############################################################################## # dis.des: Special maps for the Iron City of Dis. # Content: (mini)vaults particular to Dis, and/or first appearing in Dis # (order: Dis, Geh, Coc, Tar) ############################################################################## {{ function dis_setup(e) e.place("Dis:7") e.tags("dis", "no_rotate") e.lflags("no_tele_control") e.kitem("$ = $ no_pickup") -- turn granite statues into iron statues -- you still have to colour the statues, if desired e.set_feature_name("granite_statue", "iron statue") end function dis_rune(e) e.kmask('O = no_item_gen') e.kitem('O = iron rune of Zot') end -- the Serpent should appear in exactly one hell end -- XXX: are things like shafts going to break this? function hell_branches_remaining() local hell_branches = { "Geh", "Coc", "Dis", "Tar" } local ret = #hell_branches for _, branch in pairs(hell_branches) do if travel.find_deepest_explored(branch) == 7 then ret = ret - 1 end end return ret end function serpent_of_hell_setup(e) if not you.uniques("the Serpent of Hell") and crawl.one_chance_in(hell_branches_remaining()) then e.kmons('D = the Serpent of Hell') end end function callback.grunt_iron_hall_animate(data,triggerable,trigger,marker,ev) if not dgn.persist.grunt_iron_hall_animated then dgn.persist.grunt_iron_hall_animated = true for slave in iter.slave_iterator("trap_statue", 1) do if crawl.one_chance_in(4) then dgn.terrain_changed(slave.x, slave.y, "floor", false, false, false) dgn.create_monster(slave.x, slave.y, "patrolling iron golem generate_awake") end end crawl.mpr("You hear the creaking of ancient metal!", "warning") end end function dis_divider(e, water) e.tags("dis_divider no_rotate no_hmirror unrand") e.orient("north") e.depth("Dis:$") e.kmons("1 = hell sentinel") e.kmons("2 = iron dragon") if water then e.kfeat("2w = deep_water") e.kmask("w = no_monster_gen") end end function dis_castle(e) e.tags("dis_castle no_rotate no_vmirror unrand") e.orient("north") e.depth("Dis:$") dis_rune(e) end function dis_statues(e) e.colour("G = cyan") e.tile("G = dngn_statue_iron") e.set_feature_name("granite_statue", "iron statue") end }} ############################################################################## # The Iron City of Dis ############################################################################## default-depth: Dis, !Dis:$ NAME: lemuel_mystery_crypt ORIENT: float MONS: guardian mummy / mummy priest / greater mummy, lich NSUBST: 1:1=}> / 1=)> / 1=]> / *=1 # occasionally (12.5%), all downstairs are in this vault : dis_statues(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx xxGxxxx1.x1x.1xxx2..+1x xx.xxxxx.x.x.xxxx...xxx xx.xx1.x.x.x.x.1x...+1x xx.xxx+x+x+x+x+xx...xxx x...+...........+...+1x +...+.....G.....+.G.xxx x...+...........+...+1x xx.xxx+x+x+x+x+xx...xxx xx.xx1.x.x.x.x.1x...+1x xx.xxxxx.x.x.xxxx...xxx xxGxxxx1.x1x.1xxx2..+1x xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # The Dragons of Dis # There is an 8/27 chance all three downstairs will be here. NAME: lemuel_dis_dragons DEPTH: Dis:2-6 ORIENT: float TAGS: no_rotate MONS: iron dragon, iron dragon SHUFFLE: ]}) SUBST: 1=1. , }=}}> , )=))> , ]=]]> MAP vvvvvvv+++vvvvvvv v1.}.1v...v1.].1v v.1.1.v...v.1.1.v v..1..v.2.v..1..v v.....v...v.....v v.....v+++v.....v v...............v v.......1.......v v...............v v.......).......v vvvvvvvvvvvvvvvvv ENDMAP ############################################################################## NAME: grunt_dis_stairs_iron_hall TAGS: transparent patrolling MONS: iron dragon / quicksilver dragon, reaper w:7 / tormentor w:6 MONS: iron troll MONS: iron devil / nothing, iron imp / nothing {{ dgn.persist.grunt_iron_hall_animated = false local trap_marker = TriggerableFunction:new { func = "callback.grunt_iron_hall_animate", repeated = true} trap_marker:add_triggerer(DgnTriggerer:new { type="player_move"}) lua_marker(':', trap_marker) lua_marker('1', trap_marker) lua_marker('2', trap_marker) lua_marker('d', trap_marker) lua_marker('e', trap_marker) lua_marker('f', trap_marker) lua_marker('}', trap_marker) lua_marker(']', trap_marker) lua_marker(')', trap_marker) lua_marker('G', props_marker {trap_statue=1, veto_fragmentation="veto", veto_disintegrate="veto", veto_shatter="veto"}) set_feature_name("granite_statue", "iron statue") }} SUBST: d = 3 SUBST: e = 4 SUBST: f = 5 : dis_statues(_G) MAP ............................... .vvvvvvvvvvvvvvvvvvvvvvvvvvvvv. .vG.