############################################################################## # crypt.des: Maps for the Crypt and Tomb. ############################################################################## ############################################################################## # Crypt minivaults ############################################################################## # Dead fish NAME: lemuel_dead_fish_pool DEPTH: Crypt:* # Lemuel also had Cocytus:* TAGS: no_pool_fixup SUBST: . : .w SUBST: 1 = w:50 1 KFEAT: 1 = w KMONS: 1 = big fish zombie / giant goldfish zombie MAP ...wwwww... ..ww111ww.. .ww11111ww. ww1111111ww w111111111w w111111111w ww1111111ww .ww11111ww. ..ww111ww.. ...wwwww... ENDMAP ############################################################################## # tombs in the wall NAME: tombwall_bobbens TAGS: allow_dup DEPTH: Crypt MONS: w:50 small zombie / w:100 large zombie / skeletal warrior / ghoul / \ large abomination / small abomination / necrophage / rotting hulk / \ w:50 small skeleton / w:100 large skeleton / w:30 nothing MAP ccccccccccccccccccccccc ccc1c1c1c1c1c1c1c1c1ccc ccc+c+c+c+c+c+c+c+c+ccc ....................... ....................... ....................... ENDMAP ############################################################################## # small crypt building NAME: minicrypt_bobbens TAGS: mini_float allow_dup DEPTH: Crypt MONS: necromancer MONS: large zombie/small zombie/large skeleton/small skeleton MONS: flying skull MAP ccccccc cc2c2c2cc ccc+c+c+ccc c2+.....+2c ccc..1..ccc c2+.3.3.+2c ccc.....ccc c2+.....+2c ccc.....ccc c2+.....+2c cccc+c+cccc ENDMAP ############################################################################## # death oozes - they're sort of like garden slugs NAME: minigarden_bobbens TAGS: allow_dup DEPTH: Crypt MONS: death ooze KFEAT: f = . # "withered plant" instead of "plant" KMONS: f = w:2 col:darkgrey plant name:withered name_adjective \ tile:mons_withered_plant / w:1 col:lightgrey plant name:withered \ name_adjective tile:mons_withered_plant SUBST: p = f:2 .:1 SUBST: 1 = 1:3 .:1 MAP .......... ..p1pp.p.. .pp.pp..p. .ppp.1.p.. ..p1pp.p.. ...pppp1.. .p.pfffp.. ..ppfffp.. ..p.1p1p.. .1.p..pp.. .......... ENDMAP ############################################################################## # Lich vault NAME: weyrava_lich_vault TAGS: no_monster_gen no_item_gen ITEM: gold KFEAT: Z = blade trap / needle trap / bolt trap / w:8 zot trap / w:25 floor KMONS: Y = Boris / ancient lich MONS: w:3 large zombie / lich / w:3 large skeleton / w:3 skeletal dragon MONS: small skeleton / small zombie KFEAT: v = w:5 ~ / . KITEM: v = $ / % SUBST: $ = $.*| SUBST: + = += MAP ccccc ccccv.vcccc c$.=.Y..=$c c.ccv.vcc.c c+ccc+ccc+c c..$c.c$..c c.1.c.c.1.c c$.$c.c$.$c ccc=c.ccccc cccZcZc$c c.=.cZczc cZcccZc=c c.=2+Z+2c cccccZccc c.c c@c ENDMAP ############################################################################## # Ghost lake NAME: weyrava_ghost_lake DEPTH: Crypt TAGS: no_monster_gen no_item_gen MONS: flying skull MONS: skeletal warrior ; long sword . shield . w:6 wand of lightning | nothing /\ skeletal warrior ; battleaxe | halberd . w:7 wand of lightning | nothing SUBST: y = .:8 c SUBST: v = z . SUBST: w = w z:6 KFEAT: z = deep_water KMASK: z = no_pool_fixup KFEAT: T = . KITEM: T = * / w:5 | KMONS: T = w:25 spectral warrior / spectral dragon / spectral ice dragon / \ spectral storm dragon KFEAT: S = . KITEM: S = $ / nothing KMONS: S = w:25 spectral warrior / spectral dragon / spectral ice dragon / \ spectral storm dragon MAP cccccccccccc cccyy.yy..yyycccc cyy..w..ww...12ycc cy.wwzwwzzwwwww.ycc cc.wzzzzzzzzzzzzw..