippers are made of. Elementals, anacondas,
# and throwing nets to demonstrate the hazards that the slippers can help you
# with. The merfolk will also have some nets and tridents, if you're not
# interested in the footwear.
NAME: nicolae_guarded_unrand_slippers
TAGS: no_item_gen no_monster_gen no_trap_gen no_pool_fixup transparent
DEPTH: D:10-
WEIGHT: 3
KITEM: s = slick slippers no_pickup
KMONS: S = skyshark w:40 / nothing
KMONS: ET = nothing w:20 / water elemental / anaconda / \
w:20 merfolk ; trident w:45 | trident good_item | \
demon trident w:5 . throwing net q:4
KFEAT: sS = W
KFEAT: E = w
KFEAT: T = T w:30 / V
KPROP: sSEwWT` = no_tele_into
MAP
.........
......cccnccc......
...ccccccwwwwwcccccc...
...cwwwwwEwEwE`````c...
@..cwSWSwwwwww`T`T`c..@
@..nwWsWWWWWWW`````=..@
@..cwSWSwwwwww`T`T`c..@
...cwwwwwEwEwE`````c...
...ccccccwwwwwcccccc...
......cccnccc......
.........
ENDMAP
NAME: nicolae_guarded_unrand_storm_shield
TAGS: no_monster_gen no_trap_gen no_tele_into
DEPTH: D:10-
KITEM: S = storm queen's shield no_pickup
KMONS: S = patrolling storm dragon
KMONS: 1 = sixfirhy w:20 / shock serpent w:20 / spark wasp w:20 / \
air elemental / raiju
KMONS: 2 = tengu conjurer / deep elf zephyrmancer / spriggan air mage w:3
NSUBST: 1 = 2 / 1111112
MAP
xxx xxx
xxxxx @@@ xxxxx
xxxxxxc.....cxxxxxx
xxxxxxccc=cccxxxxxx
xxxxccc.....cccxxxx
xxxcG.......Gcxxx
ccc....1....ccc
.c...1...1...c.
@.c...........c.@
@.=..1..S..1..=.@
@.c...........c.@
.c...1...1...c.
ccc....1....ccc
xxxcG.......Gcxxx
xxxxccc.....cccxxxx
xxxxxxccc=cccxxxxxx
xxxxxxc.....cxxxxxx
xxxxx @@@ xxxxx
xxx xxx
ENDMAP
# A monster will have this equipped rather than it being on the ground
# Yo ho ho and a bottle o' rum
NAME: beargit_guarded_unrand_captain_cutlass
TAGS: no_monster_gen no_item_gen patrolling
DEPTH: Shoals, Swamp, Crypt, Depths
WEIGHT: 3
# The captain and their parrot(s), the lore-invoking kraken,
# some undead crew members, and some lingering ghosts.
: if you.in_branch("Swamp") then
MONS: skeletal warrior ; captain's cutlass . swamp dragon scales
MONS: shard shrike zombie, kraken zombie / kraken simulacrum
MONS: bog body / freezing wraith / spriggan berserker zombie / \
spriggan draugr w:2
KMONS: 56 = bloated husk / hydra zombie
KMONS: 7 = ghost crab / will-o-the-wisp
NSUBST: w = 1:3 / 4:6 / 1:67 / 1:7 / *:w
SUBST: ~ = t, ? = 4
KITEM: Z = human skeleton / spriggan skeleton
: elseif you.in_branch("Shoals") then
TAGS: water_ok no_pool_fixup
# Shoals doesn't have any default undead themes, so instead have
# mostly wildlife that picked the crew's bones clean.
MONS: skeletal warrior ; captain's cutlass . scale mail . buckler
MONS: harpy draugr, kraken
MONS: merfolk draugr / spectral snapping turtle w:4
KMONS: 56 = wind drake / manticore
KMONS: 7 = alligator snapping turtle
KMONS: 0 = harpy / sea snake / snapping turtle
NSUBST: w = 2:3 / 3:6 / 1:77w / *:w, 4 = 4:0 / 2:Z / *:4
SUBST: ~ = @, ? = 0
KITEM: Z = human skeleton / merfolk skeleton
: elseif you.in_branch("Crypt") then
MONS: ancient champion ; captain's cutlass . scale mail . kite shield
MONS: shard shrike simulacrum / spectral shard shrike, spectral kraken
MONS: skeletal warrior / jiangshi / vampire knight w:4 / \
alligator snapping turtle draugr w:2 / sea snake draugr w:2
KMONS: 56 = flayed ghost / vampire mage
KMONS: 7 = curse skull
SUBST: ~ = xw, ? = 2
NSUBST: w = 2:3 / 2:6 / 1:7 / 1:6w / *:w, . = 2:4
KITEM: Z = spriggan skeleton / merfolk skeleton
: else -- Depths
MONS: ancient champion ; captain's cutlass . plate armour
MONS: caustic shrike simulacrum / spectral caustic shrike
MONS: kraken / kraken simulacrum / spectral kraken
MONS: jiangshi / spriggan defender zombie / vampire knight w:4
KMONS: 56 = phantasmal warrior / spectral storm dragon
KMONS: 7 = flayed ghost / merfolk javelineer
NSUBST: w = 3:3 / 3:6 / 3:7 / 4 = 67w / *:w
SUBST: ~ = xw, ? = 2
KITEM: Z = any skeleton
: end
ITEM: potion of moonshine pre_id, potion of ambrosia pre_id
ITEM: scroll of immolation pre_id / % w:20
KFEAT: 67 = w
NSUBST: . = 10:d / 2:e / 8:Z / 3:` / 3:4 / 3 = 45.. / *:.