+4Gvvv:}:::]:::):vvvG4+.Gv. .v..+4.vv::::1::::1:::vv.4+..v. .v..v..vG::::::G::::::Gv..v..v. .v..v55vv:::G:::::G:::vv55v..v. .v55v..vG:2::::1::::2:Gv..v55v. .v55v55vv:::::::::::::vv55v55v. .v44v..vGf:G:::G:::G:fGv..v44v. .v..v44vv::::e:::e::::vv44v..v. .v..v..vG::::::2::::::Gv..v..v. .v..v55vv:3:G:::::G:d:vv55v..v. .v..v..vGf:::::G:::::fGv..v..v. .v..v55vv:f:d::e::d:f:vv55v..v. .v..v..vvvGvGve:evGvGvvv..v..v. .v..v++vvvvvvv+++vvvvvvv++v..v. .v..v..vGvGvGv...vGvGvGv..v..v. .v55v4....4...3.3...4....4v55v. .v55v...4...4.....4...4...v55v. .v44vGvGvGvGvv.3.vvGvGvGvGv44v. .v++vvvvvvvvvvvvvvvvvvvvvvv++v. .G@.G.....................G@.G. ENDMAP ############################################################################## NAME: hangedman_player_shredder TAGS: transparent no_monster_gen no_item_gen no_pool_fixup DEPTH: Dis:1-6, Zot:1-4 : if you.branch() == "Dis" then KMONS: 01 = tormentor KMONS: 23 = reaper KMONS: 45 = hellion KMONS: 67 = quicksilver dragon KMONS: 89 = iron golem KMONS: AB = dancing weapon ; great sword good_item | battleaxe good_item | \ glaive good_item | great mace good_item KMONS: CD = war gargoyle KMONS: E = lich KMONS: F = executioner KMONS: ! = iron devil / skeletal warrior / hell knight / place:Zot:1 skeleton w:15 KMONS: ? = patrolling iron imp : dgn.delayed_decay(_G, '%', 'human corpse / human skeleton, \ : human corpse / human skeleton') : else KMONS: 01 = ghost moth KMONS: 23 = golden dragon KMONS: 4567 = nonbase draconian KMONS: 89 = killer klown KMONS: AB = curse toe KMONS: CD = electric golem KMONS: E = orb of fire KMONS: F = ancient lich KMONS: ! = base draconian w:30 ; cloak . great sword good_item | \ battleaxe good_item | bardiche good_item | great mace good_item / \ fire dragon / ice dragon / storm dragon / bone dragon w:5 KMONS: ? = moth of wrath / death cob w:2 / guardian mummy w:2 KITEM: % = % / * w:2 : end KMONS: H = iron dragon SHUFFLE: abcdefghij / bacdegfhij / bcadeghfij / bcdaeghifj / bcdeaghijf, ghij, ^~ SUBST: a = +, bcde = v, fgh = %, i = P, j = p NSUBST: } : 1:P / 1:p / *:%, p : 1:P / *:% SHUFFLE: HI, PQRS|, 0246' / 1357", 0246', 1357", 02468ACE, 13579BDF NSUBST: P = 1:{ / 1:} / 1 : [:1 ]:1 %:16, Q = 1:{ / 1 : [:8 <:1 / 1 : (:1 %:8 NSUBST: RS = 1:} / 1 : ]:8 >:1 / 1 : ):1 %:8 SUBST: I = G, ~ : wv., ` : wv., ^ = ., % : %:9 .:1, % = %:499 |:1 : if you.branch() == "Dis" then : dis_statues(_G) : end MAP ......................... .vv...vv+vv...vv+vv...vv. .vvv+vv.!.vv+vv.!.vv+vvv. .vv.!.vvbvv.!.vvdvv.!.vv. .vvvavv%g%vvcvv%i%vvevvv. .vv%f%vv+vv%h%vv+vv%j%vv. .vvv+vv.2.vv+vv.6.vv+vvv. .vv.0.v...v.4.v...v.'.vv. .vv...vv+vv...vv+vv...vv. .vvv+vv...vv+vv...vv+vvv. .vv...................vv. ?vv..~`^I~`^.~`^.~`^H.vv? .vv.H^`~.^`~.^`~I^`~..vv. .vv...................vv. .vvv+vv...vv+vv...vv+vvv. .vv...vv+vv...vv+vv...vv. .vv.1.v...v.5.v...v.".vv. .vvv+vv.3.vv+vv.7.vv+vvv. .vv%}%vv+vv%}%vv+vv%}%vv. .vvvvvv%}%vvvvv%}%vvvvvv. .vv.G.vvvvv.G.vvvvv.G.vv. ............?............ ENDMAP ############################################################################### # Looks really weird and silly in box-packing, so limited to the city layouts. NAME: hangedman_dis_monolith TAGS: transparent layout_city ORIENT: float MONS: patrolling quicksilver dragon / patrolling iron dragon / \ patrolling executioner MONS: patrolling hell sentinel MONS: iron devil w:15 / skeletal warrior / iron dragon skeleton w:5 / \ iron dragon zombie w:5 / iron troll skeleton w:5 / \ iron troll zombie w:5 / hell knight w:15 MONS: hellion / tormentor / reaper / ancient champion / \ dancing weapon w:20 ; great sword good_item | battleaxe good_item | \ glaive good_item | great mace good_item SHUFFLE: ABa / CDb / EFc NSUBST: F = 1:112 / 1:1 / 1 : }:6 >:3 .:1 SUBST: ABCDE = 3:19 4:1, a = +, bc = v, V : v. MAP ..................................................... .vv.......vvv.....vvv.....V.....vvv.....vvv.......vv. .vv.v..v.......v.......v.....v.......v.......v..v.vv. .vv...vv3vv4vv3v3vv4vv3vv...vv3vv4vv3v3vv4vv3vv...vv. .vvv+vvvvvvvvvvvvvvvvvvvvv+vvvvvvvvvvvvvvvvvvvvv+vvv. 3vvAAAvvvvvvvvvvvvvvvvvvvCCCvvvvvvvvvvvvvvvvvvvEEEvv3 4vvvavvvvvvvvvvvvvvvvvvvvvbvvvvvvvvvvvvvvvvvvvvvcvvv4 3vvBBBvvvvvvvvvvvvvvvvvvvDDDvvvvvvvvvvvvvvvvvvvFFFvv3 .vvv+vvvvvvvvvvvvvvvvvvvvv+vvvvvvvvvvvvvvvvvvvvv+vvv. .vv...vv3vv4vv3v3vv4vv3vv...vv3vv4vv3v3vv4vv3vv...vv. .vv.v..v.......v.......v.....v.......v.......v..v.vv. .vv.......vvv.....vvv.....V.....vvv.....vvv.......vv. ..................................................... ENDMAP ############################################################################### NAME: nicolae_dis_hell_towers DEPTH: Dis, !Dis:$ TAGS: transparent SHUFFLE: }]) NSUBST: a = + / v, b = + / v, c = + / v, d = + / v SUBST: 2 = 2., 0 = 0. KMONS: 12 = hell sentinel / executioner MAP v v v v v v v v vvvavvv vvvdvvv vvvv...vv v vv...vvvv vv..0..vvvvv..0..vv vv.......vvv.......vv a.0.2.0.