@ ccy1wzzzzzzzzzzzzzw.cc cy.wzzzzzzvvzzzzzzw.yc @.wzzzzzv1.11vzzzzw.yc cy.wzzzv.c++c.vzzzzw.c cy.wzzz.ccSScc1zzzzw2c cy2wzzv.+STTS+.vzzw1yc c.wzzzv.+STTS+.vzzw.yc c.wzzzz1ccSScc.zzzw.yc c.wzzzzv.c++c.vzzzzw.c c.wzzzzzv11.1vzzzzzw.@ cy2wzzzzzzvvzzzzzzw.yc ccy1wzzzzzzzzzzzzw1ycc ccy.wzzzzzwwwwww2ycc cy.wzzwww......ycc cc.www...yyyccccc cy...yyccccc ccc@cccc ENDMAP ############################################################################## # Vampire temple NAME: weyrava_vampire_temple DEPTH: Crypt TAGS: no_monster_gen no_item_gen no_wall_fixup MONS: col:red fungus MONS: col:lightred fungus MONS: fungus MONS: vampire / w:4 patrolling vampire knight / w:4 vampire mage KFEAT: Z = altar_kikubaaqudgha / altar_yredelemnul KITEM: z = book of Unlife / book of Death / nothing KFEAT: z = floor # create between one and four blood fountains SUBST: Q=qu, U=un, N=ns, S=sq SHUFFLE: Mmn / Xxy / Xxy / Xxy SUBST: M=V , m=v , n=u , X=A , x=a , y=b SHUFFLE: Rrs / Xxy / Xxy / Xxy SUBST: R=V , r=v , s=u , X=A , x=a , y=b SHUFFLE: Ppq / Xxy / Xxy / Xxy SUBST: P=V , p=v , q=u , X=A , x=a , y=b SUBST: V=Y, v=11111112, u=1222233... SUBST: A=V, a=..3, b=. MAP c@G@c ccc.c.ccc cc4..u...cc cc..cuvuc..cc c..QuvVvuU.4c cc4cqQuvuUnc.cc @..qpqQuUnmn..@ GcqpPpqZzmMmncG @..qpqSsNnmn..@ cc.cqSsrsNnc.cc c..SsrRrsN.4c cc4.csrsc..cc cc...s..4cc ccc.c.ccc c@G@c ENDMAP ############################################################################## # Tomb entries ############################################################################## # simple entrance NAME: tomb_entry_simple_bobbens ORIENT: float TAGS: tomb_entry no_monster_gen no_item_gen MONS: guardian mummy MONS: sphinx # crawl will rotate for the rest of possibilities : if crawl.coinflip() then KFEAT: A = = KFEAT: B = c : else KFEAT: A = c KFEAT: B = = : end MAP cccc.cccc c1.....1c c.ccccc.c c.c.2.c.c ..c.O.c.. c.c...c.c c.cABcc.c c1.....1c cccc.cccc ENDMAP ############################################################################## # small pyramid leading to the bigger one NAME: tomb_entry_pyramid_bobbens ORIENT: float TAGS: tomb_entry no_monster_gen MONS: sphinx MONS: w:1 mummy / w:9 guardian mummy MONS: mummy priest SUBST: ' = ~ .:50 MAP ........................ ........................ ..cccccccccccccccccccc.. ..cccccccccccccccccccc.. ..cc....2...........cc.. ..cc..............2.cc.. ..cc....cccccccccc''cc.. ..cc....c''''''''c''cc.. ..cc....c''ccccc'c''cc.. ..cc....c''cO'3''c''cc.. ..cc....c''ccccccc''cc.. ..cc.2..c''2''''''''cc.. ..cc....c'''''''''''cc.. ..cc....cccccccccccccc.. ..cc................cc.. ..cc....2......2....cc.. ..cc...ccc++++ccc...cc.. ..cc...cc......cc...cc.. ..cc.2.cc.G..G.cc.2.cc.. ..cc.V.cc......cc.V.cc.. ..cc...cc......cc...cc.. ..ccccccc.G..G.ccccccc.. ..ccccccc......ccccccc.. ........................ .......1........1....... ........................ ........................ ENDMAP ############################################################################## # sphere entry NAME: tomb_entry_sphere_bobbens ORIENT: float TAGS: tomb_entry no_monster_gen no_rotate MONS: w:1 mummy / w:9 guardian mummy MONS: sphinx MONS: mummy priest MAP ccccc cccc.1.cccc ccc.........ccc cc......c......cc cc....ccccccc....cc c....cc.1.1.ccc..1c ..cccc...........cc..cc .1c..cc...........c3O.c ..+..2ccccc.F.ccccccccc .1c...c...............c ..cc..cc.............cc c...ccc.1..1.cc...c cc....cccccccc...cc cc......c......cc ccc.........ccc cccc.1.cccc ccccc ENDMAP ############################################################################## # forgotten tomb entrance NAME: tomb_entry_forgotten_bobbens ORIENT: float TAGS: tomb_entry no_monster_gen KFEAT: f = . # "withered plant" instead of "plant" KMONS: f = w:2 col:darkgrey plant name:withered name_adjective \ tile:mons_withered_plant / w:1 col:lightgrey plant name:withered \ name_adjective tile:mons_withered_plant SUBST: p = f. MAP cccccccccc cfffffppp. cfOfffppp. cffffppp.. cffpppp.. cppppp.. cppp... cpp.. c... ENDMAP ############################################################################## # she sells tomb entry shells by the sea shore NAME: tomb_entry_shell_bobbens TAGS: tomb_entry no_monster_gen no_item_gen no_rotate MONS: guardian mummy MONS: mummy priest MAP c ccc.. ccc.c1. ccc...... cc.....c1. cc......cccc cc.......c..ccc c........c....cc cc1.......c.O2..c c.....1...c.....c c.....ccUcc.....c cc.....ccc1.....c cc............cc ccc........1cc ccc.....ccc ccccccc ENDMAP ############################################################################## # Crypt ends ############################################################################## # churchlike map with customizeable monster sets # NAME: church_of_pain_bobbens ORIENT: float TAGS: no_monster_gen no_item_gen PLACE: Crypt:5 # MONSTER LAYOUT # boss (1) # boss guard (2) # secondary boss (3) # support (4) # primary guard (5) # advanced guard (6) # in tombs (7) # 30% - skeletal (standard) # 30% - vampire (pretty hardcore, with easier bosses) # 30% - ghost # 10% - mummy (pretty evil) # skeletal monsters : local brnd = crawl.random2(13) : if brnd > 8 then MONS: ancient lich MONS: skeletal dragon MONS: lich MONS: necromancer MONS: skeletal warrior MONS: flying skull MONS: w:20 skeletal warrior / w:40 large skeleton / small skeleton / nothing # vampire layout : elseif brnd > 4 then MONS: vampire mage MONS: spectral warrior MONS: vampire knight MONS: vampire MONS: skeletal warrior/wraith MONS: dancing weapon MONS: vampire / skeletal warrior / large zombie / w:5 small zombie / \ wraith / w:5 nothing # ghost layout : elseif brnd > 0 then MONS: curse skull MONS: crystal golem MONS: lich MONS: spectral warrior MONS: flayed ghost / wraith / freezing wraith / spectral warrior MONS: flying skull MONS: flayed ghost / wraith / freezing wraith / spectral warrior / \ hungry ghost / large zombie / w:5 small zombie / w:5 nothing # mummy layout - rare : else MONS: greater mummy MONS: sphinx MONS: mummy priest MONS: mummy priest MONS: guardian mummy MONS: flying skull MONS: mummy / guardian mummy / w:5 nothing : end SUBST: ; = .:6 ~:2 ^:1 NSUBST: / = 1:| / 2:* / *:% MAP xxxxvvvvvvvvvvvvvvvvvxxxx xxxvv..WWWWWWWWWWW..vvxxx xxvv..WWWWWWWWWWWWW..vvxx xxv...WWWb.b.b.bWWW...vxx xxv...WWb$$|*|$$bWW...vxx xxxxxxxxv...WW.