KPROP: ` = bloody
: vault_metal_statue_setup(_G, "G", "mystic cage")
MAP
WWWWWWWWWWWWWW.@.WWWWWWWWWWWWWW
WWWWWWWWwwwwwww...wWwWwwWWWwwwwwww
WwwwWwwwWwwwwwww.`.wwwwwwwWwwwwwwwwww
wwwwwwwwwwwwwwwwww...wwwwwwwwwwwwwwwwww
wwwwwxxmxmxmxmxmx...`.wwwwwwwwwwwwwwwwwww
wwwwxxff.f+.....+............wwwwwwwwwwww
wwwwxf..fxx..4..x...............xxxxwwwwwwww
wwwxxxxxxxxxxxxxx.....4....>....x.4xxxxwwwwww
wwxx.G..x.......+...............x`.`.5xxxxwww
wwm.....x.......x....xxx........+.4.`.x4.xxwwww
wwx*12?.xxx+xxxxx....xxx........xxxxxxx.4|xxxww
wwm.....+...4...+....xxx..4.....+.....+.4xxwww
wwxx....x.......x...............x..4..xxxxwwww
wwwxxx+xxxxx+xxxx....4.....>....x..xxxxwwwwww
wwwwx$$$$$x...4.x...............xxxxwwwwwwww
wwwwxx$$$$x.....x............wwwwwwwwwwww
wwwwwxxxxxxmxmxmx.....wwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
~~~~~~~wwwwwww~~~w~w~ww~~~wwwwwwww
ENDMAP
NAME: orjb1_guarded_unrand_arga
TAGS: no_monster_gen no_trap_gen no_item_gen
DEPTH: Vaults, Depths
WEIGHT: 3
KITEM: d = arga no_pickup
MONS: quicksilver dragon
TILE: v = dngn_metal_wall_lightblue
MAP
vv=====vv
v.......v
v...1...v
vv.....vv
v1...1v
vv.d.vv
vvvvv
ENDMAP
NAME: orjb1_guarded_unrand_rift
TAGS: no_monster_gen no_trap_gen no_item_gen uniq_guarded_rift
DEPTH: Vaults, Elf
WEIGHT: 2
MONS: dancing weapon ; damaged demon trident ego:distortion
KMONS: D = dancing weapon ; rift
KMONS: E = generate_awake occultist god:Lugonu name:mad_acolyte_of_Lugonu \
n_rpl n_des n_noc col:lightgreen tile:mons_mad_acolyte_of_lugonu; \
robe good_item . demon trident ego:distortion | demon trident ego:none \
spells:smiting.20.priest;banishment.10.priest;invisibility.10.priest;
KMONS: B = pile of debris
ITEM: demon trident ego:none w:15 / demon trident ego:distortion / \
demon trident ego:chaos w:5
ITEM: elf skeleton / blink frog skeleton
KFEAT: D = altar_lugonu
KFEAT: E = stone_arch
NSUBST: ? = 3:1 / 4:d / *:., ! = 3:e / *:.
TILE: c : stone_wall_abyss_a / stone_wall_abyss_b / stone_wall_abyss_c
MAP
c===c
cc..?cc
cc!?..?cc
cc??.DB.?cc
cc.?.!EU!?.cc
cc!.?.???!!?.cc
ccccccccccccccccc
ENDMAP
####
# From the dcss channel on the roguelikes discord:
# Lici the Crawler: @nicolae FR some earlyish (d7-d11) vaults
# with lightning rod in them
# Iguana Iguana: @nicolae FR some earlyish (d7-d11) vaults
# with lightning rod and harm in them. FTFY
# You've got to give the people what they want.
NAME: nicolae_have_a_lightning_rod
DEPTH: D:7-11
KITEM: L = lightning rod
KITEM: H = scarf ego:harm pre_id
KMONS: E = electric eel
KMONS: R = patrolling raiju
KFEAT: E = w
NSUBST: E = 2=E / 2=w / 2=Ew
veto {{
return not items.pickable("lightning rod")