+.+.0.2.0.d vv.......vvv.......vv vv..0..vvvvv..0..vv vvvv...vvlllvv...vvvv vv+vvlllllvv+vv vvv.+..1}llvv.vvv vv+vvlllllvv+vv vvvv...vvlllvv...vvvv vv..0..vvvvv..0..vv vv.......vvv.......vv b.0.2.0.+.+.0.2.0.c vv.......vvv.......vv vv..0..vvvvv..0..vv vvvv...vv v vv...vvvv vvvbvvv vvvcvvv v v v v v v v v ENDMAP NAME: nicolae_dis_strange_trophy_room DEPTH: Dis TAGS: transparent extra decor NSUBST: a = 2:+ / v, b = 2:+ / v, c = 2:+ / v, d = 2:+ / v, e = 2:+ / v NSUBST: f = + / v SUBST: G = GG., V = .v : dis_statues(_G) MAP vvvavvv vG....a vvdvvv a.....vvvv v..G.d vvvv.....a d....v a..G..vvdvv...vv vv....e.......v vdv a..Vvv....vvfvvvv.v vvvv...e...vfv...G...d a....vvv.G...V.......v vvv..e..........V..vvv b..v...vvcvv..v..c vvv..V..Gv c..v+vv v......vvv vv.V.c b..vV..b v...vv v..+...vvvv c.G..c vvbvv..G..b vvvvvv b.....v v.....v vvvbvvv ENDMAP NAME: nicolae_dis_lava_storage_tank DEPTH: Dis TAGS: transparent extra decor layout_city SHUFFLE: ABCD/EFGH, IJK/LMN, OPQR/STUV SUBST: ABHIRS = g, CDKP = ., EGJLNOQT = v, FMUV = l KPROP: l = no_rtele_into KPROP: l = no_cloud_gen NSUBST: g = 5:g / *:v KFEAT: g = iron_grate MAP ........... .....POgv.. .vggOPRlAC. .gllQRQlBD. .gllllllBD. .vIJllllAC. ..KIllvgv.. ...vggv.... ........... ENDMAP NAME: nicolae_dis_iron_filings DEPTH: Dis, !Dis:$ TAGS: transparent extra decor layout_city SUBST: } = }}}{ SHUFFLE: abcdefghijkl, mnopqrstu, }]), {[( SUBST: abcmno = v, d : .v, e : .v, f : .v, g : .v, h : .v, i : .v, j : .v, \ k : .v, l : .v, p : .v, q : .v, r : .v, s : .v, t : .v, u : .v MAP ... lkj.jkl ...ihg.ghi... ut...fe.ef...tu .tsr..dc.cd..rst. ..rqp..b.b..pqr.. ...pon.a.a.nop... li...nm.v+v.mn...il khfd...+v.v+...dfhk .jgecbavv...vvabcegj. .......+..}..+....... .jgecbavv...vvabcegj. khfd...+v.v+...dfhk li...nm.v+v.mn...il ...pon.a.a.nop... ..rqp..b.b..pqr.. .tsr..dc.cd..rst. ut...fe.ef...tu ...ihg.ghi... lkj.jkl ... ENDMAP NAME: hangedman_dis_decor_blocks_mantle TAGS: extra transparent decor SHUFFLE: ABC, DEFG NSUBST: > = 1 = .:13 >:7 / 1 = .:6 (:4 / *:. SUBST: A : x:9 .:1, B : yy..., C = . SUBST: D : xxxx., E : y.., FG = . SUBST: x : v:3 G:2, y : v, - = +v : dis_statues(_G) MAP vvvvv vvvvv v...v..D..v...v v.>.+.....+.>.v v...v..D..v...v vvvvvv+vv.....vv+vvvvvv v...v.............v...v v.>.+.A...E.E...A.+.>.v v...v.............v...v vvvvvv+vv....vv-vv....vv+vvvvvv v...v........v...v........v...v v.>.+.B....C.+.>.+.C....B.+.>.v v...v........v...v........v...v vv+vv....vv+vvvvvvv+vv....vv+vv ......G.v...v v...v.G...... F.F.....+.>.v v.>.+.....F.F ......G.v...v v...v.G...... vvvvv vvvvv ENDMAP NAME: hangedman_dis_decor_blocks_talon TAGS: extra transparent decor SHUFFLE: ABCD, EFGHIJ SUBST: A : x:9 .:1, B : yyy.., C : z.., D = . SUBST: E : x:9 .:1, F : yy..., GHIJ = . SHUFFLE: xyz, -_ SUBST: x : v:3 G:2, y : v:3 G:1, z = v, - : ++v, _ : +vv NSUBST: > = 1 = .:13 >:7 / 1 = .:6 {:4 / *:. : dis_statues(_G) MAP vvvvv .......v...v.E..... .....A.+.>.+....F.F .......v...v.E..... ...vv+vvv+vv...vv+vv .........H.v...v.......v...v ....G.G....+.>.+.B...C.+.>.v .........H.v...v.......v...v ...vv+vv...vv_vv...vv+vvv+vv ...v...v.I.......I.v...v... .D.+.>.-....J.J....-.>.+.D. ...v...v.I.......I.v...v... vv+vvv+vv...vv_vv...vv+vv... v...v.......v...v.E......... v.>.+.C...B.+.>.+....D.D.... v...v.......v...v.E......... vv+vv...vv+vvv+vv... .....E.v...v....... F.F....+.>.+.A..... .....E.v...v....... vvvvv ENDMAP NAME: hangedman_dis_decor_blocks_crown TAGS: extra transparent decor SHUFFLE: '-` / "_<, AB, CDEFG SUBST: '-` = v, " = ., _ = +, < = >, A : xxx., B: y... SUBST: C : xxxx.:1, D : yyy.., E : z.........., FG = . SUBST: x : v:3 G:2, y : v:3 G:1, z = v NSUBST: > = 1 = .:13 >:7 / 1 = .:6 [:4 / *:. : dis_statues(_G) MAP vvvvv vvvvv v'''v.C...D.v...v v'`'-.......+.>.v v'''v.C...D.v...v vv-vv.......vv+vvvvvv ...............v...v C.C....E..E..A.+.>.v ...............v...v .......vv+vv...vv+vv .....E.v...v....... D.D....+.