$/|1|/$.WW...vxxxxxxxx xxccccccv...WWb$$|*|$$bWW...vccccccxx xxc/;cccv...WWWb.b.b.bWWW...vccc;/cxx xxc;;;ccvv..WWWWWWWWWWWWW..vvcc;;;cxx xxxxxxxc;;;/ccvv..WWWWWWWWWWW..vvcc/;;;cxxxxxxx xxccccccc=cccccv...............vccccc=cccccccxx xxcU......cxxxxvv....2...2....vvxxxxc......Ucxx xxc..3....cxxxxxvv.....6.....vvxxxxxc....3..cxx xxc.......cxxxxxvvv.6.....6.vvvxxxxxc.......cxx xxc.......cxxxxxvvvvv.....vvvvvxxxxxc.......cxx xxc...5.5.cxxxxxvvvvvvv+vvvvvvvxxxxxc.5.5...cxx xxccccc+cccxxxxxvcccccU.Ucccccvxxxxxccc+cccccxx xxxxxxc;cxxxxxxxvc.U.cc+cc.U.cvxxxxxxxc;cxxxxxx xxc.cxxxxxccccG..F;^;F..Gccccxxxxxc.cxx xxc;cccccccG....45...54....Gccccccc;cxx xxc.;;;;;;+.................+;;;;;;.cxx xxc;cccccccG.......C.......Gccccccc;cxx xxc.c;;;+;ccc56.........65cccxxxxcc.cxx xxxxc;c/;;c;ccc5...........5cccxxxxcc;cxxxx xxxxccc+ccc/c;=7+.............+7ccccccc+cccxxxx xxccc.5.5.ccccccc..c.......c..ccccccc.5.5.cccxx xxc7+.....+7ccc7+.............+7ccc7+.....+7cxx xxccc.....ccccccc..c.......c..ccccccc.....cccxx xxc7+.....+7ccc7+.............+7ccc7+.....+7cxx xxccc.....ccccccc..c.55555.c..ccccccc.....cccxx xxc7+.....+7ccc7+.............+7ccc7+.....+7cxx xxccc.....ccccccc..c6.6.6.6c..ccccccc.....cccxx xxc7+.....+7ccc7+.............+7ccc7+.....+7cxx xxccc.5.5.ccccccc..c.......c..ccccccc.5.5.cccxx xxxxccc+cccxxxc7+.............+7=;;cccc+cccxxxx xxc...cxxxxccc..c.......c..ccc;/ccc...cxx xxc.4.cxxxxc7+.............+7cccccc.4.cxx xxc./.cxxxxccc..c.......c..cccxxxxc./.cxx xxcccccxxxxc7+.............+7cxxxxcccccxx xxxxxxxxxxxccc....c...c....cccxxxxxxxxxxx xxxxc5.Vcc...ccV.5cxxxx xxcccccc...ccccccxx xxc..;;;...;;;..cxx xxc;;vcccccccv;;cxx c..;;;...;;;..c cccccc@c@cccccc ENDMAP ############################################################################## # gigantic sort of aquatic base # NAME: cryptofortress_bobbens ORIENT: encompass TAGS: no_monster_gen no_item_gen no_pool_fixup no_rotate no_vmirror PLACE: Crypt:5 KFEAT: A = w KMONS: A = flying skull KFEAT: B = . KMONS: B = ancient lich KFEAT: D = . KMONS: D = skeletal dragon KFEAT: V = . KMONS: V = vampire knight KFEAT: X = . KMONS: X = dancing weapon KFEAT: L = . KMONS: L = lich KFEAT: I = . KMONS: I = iron golem KFEAT: G = . KMONS: G = crystal golem KFEAT: z = . KMONS: z = skeletal warrior KFEAT: N = . KMONS: N = necromancer KFEAT: H = . KMONS: H = hell knight KFEAT: M = . KMONS: M = large zombie / small zombie / large skeleton / small skeleton / \ ghoul / necrophage KFEAT: h = . KMONS: h = titan zombie/dragon zombie/golden dragon zombie # red metal walls COLOUR: = = red COLOUR: r = red SUBST: r = v # emergency exits; most are closed NSUBST: ? = 3:= / *:v SUBST: / = |** SUBST: * = *% SUBST: % = %$ MAP vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwvvvvvvvvvvvvvvvvvvvvvvvvvvvvwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwv..........................vAwwwwwwwwwwwwwv vwwwwwwwwwwwwwwv.........rrrrrrrr.........vAAAwwwwwwwwwwwv vwwwwwwwwwwwwwwv.........r//||//r.........vAAAAAAwwwwwwwwv vwwwwwwvvvv?vvvv......rr=rr*/**rr=rr......v?v?v?v?vwwwwwwv vwwwwwwv.......v......r$$*rr++rr*$$r......v.......vwwwwwwv vwwwwww?....H..v.....rrrr*r$$$$r*rrrr.....v.......?wwwwwwv vwwwwwwv....H..+........rrr$$$$rrr........+.h..H..vwwwwwwv vwwwwww?....H..v......L...r$$$$r...L......v....H..?wwwwwwv vwwwwwwv.h.vvvvv...rrr....rr++rr....rrr...v....H..vwwwwwwv vwwwwww?...v...vv....rr.rrrU..Urrr.rr....vvv+v....?wwwwwwv vwwwwwwv...v.X..vv....rrr........rrr....vv...vvvvvvwwwwwwv vwwwwwwv...