}}
MAP
xxxxxxxxxxxxxxxxxxxxxx
xxxxxwEwwxxxxxxxxxxxxx
xxxwww..wwwxxxxxxxxwwx
xwww...R..wEwxxxxEww.@
xw..........wwwwww...@
@.....ww..LH..ww.....@
@...wwwwww..........wx
@.wwExxxxwEw..R...wwwx
xwwxxxxxxxxwww..wwwxxx
xxxxxxxxxxxxxwwEwxxxxx
xxxxxxxxxxxxxxxxxxxxxx
ENDMAP
# I expanded Lici's request to a few other evokers.
# (See comment on nicolae_have_a_lightning_rod)
NAME: nicolae_beast_mode
TAGS: transparent
DEPTH: D:7-11
KITEM: D = box of beasts
# Even on juveniles, blinkbolt can be overwhelming, especially if you roll more
# than one shock beast. Explicitly specify beast facets here to avoid rolling
# any shock ones for the juveniles. The larval one, being the "boss" here, can
# still roll shock for now.
KMONS: D = juvenile bat-sting mutant beast / juvenile fire-bat mutant beast / \
juvenile bat-weird mutant beast / juvenile ox-bat mutant beast / \
juvenile sting-fire mutant beast / juvenile weird-sting mutant beast / \
juvenile sting-ox mutant beast / juvenile fire-weird mutant beast / \
juvenile ox-fire mutant beast / juvenile weird-ox mutant beast
KMONS: L = larval mutant beast
NSUBST: D = D / L / ., L = 2=L / 3=-L / -
SUBST: - = .x, ` = x_
CLEAR: _
veto {{
return not items.pickable("box of beasts")
}}
MAP
`xxxxx`
`xx-.-x
..xx-L.....xx`
.......-...-x`
`x-...-..L...-xx`
xxx-.L.....-..-xx`
xxx-.-.......L.-x`
xx-.....DD......x`
`x-..L..DDD..-.L.
xx-.-...DD......
`x-.L........L..
`xx-..-.....-.-x`
xx-..L..-L..-xx`
`x..........-xx`
...-xxx-..xxxx
.xxxxxx..xx`
`xxx`
ENDMAP
NAME: nicolae_rank_and_phial
TAGS: transparent patrolling
DEPTH: D:7-11
KITEM: P = phial of floods
KMONS: E = water elemental
KMONS: P = patrolling merfolk
KFEAT: E~ = w
KMASK: E~ = no_pool_fixup
SUBST: M = w.
NSUBST: E = 2=E / 2=Eww / *:w
veto {{
return not items.pickable("phial of floods")
}}
MAP
MMMMMMMMMMM
MwwwwwwwwwM
MwE~~E~~EwM
Mw~wwwww~wM
Mw~w...w~wM
MwEw.P.wEwM
Mw~w...w~wM
Mw~wwWww~wM
MwE~~W~~EwM
MwwwwWwwwwM
MMMMMWMMMMM
ENDMAP
# Summoning a player illusion is probably too cruel at this depth, so a boggart
# or two doing shadow creatures will have to suffice thematically instead.
NAME: nicolae_phantomly_mirrored
TAGS: no_item_gen no_monster_gen no_trap_gen
DEPTH: D:7-11
KITEM: P = phantom mirror
# Using the same probabilities from mon-gear.cc.
KMONS: O : w:60 two-headed ogre ; giant club . giant club / \
w:30 two-headed ogre ; giant spiked club . giant spiked club / \
w:9 two-headed ogre ; dire flail . dire flail / \
w:1 two-headed ogre ; great mace . great mace
KMONS: S = boggart
KFEAT: DEFH = G
SHUFFLE: OS
{{
local statuetiles = {"dngn_statue_ancient_evil", "dngn_statue_ancient_hero",
"dngn_statue_angel", "dngn_statue_archer", "dngn_statue_axe",
"dngn_statue_cat", "dngn_statue_centaur", "dngn_statue_cerebov",
"dngn_statue_demonic_bust", "dngn_statue_dragon", "dngn_statue_dwarf",
"dngn_statue_elephant", "dngn_statue_hydra", "dngn_statue_imp",
"dngn_statue_maw", "dngn_statue_mermaid", "dngn_statue_naga",
"dngn_statue_orb", "dngn_statue_orb_guardian", "dngn_statue_polearm",
"dngn_statue_princess", "dngn_statue_sigmund", "dngn_statue_snail",
"dngn_statue_sword", "dngn_statue_tengu", "dngn_statue_tentacles",
"dngn_statue_triangle", "dngn_statue_twins", "dngn_statue_wraith"}
tile("D : " .. util.random_from(statuetiles))
tile("E : " .. util.random_from(statuetiles))
tile("F : " .. util.random_from(statuetiles))
tile("H : " .. util.random_from(statuetiles))
}}
veto {{
return not items.pickable("phantom mirror")
}}
MAP
xxxxxxxx
xxvvvvvxxxx
xxv...vvvvxxxx
xxv.H....vvvvxxxx
xvv....F....vvvvx
xv.....O..E....vx
@.........S..D.vx
@............P.vx
@.........S..D.vx
xv.....O..E....vx
xvv....F....vvvvx
xxv.H....vvvvxxxx
xxv...vvvxxxxx
xxvvvvvxxx
xxxxxxxx
ENDMAP
####
# A simple idea I had about vaults guarding highly valued dual-school spells
# alongside other thematic loot. Since these have a bit of a spoilery nature,
# they're still sorted with the other guarded unrands and less likely than
# default, but it'd be a nice concept to extend to other spells in game-long
# vaults like Permafrost Eruption, Hellfire Mortar, or Freezing Cloud....
NAME: regret_index_guardbook_plasma_beam
TAGS: no_monster_gen no_item_gen vaults_hard vaults_orient_n vaults_orient_s
DEPTH: D:8-, Vaults, !Vaults:$, Elf, Depths, Zot
WEIGHT: 10 (Vaults), 6
SHUFFLE: d|
: if you.in_branch("D") then
: if you.depth() < 10 then
MONS: sky beast, fire bat
MONS: fire elemental, tengu warrior ; long sword ego:electrocution . \
leather armour . buckler
KMONS: 0 = orc wizard / steam dragon / centaur / marrowcuda
NSUBST: . = 3:2 / 3 = 2. / *:.