>.+.B..F.F .....E.v...v....... vv+vv...vv+vvv+vv... v...v.......v...v.G. v.>.+.A...B.+.>.+... v...v.......v...v.G. vvvvvv+vv...vv+vv... v...v.F......... v.>.+....G.G.... v...v.F......... vvvvv ENDMAP NAME: hangedman_dis_decor_tower TAGS: extra transparent decor SHUFFLE: AB, CD SUBST: A : v:4 .:1, B : v:1 .:4, C = v, D = . MAP ..... .....v....... ....CvC...... .....v..Dv..... ....B.v...v.A... ..C...v.v.v..... .vvvvvvvvvvvvv.. ..C...vvvvv..D.. .....vvvvvvv..... ..D..vvvvv...C.. ..vvvvvvvvvvvvv. .....v.v.v...C.. ...A.v...v.B.... .....vD..v..... ......CvC.... .......v..... ..... ENDMAP NAME: hangedman_dis_chains TAGS: transparent extra decor DEPTH: Dis SUBST: A : vv., B : vv., C : Gvv, D : Gvv NSUBST: . = 1 = (:1 ):1 .:98 / *:. : if you.depth() == dgn.br_depth(you.branch()) then SUBST: ) = { : end : dis_statues(_G) MAP .....vv. .....vvv..C ......Av...vv. ...vvv..vvv..... .vv...vA........ D..vvv.......vv. .vv.......vvv..D ........Bv...vv. .....vvv..vvv... .vv...vB...... C..vvv..... .vv..... ENDMAP NAME: kennysheep_iron_temple ORIENT: centre TAGS: transparent no_rotate no_vmirror no_monster_gen MONS: hell sentinel, iron golem MARKER: F = lua:fog_machine { cloud_type = "flame", pow_min = 100, \ pow_max = 100, delay = 10, size = 1, \ delay = 10, size = 1, walk_dist = 0, \ excl_rad = 0 } SUBST: } = }., ) = )., ] = ]. KFEAT: B = altar_makhleb MAP ..... ..... .vvv... ...vvv. .v)vvv... ...vvv}v. .v...vvv. .vvv...v. .v.12..v... ...v..21.v. .v.2..0vvv...vvv0..2.v. .vv.....0vv.vv0.....vv. ..v0......vvv......0v.. .v......vvvvv......v. .vv0...vv...vv...0vv. ..v...v+..0..+v...v.. ..vvvvv...F...vvvvv.. ..vvvv....0.0....vvvv.. ...vv.2v..0F.B.F0..v2.vv... ..vvv0..+....0.0....+..0vvv.. ..vv0...2vv...F.F...vv2...0vv.. .vv.......v....0....v.......vv. .+.......0v.........v0.......+. .vvvvvvvvvvvvvv+vvvvvvvvvvvvvv. ..........v.........v.......... .vv0.....0vv. ..v.......v.. .vv0...0vv. ..v.....v.. .v.2.2.v. .vv.1.vv. ..v...v.. .vv]vv. ..vvv.. ..... ENDMAP default-depth: ############################################################################## # Dispater's castle - subvaulted, with three main versions ############################################################################## NAME: iron_city_of_dis TAGS: no_rotate layout_city WEIGHT: 30 ORIENT: north SUBVAULT: A : dis_castle SUBVAULT: B : dis_divider : dis_setup(_G) MAP vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv vBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBv vBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBv vBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBv vBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBv vBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBv vBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBv vBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBv vBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBv vBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBv vBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBv ENDMAP NAME: dis_old MONS: patrolling Dispater, brimstone fiend, Ice Fiend MONS: iron devil, war gargoyle, iron dragon KMONS: 7 = hell sentinel KMONS: 8 = quicksilver dragon : serpent_of_hell_setup(_G) SHUFFLE: 23 SUBST: 4 = 4446 : dis_castle(_G) MAP .................................................................... .....vvvvvvvvv........................................vvvvvvvvv..... .....v3.....|v........................................v|.....2v..... .....v.vv+vvvv.v.v.v.v.v.v.v.v.v..v.v.v.v.v.v.v.v.v.v.vvvv+vv.v..... .....v.v.....vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv.....v.v..... .....v|v.....+$$v$$+$$v||vvvvvvvvvvvvvvvvv$$$$v4.4.v$$v.....v|v..... .....vvvv+vvvv$$+$$v$$+||v...............v$$$$+.4.4+$$v+vv+vvvv..... .......vv.vvvvvvvvvvvvvvvv.v..v..v..v..v.v$$$$v4.4.v$$+||v.vv5...... ......vvv................v7.............7vvvvvvvvvvvvvvvvv.vvv...... ......5vv................+...............+.................vv....... ......vvv+vvvvvvvvvvvvvvvv8v..v..v..v..v8vvvvvvvvvvvvvvvvv.vvv...... .......vv..v.+$$$$$v.....v...............vvvvvvvvvvvvvvvvv.vv4...... ......vvv.Dv.v$$$$$v.....v...............vv|$|$|vv|$|$|$vv.vvv...... ......4vv7.v.vvvvvvv.....vvvvv.......vvvvvv$|$|$++$|$|$|vv.vv....... ......vvv..v...............v.vvvv+vvvvvvvvvvvvvvvvvvvvv+vv.vvv...... .......vvv+v..........vvvvv4.vvv...vvvvvvvvvvvvvvvvvvvv+vv.vv5...... ......vvv..v.v..v..v....2vvv+vv5...5vvvvvvv.4.4.vv.4.4.4vv.vvv...... ......5vv.................vv|vvv...vvvvv.