+.....vv....r.U..BC..U.r....vvvv.....+Mvwwwwwwv vwwwwwwv...v..V.$vvv...rr........rr...vvvM+.....vvvwwwwwwv vwwwwwwv...v...$*v.vv...rrrU..Urrr...vv.vvv.....+Mvwwwwwwv vwwwwwwv...vvvvvvv..vv....rr..rr....vv..vM+.....vvvwwwwwwv vwwwwwwv...vvv...v...vv............vv...vvv.....+Mvwwwwwwv vwwwwwwv...vv....+....vv..........vv....+....N..vvvwwwwwwv vwwwwwwv...vNz...v.....vv........vv.....vvv.....+Mvwwwwwwv vwwwwww?...v.M...v....G.vv......vvI.....vM+.....vvvwwwwwwv vwwwwwwv...v....vv....vvvvvvvvvvvvvv....vvv.....+Mvwwwwwwv vwwwwwA?.......vv....vv.....ll.....vv....vvv+v..vvvwwwwwwv vwwwwwAv......vv....vv..............vv....vvMv..+Mvwwwwwwv vwwwwAA?.....vv....vv................vv....vvv..vvvwwwwwwv vwwwAAAv.....v....vv.......N..N.......vv....vv..+Mvwwwwwwv vwvvvvvvvvvvvvv+vvvvv+vv.Mzz..zzM.vv+vvvvv+vvvvvvvvvvvvvwv vwvv.........v..I.v....v..........v....v.........v..%*vvwv vwvv.........v....v....v..........v....v.........v...$vvwv vwvv.........+....v....v..........v....v.....X..V+....vvwv vwvv....D....v....v..z.v..........v.z..v.........v....vvwv vwvvv....z...v....+...Nvr........rvN...+......X..vvvvvvvwv vwwvv........v....v..z.vrr......rrv.z..v.............vvwwv vwwvvv.......+....v....vrrrr++rrrrv....v............vvvwwv vwwwvv.......v....v....vrrUz..zUrrv....v............vvwwwv vwwwvvvvvvvvvvvvvvvv+vvvrI......Irvvv+vvvvvvvvvvvvvvvvwwwv vwwwwvvv/**$$v.........vrrrr++rrrrv.........v$$**/vvvwwwwv vwwwwwvvv/*$$+.........vrrww..wwrrv.........+$$*/vvvwwwwwv vwwwwwwvvv*$$v...X.....vrwAw..wAwrv...X.....v$$*vvvAwwwwwv vwwwwwwwwvvv$v....G....vwwww..wwwwv..G......v$vvvAAwwwwwwv vwwwwwwwwwvvvv.........vwwww..wwwwv.........vvvvwwwwwwwwwv vwwwwwwwwwwwvvvv.......vwwww..wwwwv.......vvvvwwwwwwwwwwwv vwwwwwwwwwwwwwvvvv.....vwwww..wwwwv.....vvvvwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwvvvvv..vwwww..wwwwv..vvvvvwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwvvvvvAwww..wwwAvvvvvwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwvvAwww..wwwAvvwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwAwwww..wwwwAwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwAww....wwAwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwww....wwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwww....{.wwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwAwww.[....wwwAwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwww..(.wwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwAwwwwwwAwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv ENDMAP ############################################################################## # eye to eye with the evil # NAME: david_glass_crypt ORIENT: float TAGS: no_item_gen no_rotate PLACE: Crypt:5 SUBST: m : mnn MONS: lich / ancient lich MONS: skeletal dragon / curse skull / curse toe MONS: flying skull / skeletal warrior / w:40 nothing KFEAT: ^ = alarm trap SUBST: F = G:100 F:1 KMONS: F = orange crystal statue / silver statue / ice statue {{ lua_marker("m", portal_desc { wall_phase =1 }) function drop_walls (data, triggerable, triggerer, marker, ev) if data.trig == true then return else data.trig = true end crawl.mpr("The liches are set free!", "warning") for slave in iter.slave_iterator("wall_phase", 1) do dgn.terrain_changed(slave.x, slave.y, "floor", false, false, false) end end lua_marker("|", Triggerable.synchronized_markers(function_at_spot(drop_walls, { trig = false}, true, { only_at_slave = true, listen_to_slaves = true }))) }} MAP ..................... ..................... ..vvvvnnnnnnnnnvvvv.. ..vlllllllllllllllv.. ..vlllllllllllllllv.. ..vllll..