: elseif you.depth() < 12 then
MONS: fire elemental, harpy
MONS: deep elf pyromancer, tengu conjurer
KMONS: 0 = wyvern / red ugly thing / cyan ugly thing / fire bat band w:2
: else
MONS: salamander ; shortbow ego:flaming . spear ego:flaming, tengu conjurer
MONS: deep elf zephyrmancer, efreet / fire dragon w:2
KMONS: 0 = centaur warrior / fire crab / \
laughing skull band / thermic dynamo w:2
: end
SUBST: | = e
: else
: if you.in_branch("Vaults") then
MONS: lindwurm, crawling flesh cage / polterguardian / formless jellyfish
MONS: ironbound thunderhulk / deep elf annihilator w:5
MONS: hell knight w:2 / fire giant / yaktaur captain ; arbalest ego:flaming
KMONS: 0 = vault guard / ironbound preserver / centaur warrior
SUBST: @ = ., u = c
TILE: c = dngn_stone_wall_red
: elseif you.in_branch("Elf") then
MONS: deep elf pyromancer, deep elf zephyrmancer
MONS: air elemental, dancing weapon ; scimitar ego:flaming
KMONS: 0 = glowing shapeshifter / deep elf annihilator w:5 / thermic dynamo w:5
COLOUR: u = red
: elseif you.in_branch("Depths") then
MONS: hell knight / fire giant w:2, spriggan air mage / spark wasp w:4
MONS: storm dragon, tengu reaver
KMONS: 0 = fire dragon / chonchon w:2 / spriggan rider w:2
: else -- Zot
MONS: black draconian, red draconian scorcher
MONS: golden dragon, electric golem
KMONS: 0 = red draconian / storm dragon w:5 / moth of wrath w:5
NSUBST: % = 1:)> / 1:]>
: end
SUBST: | = f
: end
: if you.in_branch("Vaults") then
CLEAR: X
: else
SUBST: X = x
: end
ITEM: randbook disc:fire disc2:air spells:plasma_beam pre_id
ITEM: staff of air / staff of fire / \
fire dragon scales good_item / storm dragon scales good_item
ITEM: staff of air randart / staff of fire randart / \
fire dragon scales randart / storm dragon scales randart
KFEAT: u = x
NSUBST: z = 2:x. / * = x., . = 1:0 / *:.
: vaults_hard_standard(_G)
TILE: u = wall_pebble_red
TILE: v = dngn_metal_wall_lightcyan
MAP
xx@x@x@xx xxxxxxx xxxx
x...z...xxxxxxx..z..xxxxxxx.1xX
Xxx........$xzx$.......$xzx$..02X
X....vvuvv.......vvuvv.......u..X
Xz...v.d.v..u.u..v.%.v..u.u..v..X
X....v.4.v..vvv..v1.1v.......v..X
X....v...v.......v...v.......v..X
X..uuuu.uuuu...uuuu2uuuu4v4uuuu.X
X...v.....v.....v.....v.....v...X
X.uuuu3v3uuuu1uuuu...uuuu.uuuu..X
X..v.......v...v.......v...v....X
X..v.......v2.2v..vvv..v.3.v....X
X..v..u.u..v.%.v..u.u..v.|.v...zX
X..u.......vvuvv.......vvuvv....X
X20..$xzx$.......$xzx$........xxX
Xx1.xxxxxxx..z..xxxxxxx...z...x
xxxx xxxxxxx xx@x@x@xx
ENDMAP
# Justicar's Regalia
# Bad guys in jail
NAME: tekkud_guarded_unrand_justicar
TAGS: no_monster_gen no_item_gen no_trap_gen vaults_hard vaults_orient_n
DEPTH: Elf:2-, Vaults, !Vaults:$, Depths
WEIGHT: 3
MONS: angel / cherub, fravashi / daeva
ITEM: justicar's_regalia no_pickup, any amulet no_pickup
KFEAT: m = iron_grate
: if you.in_branch("Elf") then
MONS: deep elf pyromancer / deep elf zephyrmancer / \
deep elf archer / deep elf knight
MONS: deep elf elementalist / deep elf blademaster / deep elf master archer
MONS: deep elf high priest / deep elf death mage / deep elf demonologist /\
deep elf annihilator / balrug w:5 / blizzard demon w:5
SUBST: 2 = 2.
: elseif you.in_branch("Vaults") then
MONS: vault guard w:30 / vault sentinel / peacekeeper w:5
MONS: crystal guardian / vault warden / titan
MONS: entropy weaver / death knight / polterguardian w:5 /\
glowing orange brain w:8 / boggart w:8 / dread lich w:2
# if no_convoke ever gets added as a vault tag,
# this won't need the reduced holies subst.
SUBST: 1 = 1.., 2 = 2.., @ = .
: else -- Depths
MONS: tengu warrior / spriggan defender w:8 / fire giant / \
frost giant / stone giant / guardian sphinx w:14
MONS: ophan / walking divine tome / pearl dragon w:5
MONS: hell knight / rakshasa / chonchon / vampire mage / vampire knight / \
alderking / dread lich / shadow demon / glowing orange brain
: end
NSUBST: y = 3:3 / 2=33. / *:.
NSUBST: z = 1:5 / 2=5. / *:.