++4.4.4++4.4.4.vv.vv....... ......vvv.................1vOvv5...5vvvv.vvvvvvvvvvvvvvvvv.vvv...... .......vv.................vv|vvv...vvvvv.vvvvvvvvvvvvvvvvv.vv4...... ......vvv.v..v..v..v....3vvv+vv4...4vvvv...................vvv...... ......4vv.............vvvvv4.vvv...vvvvvvvvvvvvvvvvvvvvvvv.vv....... .....vvvv+vvvv.............v.vv4...4vvvvvvvvvvvvvvvvvvvvvv+vvvv..... .....v|v.....vvvvvvvvvvvvvvvvvvv...vvvvvvvvvvvvvvvvvvvv.....v|v..... .....v.v.....vvvvvvvvvvvvvvvvvvvv+vvvvvvvvvvvvvvvvvvvvv.....v.v..... .....v.vv+vvvv5.............5.........5..............5vvvv+vv.v..... .....v2.....|v........................................v|.....3v..... .....vvvvvvvvv........................................vvvvvvvvv..... .................................................................... .................................................................... ENDMAP NAME: dis_mu KFEAT: o = granite_statue MONS: patrolling Dispater, brimstone fiend, ice fiend, iron devil MONS: war gargoyle, iron dragon, iron troll KMONS: 8 = iron golem KMONS: 9 = hell sentinel KMONS: 0 = quicksilver dragon : serpent_of_hell_setup(_G) SHUFFLE: 23 SUBST: 4 = 4:20 7 SUBST: 8 = 8o COLOUR: o : cyan TILE: o = dngn_statue_iron_golem # Use master/slave setup. MARKER: o = lua:monster_on_death { \ death_monster="Dispater", new_monster="generate_awake iron golem", \ message_seen="The iron statue comes to life!", \ message_unseen="You hear a grinding sound.", \ monster_place_feature=dgn.fnum("granite_statue"), \ veto_fragmentation="veto", veto_disintegrate="veto", \ veto_shatter="veto" \ } KITEM: | = superb_item no_pickup : dis_castle(_G) : dis_statues(_G) MAP .................................................................... ...............................................v5v..v5v............. ...............................................vvvvvvvv............. ...........v5v4v...v5v4v...v5v4v...v5v4v.....vvv...4..vvv........... ...........vvvvv...vvvvv...vvvvv...vvvvv...vvv.+..88..+.vvv......... ...........v||3v...v2||v...v$$$v...v$$$v..vv...v...4..v...vv........ ...........v|..v...v..|v...v$|$v...v$|$v.vv..vvvvvvvvvvvv..vv....... ...........v...vvvvv...vvvvv.6.vvvvv.6.vvv..vvvvvvvvvvvvvv..vv...... .........vvvv+vvW8Wvv+vvvvvv...+...+...vv..vvv.........vvvv..v...... ........vv.v...........vvvvvvvvv...vvvvvv.vvvv$$$$vvv...vvvv.vv..... ......vvv..+.......44..vv|$|vvv.....vvvv..vvvv$$vvv...v.vvvv..v..... .....vv....v...........vv$$$vv..vvv..vvv+vvvvv||vvo......vvvv+vvv... ...vvv.8W..vvvvvvvvvvvvvv$$$v...v9v...v...vvvv|vvo2......vvv...v5... ...5vv.WW..vv5vv5vv5vv5vvv+vv.........+...vvvv|vv...v.v...vv9..vv... ...vvv.WW..+................+..v...v..v...vvvvOv1.........+..o.v.... ...vvv.WW..+................+..5.W.5..v...vvvv|v0.........+..o.v.... ...5vv.WW..vv5vv5vv5vv5vvv+vv..v.W.v..v...vvvv|vv...v.v...vv9..vv... ...vvv.8W..vvvvvvvvvvvvvv$$$v..5.W.5..v..Dvvvv|vvo3......vvv...v5... .....vv....v.......v...vv$$$v..v...v..vv+vvvvv||vvo......vvvv+vvv... ......vv...+.......+...vv|$|v.........vv..vvvv$$vvv...v.vvvv..v..... .......vvv.v.......v...vvvvvv..vv+vv..vvv.vvvv$$$$vvv...vvvv.vv..... .........vvvv+vvW8Wv$$$vvvvvv.0v...v0.vvv..vvv.........vvvv..v...... ...........v...vvvvv$$$vvvvvvvvv...vvvvvvv..vvvvvvvvvvvvvv..vv...... ...........v$2$v...v$3$v...vvvvv...vvvvv.vv..vvvvvvvvvvvv..vv....... ...........v|||v...v|||v...vvvvv...vvvvv..vv...v...4..v...vv........ ...........vvvvv...vvvvv...vvv8v+++v8vvv...vvv.+..88..+.vvv......... ...........v5v4v...v5v4v...v.v.v...v.v.v.....vvv...4..vvv........... ............................7.........7........vvvvvvvv............. ...........................7...........7.......v5v..v5v............. ............................7.........7............................. ENDMAP NAME: dis_grunt MONS: patrolling Dispater, Hell Sentinel, iron dragon MONS: iron devil / iron imp w:20 MONS: iron troll, quicksilver dragon, cacodemon NSUBST: G = 4:8 / *:G TILE: G = dngn_statue_iron_golem COLOUR: G = cyan KMONS: 8 = iron golem KMONS: 9 = war gargoyle ITEM: plate armour good_item / crystal plate armour good_item w:3 ITEM: acquire weapon KMONS: F = Hell Sentinel KITEM: F = | KMONS: E = Hell Sentinel KITEM: E = $ : serpent_of_hell_setup(_G) : dis_castle(_G) : dis_statues(_G) MAP .................................................................... .................................................................... ...............vv9.vv4.vv9.vvvvvvvvvvvvvvvvvvvvvv.9v.4v.9vvvvvvvvv.. .............vvvvvvvvvvvvvvv.....