|||..llllv.. ..vll...|||||...llv.. ..vl.....|||.....lv.. ..vl.............lv.. ..vmm..F.vvv.F..mmv.. ..v1m...^^^^^...m1v.. ..vvvvvvv+++vvvvvvv.. ...vv..2.....2..vv... ..vv.333333333.vv.. ...vvv.......vvv... ...vv+++++vv... ............. ENDMAP ############################################################################## # Four quadrants (by mu) # burial hoard (NE), chapel of kikubaaqudgha (NW), catacombs (SE), crematory (SW) # NAME: quadcrypt_mu ORIENT: encompass TAGS: no_monster_gen no_item_gen no_pool_fixup no_rotate no_vmirror no_hmirror PLACE: Crypt:5 ####### chapel garden SUBST: F = f ? SUBST: f = p:1 .:1 KFEAT: p = . # "withered plant" instead of "plant" KMONS: p = w:2 col:darkgrey plant name:withered name_adjective \ tile:mons_withered_plant / w:1 col:lightgrey plant name:withered \ name_adjective tile:mons_withered_plant ####### hidden skeleton; sometimes good pain weapon, but draining short sword KFEAT: ! = . KMONS: ! = skeletal warrior ; w:2 dagger ego:pain | short sword ego:draining |\ w:2 sabre ego:pain | w:1 quick blade ego:pain KFEAT: A = . KFEAT: b = . KFEAT: D = . KFEAT: E = . KFEAT: G = . KFEAT: H = . KFEAT: I = . KFEAT: J = . KFEAT: P = . KFEAT: Q = . KFEAT: R = . KFEAT: S = . KFEAT: t = . KFEAT: X = . KFEAT: Z = . KFEAT: 8 = . KFEAT: o = granite_statue KFEAT: _ = altar_kikubaaqudgha KFEAT: ~ = bolt trap / blade trap / needle trap / axe trap SUBST: s = v = SUBST: B = b % KITEM: b = any book SUBST: ? = $ % * |:1 SUBST: u = U Y SUBST: ; = ..~ KMONS: 8 = iron golem ####### NW monsters (chapel). KMONS: A = ancient lich / w:2 mummy priest KMONS: D = lich / w:5 ancient lich KMONS: E = iron golem KMONS: G = flayed ghost / hungry ghost / phantom ####### NE monsters (hoard). On a coinflip, either vampires or mummies. : if crawl.coinflip() then KMONS: H = vampire mage KMONS: I = vampire knight KMONS: J = vampire KMONS: P = large zombie / small zombie / large skeleton / small skeleton : else KMONS: H = sphinx KMONS: I = guardian mummy KMONS: J = guardian mummy / mummy KMONS: P = large skeleton / mummy : end ####### SE monsters (catacombs). Either corporeal or incorporeal undead. : if crawl.coinflip() then KMONS: Z = curse skull KMONS: Q = skeletal dragon KMONS: R = skeletal warrior KMONS: S = large zombie / small zombie / large skeleton / small skeleton : else KMONS: Z = curse skull KMONS: Q = spectral iron dragon KMONS: R = spectral warrior KMONS: S = phantom / wraith / freezing wraith / flayed ghost / wight : end ####### SW monsters (crematory). Either fiery undead or hellish. : if crawl.coinflip() then KMONS: t = w:20 flaming corpse / fire giant skeleton / dragon skeleton KMONS: X = w:1 curse skull / w:19 flaming corpse : else KMONS: t = w:20 hell knight / smoke demon / red devil KMONS: X = w:1 curse skull / w:19 hell knight : end ####### Randomisation of secret doors; there is a chance of no door at all. 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