TILE: c = wall_stone_smooth
TILE: v = dngn_metal_wall_white
COLOUR: v = white
FTILE: =+Gdeu.mn12345 = floor_pebble_darkgray
: vault_metal_statue_setup(_G, "G", "silver statue")
MAP
@@@@@
cccc+++cccc
c.........c
c.vvnnnvv.c
c.vG...Gv.c
c.v.....v.c
c.v..d..v.c
ccccccc.v.....v.ccccccc
c....y..vG...Gv..y....c
c.vvvvvvnvv+vvnvvvvvv.c
c.vG...zm.2.2.=....Gv.c
c.v.....m3...3m..z..v.c
cyn5.e..m..4..m..e5.nyc
c.v.....m1...1m..z..v.c
c.vG...z=.3.3.m....Gv.c
c.vvvvvvnmmmm+nvvvvvv.c
c....y..v.....v..y....c
ccccccc.v..3..v.ccccccc
c.n..G..n.c
cyv.....vyc
c.v.....v.c
c.vn===nv.c
c....y....c
ccccccccccc
ENDMAP
###################################################################
#
# <<9>> Pre-Lair vaults with monsters guarding a manual
# Manuals are most interesting early in the game when your character may
# not yet be committed to a specific strategy. However, randomly
# generated manuals are extremely rare and biased towards deeper levels,
# and existing vaults that explicitly place manuals are all quite deep as
# well. So here are some shallow vaults that place manuals!
#
# These all have a mean of five monsters and a minimum of two, with the
# exception of minmay_manual_mares which simply has 2 centaurs. There are
# currently 10 vaults, with a total weight of 50.
NAME: minmay_manual_maat
TAGS: transparent
WEIGHT: 3
DEPTH: D:4-8
ITEM: any manual
NSUBST: 0 = 0 / ...0
SUBST: 0 = 0009
SUBST: x : xxxxccvb
MAP
.......
..xxxxx..
.xx...xx.
.x.xxxdx.
.xx...xx.
.x0xxxx..
.xx00.0.
.x0xxx.
.xx00..
.x0xxx.
.xx00..
.x0xxx.
.xx00..
.x0xxx.
.xx....
....
ENDMAP
NAME: minmay_manual_macuahuitl
TAGS: transparent
WEIGHT: 3
DEPTH: D:4-8
ITEM: any manual
NSUBST: 0 = 2=0 / ...0
SUBST: 0 = 0009
MAP
................
..cc.cc.cc.cc.c..
... ..xxxxxxxxxxxxxcc.
.x...0xx.x.0x.0x.0xxx..
.xxxxx00x.0x.0x.0x.dxc.
.x...0xx.0x.0x.0x.0xx..
... ..xxxxxxxxxxxxxcc.
..cc.cc.cc.cc.c..
................
ENDMAP
NAME: minmay_manual_mail
TAGS: transparent
WEIGHT: 7
DEPTH: D:4-8
# crawl can mirror the vault, so no need to randomize these
ITEM: any manual, ring mail
NSUBST: 0 = 2=0 / ...0
SUBST: 0 = 0009
MAP
.........
..vvv0vvv..
.v...v...v..
.v.0vvv0vvv..
.v.v0v0v0v0v..
..vvvdvvvevvv..
..v0v0v0v0v.v.
..vvv0vvv0.v.
..v...v...v.
..vvv0vvv..
.........
ENDMAP
NAME: minmay_manual_mandibuliform
TAGS: transparent
WEIGHT: 3
DEPTH: D:4-8
NSUBST: 0 = 2=0 / ...0
SUBST: 0 = 0009
ITEM: any manual
MAP
...
.x..
.xx..
0cxx..
0c.xx..
00.cxx..
0c0c.xx..
0c0..cxx..
.xxc000xx..
..xxxc0cxx..
...xxx00xx.
...xxxdx.
...xxx.
.....
ENDMAP
# this layout tries to be as merciful to autoexplore as centaurs can be
NAME: minmay_manual_mares
TAGS: transparent
WEIGHT: 7
DEPTH: D:4-8
ITEM: any manual
MONS: centaur
SUBST: x : xxxxccvb
MAP
.......
..xx.xx..
.xx...xx.
.x..xx.x.
...1d1...
.x.xx..x.
.xx...xx.
..xx.xx..
.......
ENDMAP
NAME: minmay_manual_mess
TAGS: transparent
WEIGHT: 7
DEPTH: D:4-8
ITEM: any manual
NSUBST: 0 = d / 2=0 / ...0
SUBST: 0 = 0009
SUBST: x : xxxxccvb
MAP
..........
.x.xx00xx..
..x0xxx00x..
..x00xxx0xx.
..xx00xx0x.
.x0x000x..
..xx.xx..
.......
ENDMAP
NAME: minmay_manual_monolith
TAGS: transparent
WEIGHT: 3
DEPTH: D:4-8
ITEM: any manual
NSUBST: 0 = 2=0 / ...0
SUBST: 0 = 0009
MAP
..0.0.0.0.0.0.
0ccccccdccccc.
.cccccccccccc0
.0.0.0.0.0.0..
ENDMAP
NAME: minmay_manual_monstrance
TAGS: transparent
WEIGHT: 7
DEPTH: D:4-8
ITEM: any manual
NSUBST: 0 = 2=0 / ...0
SUBST: 0 = 0009
SUBST: x : xxxxccvb
MAP
...
.x.
...0x0...
.x.x0x.x.
...xx0xx...
.xxx0d0xxx.
...xx0xx...
.x.x0x.x.
...x0x...
.x0x.
..x0x..
..xx0xx..