+$$$v||v.......vvvvvvvvvv.......v.. ...........vvv.............v.4.5.+$$$vF|v........vvvvvvvv........v.. .........vvvvv.G.G.G.G.G.G.v..3..v$E$v$$v..7.....vvvvvvvv.....2..v.. ......vvvvvvvv.............+...4.v|||v$$v........vvvvvvvv........v.. ......vv.....+......3......+.....vvvvv++v........vvvvvvvv........v.. ......9v.5.4.+....5...4....vvvvvvv...v45v.........vvvvvv.........v.. ......vv.....+.............vvvvv.....v.3v........................v.. ......vv...G.vvvvvv+++vvvvvvvvv..4.9.+.4vv......................vv.. .vv...9v.....v.............vvv.......+..vvvvvv..............vvvvv9.. .vvv++vv...3.v.G.G.....G.G.vv..G.G.G.vvvvvvvvvv....v++v....vvvvvvv.. ..v...4v...G.v.............v..4.8....vvvvvvvvvv...vv..vv...vvvvvv9.. ..+....+.....v..4....2...5.+.....D...+....2...+...+.d..+...vvvvvvv.. ..+....+.....v..5..9.....4.+.....2...+........+...+..e.+...vvvvvv9.. ..v...4v...G.v.............v..4.8....vvvvvvvvvv...vv..vv...vvvvvvv.. .vvv++vv...3.v.G.G.....G.G.vv..G.G.G.vvvvvvvvvv....v++v....vvvvvv9.. .vv...9v.....v.............vvv.......+..vvvvvv..............vvvvvv.. ......vv...G.vvvvvv+++vvvvvvvvv..4.9.+.4vv......................vv.. ......vv.....+.............vvvvv.....v.3v........................v.. ......9v.5.4.+....4...5....vvvvvvv...v54v.........vvvvvv.........v.. ......vv.....+......3......+.....vvvvv++v........vvvvvvvv........v.. ......vvvvvvvv.............+...4.v$$$v$$v........vvvvvvvv........v.. .........vvvvv.G.G.G.G.G.G.v..3..v$$$v$$v..1.....vvvvvvvv.....7..v.. ...........vvv.............v.4.5.+$E$vF|v........vvvvvvvv........v.. .............vvvvvvvvvvvvvvv.....+|||v||vO......vvvvvvvvvv.......v.. ...............vv9.vv4.vv9.vvvvvvvvvvvvvvvvvvvvvv.9v.4v.9vvvvvvvvv.. .................................................................... .................................................................... ENDMAP NAME: dis_wall_1 : dis_divider(_G, false) MAP .................................................................... vvvvvvvvvvvvvvvvvvvvvvvvvvvvv++++vv++++vvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvv..........vvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvv..........vvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvv...1..1...vvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvv..........vvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvv..........vvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvv..........vvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvv++++vv++++vvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvv..............2...2..2................2..2...2..............vvvv ENDMAP NAME: dis_wall_2 : dis_divider(_G, false) MAP .................................................................... vvvvvvvvvvvv++vvvvvvvvvvvvvvvvvvvnnvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvv vvvvvvvvvvv....vvvvvvvvvvvvvv..........vvvvvvvvvvvvvv....vvvvvvvvvvv vvvvvvvvvvv....vvvvvvvvvvvvvv..........vvvvvvvvvvvvvv....vvvvvvvvvvv vvvvvvvvvvv.1..+............+...1..1...+............+..1.vvvvvvvvvvv vvvvvvvvvvv....vvvvvvvvvvvvvv..........vvvvvvvvvvvvvv....vvvvvvvvvvv vvvvvvvvvvv2...vvvvvvvvvvvvvv..........vvvvvvvvvvvvvv...2vvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvv..........vvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvv++++vv++++vvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvv.......2......2......2................2......2......2.......vvvv ENDMAP NAME: dis_wall_3 : dis_divider(_G, false) MAP .................................................................... vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv..vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvv........vvvvvvvvvvvvvvvvvvvv10vvvvvvvvvvvvvvvvvvvvvv........vvvv vvvv.v.21.v..............................................v.12.v.vvvv vvvv.v....v..............................................v....v.vvvv vvvv........vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv........vvvv vvvvvvv++vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvv vvvvvvv++vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvv vvvv.2....2..............................................2....2.vvvv ENDMAP NAME: dis_wall_4 : dis_divider(_G, true) MAP vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++++vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvv1..............1vvvvvvvvvvvvvvvvvvvvvvvvvv vvvvwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwvvvv vvvvwwwwwwwwwwwwww2wwwwwww..wwwwwwwwwwww..wwwwwww2wwwwwwwwwwwwwwvvvv vvvvvvvvvvvvvvvvvvvvvvvvvv..vvvvvvvvvvvv..vvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvv++vvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvv....................................................vvvvvvvv vvvvvvvv++vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvv vvvvwwww..wwwww2wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww2wwwww..wwwwvvvv vvvvwwww..wwwww2wwwwwwwwwwwwwwwww22wwwwwwwwwwwwwwwww2wwwww..wwwwvvvv ENDMAP NAME: dis_wall_5 : dis_divider(_G, true) MAP vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++++vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv....vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvwwwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwwwvvvv vvvvwwww2www2wwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwww2wwww2wwwwvvvv vvvvwwwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwwwvvvv vvvvwwww....................................................ww2wvvvv vvvvww2w.........................11.........................wwwwvvvv vvvvwwww..vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv..wwwwvvvv vvvvwwww..vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv..wwwwvvvv vvvvwwww..vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv..wwwwvvvv ENDMAP NAME: dis_wall_6 : dis_divider(_G, false) MAP .................................................................... vvvvvvvvvvv+++vvvvvvvvvvvvvvvvvv++++vvvvvvvvvvvvvvvvvv+++vvvvvvvvvvv vvvvvvvvvvv...vvvvvvvvvvvvvvvvvv....vvvvvvvvvvvvvvvvvv...vvvvvvvvvvv vvvvvvvvvv.....vvvvvvvvvvvvvvvv......vvvvvvvvvvvvvvvv.....vvvvvvvvvv vvvvvvvvvvv.1.vvvvvvvvvvvvvvvvvv..1.vvvvvvvvvvvvvvvvvv.1.vvvvvvvvvvv vvvvvvvvvvv...vvvvvvvvvvvvvvvvvv....vvvvvvvvvvvvvvvvvv...vvvvvvvvvvv vvvvvvvvvv2...2vvvvvvvvvvvvvvvv2....2vvvvvvvvvvvvvvvv2...2vvvvvvvvvv vvvvvvvvvvv...vvvvvvvvvvvvvvvvvv....vvvvvvvvvvvvvvvvvv...vvvvvvvvvvv vvvvvvvvvvv+++vvvvvvvvvvvvvvvvvv++++vvvvvvvvvvvvvvvvvv+++vvvvvvvvvvv vvvv............................................................vvvv ENDMAP NAME: dis_wall_7 : dis_divider(_G, false) MAP vvvvvvvvvvvvvvvv++vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvvvvvv vvvvvvvvvvvvvvv....vvvvvvvvvvvvvvvvvvvvvvvvvvvvvv....vvvvvvvvvvvvvvv vvvvvvvvvvvvvv...2..vvvvvvvvvv........vvvvvvvvvv..2...vvvvvvvvvvvvvv vvvvvvvvvvvvvv..2...vvvvvvvvv..1....1..vvvvvvvvv...2..vvvvvvvvvvvvvv vvvvvvvvvvvvvv......vvvvvvvv............vvvvvvvv......vvvvvvvvvvvvvv vvvvvvvvvvvvvvv.....+......+............+......+.....vvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvv............vvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvv.2........2.vvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvv............vvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvv............................................................vvvv ENDMAP NAME: dis_wall_8 : dis_divider(_G, false) MAP vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv..vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvv2..vvvv....vvvv..2vvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvv2vvv.v........v.vvv2vvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvv.vvv.....11.....vvv.vvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvv.vvv.v........v.vvv.vvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvv...vvvv2..2vvvv...vvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvv.vvvvvvvvvvvvvv.vvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvv+vvvvvvvvvvvvvv+vvvvvvvvvvvvvvvvvvvvvvvvvv vvvv............................................................vvvv ENDMAP ############################################################################## # City of Dis by st ############################################################################## NAME: dis_st ORIENT: encompass MONS: patrolling Dispater, brimstone fiend, ice fiend, hell sentinel MONS: iron troll, iron dragon, cacodemon SUBST: 5=5.,6=6.,7=7.,8=4:15 67...,0=09988... SHUFFLE: 67 NSUBST: A = 1:+ / *:v, B = 1:+ / *:v NSUBST: S = 1:( / 1:[ / 1:{ / *:. # four hell sentinels in Dispater's building NSUBST: _ = 4:4 / *:. COLOUR: G = cyan TILE: G = dngn_statue_iron : serpent_of_hell_setup(_G) : dis_setup(_G) : dis_rune(_G) : dis_statues(_G) MAP vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv v...........................v.....v........v.0...v.............v.....v v....8..vvvvvvvvvvvvv..8....B..0..v.7.vvvvvv.....v....G....G...v..0..v v.......v___________v.......v.....