.xxx0xxx.
....0....
ENDMAP
NAME: minmay_manual_moon
TAGS: transparent
WEIGHT: 7
DEPTH: D:4-8
ITEM: any manual
NSUBST: 0 = 2=0 / ...0
SUBST: 0 = 0009
SUBST: b : xcvbG.....
SUBST: x : xxxxccvb
MAP
......
...xxxx..
..xxxxxxx..
.0xx...xxxx.
.x...00dxxx.
....00.0.xx.
..00b00.xx.
...00..x..
..0..xx.
....x..
..x0.
...
ENDMAP
# The asymmetry is intentional
NAME: minmay_manual_mullet
TAGS: transparent no_monster_gen
WEIGHT: 3
DEPTH: D:4-8
ITEM: any manual
NSUBST: 0 = 2=0 / ...0
SUBST: 0 = 0009
SUBST: x : xxxxcccv
MAP
WWWW WWWW
WWxxW WWxxW
WWWWWWWxxWWWWWxxWW WWWW
WWWWWxxxxxxxxxxxxxxWWWWWWWxxW
WWWxxxxx.W.x0W..xW..xxxxxxWxxWW
WWxxx00..x.x.x.x..x0x0x.x.xxxWW
Wxxd000b..x.W.x.W..x0..W.W..+W
WWxxxx00...x.x.x.x.0x0x.x.xxxWW
WWWWxxxxxx.x0W.x.Wx.xxxxxxWxxWW
WWWWWWxxxxxxxxxxxxWWWWWWWxxW
WWxxWWWWWWWWxxWW WWWW
WWxxW WWxxW
WWWW WWWW
ENDMAP
###################################################################
#
# <<10>> The classics.
# These are ancient minivaults, or expansions of them.
#
###################################################################
# Wizard's laboratory
NAME: laboratory
DEPTH: D:12-, Depths, Elf
MONS: arcanist, occultist, kobold fleshcrafter
MONS: small abomination, large abomination
KFEAT: T = permanent teleport trap
: if you.branch() ~= "D" then
SUBST: 1 = 3
: else
SUBST: * = %, | = *
: if you.depth() > 12 then
SUBST: 1 = 12
: end
: end
: vault_metal_statue_setup(_G, "G", "mystic cage")
MAP
ccc+cccccc
cT......Gc
c........c
c......1.c
cG.......c
ccccccc+cc
c***c5454c
c|**+4445c
c||*c545Gc
cccccccccc
ENDMAP
# Lava pond
NAME: minivault_8
TAGS: transparent
DEPTH: D:9-, Elf:1-2
MONS: patrolling molten gargoyle
SUBST: F = G:99 F:1
KMONS: F = orange crystal statue / obsidian statue / ice statue
KMASK: FG = opaque
MAP
x.x.x.x.x.x.
.c.c.c.c.c.x
x...l1l...c.
.c.llllll..x
x.lllllll1c.
.c.llFGll..x
x..llGFll.c.
.c1lllllll.x
x..llllll.c.
.c...l1l...x
x.c.c.c.c.c.
.x.x.x.x.x.x
ENDMAP
# Evil zoo
NAME: door_vault
TAGS: allow_dup luniq vaults_hard
DEPTH: D:13-, Elf, Vaults, !Vaults:$, Crypt, Depths, Zot, Dis, Geh, Tar, Coc
# Pick interesting monsters for dungeon branches.
: if you.in_branch("Elf") then
KMONS: 1 = dancing weapon / deep elf annihilator / deep elf blademaster / \
deep elf master archer / deep elf sorcerer / \
deep elf death mage / deep elf demonologist / \
deep elf high priest / place:Elf:$ w:27
: elseif you.in_branch("Crypt") then
KMONS: 1 = reaper / ancient champion / vampire knight / flayed ghost / \
eidolon / revenant soulmonger / ancient lich / dread lich / \
curse skull w:15 / vampire bloodprince w:15 / place:Crypt:$ w:30
: elseif you.in_branch("Dis") then
KMONS: 1 = tormentor / hellion / shadow demon / tzitzimitl / \
ice fiend / brimstone fiend / hell sentinel w:15 / \
iron giant w:15 / place:Dis:$ w:30
: elseif you.in_branch("Geh") then
KMONS: 1 = tormentor / hellion / balrug / brimstone fiend w:15 / \
oni incarcerator / ancient lich / dread lich / place:Geh:$ w:20
: elseif you.in_branch("Tar") then
KMONS: 1 = oblivion hound w:15 / death drake / undertaker / tormentor / \
shadow demon / tzitzimitl w:15 / ancient lich / dread lich / \
place:Tar:$ w:27
: elseif you.in_branch("Coc") then
KMONS: 1 = shard shrike w:15 / titan / blizzard demon / tormentor / \
ice fiend w:15 / ancient lich / dread lich / place:Coc:$ w:24
: elseif you.in_branch("Zot") then
KMONS: 1 = nonbase draconian / orb of appropriateness / electric golem / \
killer klown / ancient lich / dread lich / curse toe / \
protean progenitor / place:Zot:$ w:20
# Dungeon, Vaults, and Depths get 8 spawns.
: else
KMONS: 1 = 8
: vaults_hard_standard(_G)
: end
KMONS: 2 = 9
: door_vault_setup(_G)
MAP
..............
..............
..aaaaaaaaaa..
..a++++++++a..
..a++++++++a..
..a++1111++a..
..a++1221++a..
..a++1221++a..
..a++1111++a..
..a++++++++a..
..a++++++++a..
..aaaaaaaaaa..
..............
..............
ENDMAP
# No, John. You are the door vault
NAME: reverse_door_vault
TAGS: no_descent
DEPTH: Depths:2-
WEIGHT: 4
KMONS: 1 = 8
KMONS: 2 = 9
: door_vault_setup(_G)
MAP
xxxxxxxxxxxxxx
x1...1..1.2.1x
x.++++++++++.x
x2++++++++++.x
x.++aaaaaa++.x
x1++a....a++1x
x.++a.(..a++.x
x.++a....a++.x
x1++a....a++1x
x.++aaaaaa++.x
x.++++++++++2x
x.++++++++++.x
x1.2.1..1...1x
xxxxxxxxxxxxxx
ENDMAP
# Closed-box minivault
NAME: minivault_12
TAGS: no_descent
DEPTH: D:8-, Depths, !Depths:$
KPROP: .><$*|9 = no_tele_into
KMASK: " = !opaque
MAP
""""""""""""
"nccccxcccn"
"c>9$9$9$<c"
"c.$9$9$.$c"
"c$.****$.c"
"c.$*||*.$x"
"x$.*||*$.c"
"c.$****.$c"
"c$9$9$9$.c"
"c<$9$9$9>c"
"ncccxccccn"
""""""""""""
ENDMAP
# Little trap spiral
NAME: minivault_13
TAGS: ruin_abyss transparent
DEPTH: D:9-, Elf, Abyss
KMONS: F = orange crystal statue / obsidian statue / ice statue
: if you.in_branch("Elf") then
KMONS: 9 = air elemental / thermic dynamo / dancing weapon / \
deep elf annihilator / deep elf high priest
KMONS: 8 = deep elf sorcerer / deep elf death mage / \
deep elf demonologist / deep elf elementalist / \
deep elf blademaster w:5 / deep elf master archer w:5
: end
ITEM: robe good_item / scale mail good_item
SHUFFLE: AB, CD, EH/FG
SUBST: F = G:99 F:1, ABCD = $'
: if you.in_branch("Abyss") then
SUBST: '| = dd$, = = +
: end
MAP
............
.xxxxxxxxxx.
.+..c..c.9x.
.x.B+.D+..x.
.ccccccc=cc.
.c.8+|0c8.c.
.c8$c.|c..c.
.cc+cccc+cc.
.c.9+.F+..c.
.c..cG.c9.c.
.cccccccccc.
............
ENDMAP
# Lava pond
NAME: minivault_15
TAGS: extra transparent no_descent
: if you.in_branch("D") then
KMONS: 1 = orange crystal statue / obsidian statue / ice statue
: else
KMONS: 1 = orange crystal statue
: end
KFEAT: 1 = <
KMASK: 1<|* = opaque
MAP
.........
...lll...
..vvlvv..
.lv|*|vl.
.ll*1*ll.
.lv|*|vl.
..vvlvv..
...lll...
.........
ENDMAP
NAME: minivault_16
TAGS: allow_dup extra luniq transparent
WEIGHT: 40
# as this replaces the former statue only minivaults
: if you.in_branch("D") then
MONS: orange crystal statue / obsidian statue / ice statue
: else
MONS: orange crystal statue
: end
SUBST: G = G111
MAP
...........
...........
...........
...........
...........
.....G.....
.....%.....
...........
...........
...........
...........
ENDMAP
NAME: minivault_20
TAGS: allow_dup extra ruin_abyss transparent
DEPTH: D:9-, Elf, Abyss
MAP
............
.xxxx..xxxx.
.x........x.
.x..xxxx..x.
.x.x....x.x.
...x.x9.x...
...x.9x.x...
.x.x....x.x.
.x..xxxx..x.
.x........x.
.xxxx..xxxx.
............
ENDMAP
NAME: minivault_25_ag
TAGS: allow_dup extra ruin_abyss transparent
DEPTH: D:9-, Elf, Abyss
KFEAT: > = abyssal_stair
SHUFFLE: XY, ABCDE
SUBST: X=x, Y=+
SUBST: A=?, B=%%%*, C=T, D=0009, E=89
: if you.in_branch("Abyss") then
SUBST: %* = >
: end
MAP
............
.xxXxxxxxxx.
.x........x.
.x.xYxxxx.Y.
.x.x....X.x.
.x.x.AA.x.x.
.x.x.AA.x.x.
.x.X....x.x.
.Y.xxxxYx.x.
.x........x.
.xxxxxxxXxx.
............
ENDMAP
NAME: minivault_28
TAGS: allow_dup ruin_abyss transparent
DEPTH: D:9-, Elf, Abyss
MAP
...........
.xxxx.xxxx.
.x.......x.
.x..999..x.
.x.9...9.x.
...9.I.9...
.x.9...9.x.
.x..999..x.
.x.......x.
.xxxx.xxxx.
...........
ENDMAP
# These next three are former food vaults
NAME: grunt_livestock
TAGS: extra no_monster_gen no_trap_gen patrolling
DEPTH: D:7-14
MONS: human ; animal skin . hand axe
{{
local hog_weight = 14 - you.absdepth()
if hog_weight <= 0 then
mons("yak")
else
mons("hog w:" .. hog_weight .. " / yak w:1")
end
}}
KFEAT: K = iron_grate
KFEAT: F = cache_of_meat
KFEAT: - = open_door
MAP
.xxxxxxx
@+...$$x
.x...1Fx
xKK-KKx
x2...2x
x.2.2.x
xxxxxxx
ENDMAP
NAME: hangedman_stone_soup
DEPTH: D:10-14
TAGS: extra patrolling no_rotate no_vmirror
# Branch representatives working together to cook some soup:
# D, Orc, Elf, Swamp, Shoals, Vaults, Crypt, Pan.
KMONS: A = kobold
KMONS: B = orc
KMONS: C = deep elf pyromancer / deep elf zephyrmancer
KMONS: D = spriggan
KMONS: E = merfolk
KMONS: F = human
KMONS: G = vampire
KMONS: H = crimson imp
KITEM: 1 = stone q:1 w:50 no_pickup / large rock q:1 w:24 / \
mundane hand axe w:1 no_pickup
KITEM: b = gold / nothing w:12
KFEAT: 1 = cache_of_fruit / cache_of_meat
KFEAT: Yab = shallow_water
KMASK: 1Yac = no_monster_gen
MARKER: Y = lua:fog_machine { cloud_type = "steam", pow_min = 1, \
pow_max = 10, delay = 60, size = 1, walk_dist = 0 }
: single_cloud(_G, "Z", "flame", false)
NSUBST: c = 2:a / *:b
SHUFFLE: ABCDEFGH
MAP
.......
..A...B..
..vv.vv..
..vcccv..
..vc1cv..
..vcYcv..
.CvvvvvD.
...Z.Z...
.......
ENDMAP
NAME: hangedman_ranch
DEPTH: D:8-11
TAGS: no_monster_gen patrolling
KMONS: A = three-headed hydra / w:5 two-headed hydra
KMONS: B = dream sheep
KMONS: C = yak
KMONS: D = kobold brigand
KMONS: E = kobold brigand ; falchion ego:flaming | hand axe ego:flaming
KMONS: F = plant
KITEM: E = halberd
KFEAT: H = cache_of_meat
KFEAT: EF = shallow_water
TILE: H = dngn_cache_of_pizza
MAP
cccccccccc
cAH+.....c
cHDcD..BBc
c+ccm+++cc
x.WF.....x
xFWW.t.t.x
xWEF..t..x
xFW..t.t.x
xFFW..W..x
xxxxx@xxxx
ENDMAP
# Welcome to Pandemonium Pizzeria; is this for carry-out or delivery?
# (Ideally the cashier would have a silly hat, but they can't wear hats.)
NAME: grunt_pizzeria
DEPTH: D:8-11
TAGS: no_monster_gen no_trap_gen extra patrolling
MONS: human ; short sword | rapier / orc warrior ; dagger / spriggan ; dagger
KFEAT: d = cache_of_meat
KFEAT: e = cache_of_baked_goods
TILE: d = dngn_cache_of_pizza
: single_cloud(_G, "O", "flame", false)
MAP
xxxxxxx
xvvvdex
xvO+..x
xvvv.xx
x$1...x
xmmm.xx
x.....x
xmm+mmx
..@..
ENDMAP
NAME: special_room
TAGS: allow_dup luniq no_item_gen ruin_spider ruin_slime
TAGS: no_monster_gen layout_rooms layout_corridors layout_passages
TAGS: layout_narrow_caves layout_open_caves
CHANCE: 1% (Geh, Coc, Dis, Tar, Pan), 2%
DEPTH: D:8-, Depths, Orc, Elf, Lair, Snake, Spider, Slime, Crypt, \
Geh, !Geh:$, Coc, !Coc:$, Dis, !Dis:$, Geh, !Geh:$, Pan
KFEAT: X = slimy_wall
# FIXME: subvaults still don't set feature names on a higher level.
# For now, only the bee room uses this, so this should be fine.
: set_feature_name("decorative_floor", "flower patch")
{{
-- An incredibly ugly kludge to avoid duplicating the list of valid
-- branches/depths (and causing mysterious errors if it's not up to date).
if not dgn.map_by_tag("special_room") and not is_validating() then
return
end
local width = 6 + crawl.random2avg(3, 2)
local height = 5 + crawl.random2avg(5, 2)
extend_map { width = width, height = height }
make_box { x1 = 0, y1 = 0, x2 = width - 1, y2 = height - 1, floor = 'O' }
subvault('O : special_room')
local entrance_x, entrance_y
if crawl.coinflip() then
entrance_x = crawl.coinflip() and 0 or width - 1
entrance_y = crawl.random_range(1, height - 2)
else
entrance_x = crawl.random_range(1, width - 2)
entrance_y = crawl.coinflip() and 0 or height - 1
end
mapgrd[entrance_x][entrance_y] = '@'
if you.in_branch("Crypt") then
subst("x = c")
elseif you.in_branch("Slime") then
subst("x = X")
end
}}
MAP
ENDMAP
NAME: special_room_vaults
TAGS: allow_dup luniq unrand no_item_gen vaults_hard
DEPTH: Vaults, !Vaults:$
{{
local width = 6 + crawl.random2avg(3, 2)
local height = 5 + crawl.random2avg(5, 1)
extend_map { width = width, height = height, fill = 'O' }
subvault('O : special_room')
}}
MAP
ENDMAP
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