+...v....v..0..v.6..G....G...+.....v v....vvvv___________vvvv....v..0..v...+.0..A.....+.............vvvvvvv v....v__+__vvvvvvv__+__v....vvvvvvv...v....vvvvvvv..............v....v v....v__v__v$$$$$v__v__v....v.........vvvvvv....v.....G.6..G....+....v v....v__v__v$|||$v__v__v....vvvvvv..7..v0..A..0.v.....G....G....v.0..v v....v__v__v$|O|$v__v__v....v....v.....v...v....v..6..........vvvvvvvv v..8.v__v__v$|||$v__v__v.8..B..0.v.....v+vvvv+vvv.............v......v v....v__v__v$$$$$v__v__v....v....+.7.......v..........G....G..v......v v....v__v__vvv+vvv__v__v....v.0..v...vvvvvvv..........G....G..v..0...v v....v__v____3_2____v__v....vvvvvv...v.....vvv+v..6......6....v......v v..8.v__v___________v__v.8..v......7.v..0..v...v..............v+vvvvvv v....v__vvvv__1__vvvv__v....vv+vvv...+.....A0..v......G....G......+..v v....v_____v_____v_____v....v....v...v..0..vvvvvvv....G....G......v0.v v....v_____vvvvvvv_____v....B..0.v...v.....v.....v.......6....6.v+vvvv v....vvvv___________vvvv....v....v.7.vvvvvvv.....v..............v....v v.......v___________v.......vvvvvv.........v..0..v....G....G....v.0..v v....8..vvv_______vvv..8....vvvvvvvv...vv+vv.....v.6..G....G....v....v v.......v___________v.......v......v...v...A0....v............vvvvvvvv v..8....v++vvvvvvv++v....8..B..0...+.7.v...v.....v.......6....v......v v.............D.............v......v...v.0.vvvv+vv....G....G..v......v v...........................vvvvvvvv...v...v..........G....G..+...0..v vvvBvvvvvvvBvvvvvvvvBvvvvBvvv....v.....vvvvvvv+vv..6..........v......v v.....v.v....v..v......v..v.v....v...vvvvvvv....v.............vvvvvvvv v...0.v.v.0..v..v.0....v..+.v.0..+.7.v.....v0...v.....G....G.....v...v v.....v.v....v..v...0..vvvv.v....v...v.0...v....v.....G.6..G.....+.0.v v.0...+.vvv+vv..v......v....vvvvvv...v..0..A..0.v...............vvvvvv v.....v.........vvvv+vvv.............+.....v....v...............v....v vvvvvvv..............................v.....vvvvvv..6..G....G....v.0..v v........7....7....7....7....7....7..vvvvvvv00v.......G....G....v....v v...7..................................v...v..+.................v+vvvv v......................................+...A..v......................v v.vv..vv..vv..vv..vv..vv..vv..vv..vv..vv...v..vv..vv..v....v..vv..vv.v vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvv v.vv..vv..vv..vv..vv..vv..vv..vv..vv..vv..vv..vv..vv..v....v..vv..vv.v v....................................................................v v..........vvvvv........vvvvvv.........vvvvv.........................v v...vvvvv..v...v........v...Sv.vvvvvvv.vS..v.vvvvvvvv.......vvvvvv...v v...v...v..v.S.vvv+vv..5v....v.v.....v.v...v.v.S....v..5WW..v....v...v v...v.S.+.5v...v....v...v....v.v.....+.vv+vv.v......v...WW..+....v...v v...v...v..v...v....v...vv+vvv.v.S...v.5....5vvvv+vvv5..WW..v....v...v v...vvvvv5.vv+vv.S..v.5......5.vvvvvvv+v..5...5....5....WW5.v..S.v...v v..........5...v....v5vvvv....5..5v....v5.vvvvv..vvvvvv.WW.vvvvvvvv..v v.....vvvvv....v....v.+..vv+vvv...v.S..v..v...v5.v.S..v.WW5v.S.vS.v..v v.....v...v..5.vvvvvv.v..v....v.5.v....v..v...+..v....v.WW.+...v..v..v v.....v...+...5.....5.v.Sv...Sv...vvvvvv..v...v..v....+.WW.v...v..+..v v.....vS..v...........v..vvvvvv...........vvvvv..v....v.5..v...v..v..v v.....vvvvv...........vvvv.......................vvvvvv....vvvvvvvv..v v....................................................................v v.vv..vv..vv..vv..vv..vv..vv..vv..vv..vv...v..vv..vv..v....v..vv..vv.v vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvv v.vv..vv..vv..vv..v...vv..vv..v......v....v...v.v.....v....v..vv..vv.v v.................v.0.v.......v....0.v....v.0.v.v..0..v..............v v.................v...v.......v.0....vv+vvv...v.v.0...v........vvvvvvv v..vvvvvvvvvvv....vv+vv.......v......v....vv+vv.v.....v...8....v.....v v..v%||%v....v................v......v.8........vvv+vvv........v...0.v v..v%||%v3...v.v..8...........vvv+vvvv......................8..+..0..v v..v%||%.....+...........................vvvvvv..8......8......v.....v v..v%||%.....+......vv+vvvv..8.........8.v....v................vvvvvvv v..v%||%v2...v.v..8.v.....v..8...WWW.....v....+..8.vvvv+vv.......v...v v..v%||%v....v......v.....v.....WWWWW.v+vv.0..v....v.....v.......+...v v..vvvvvvvvvvv..vvv+v..0..vv+vv.WWWWW.v..v....vv+vvv.0...v.vvvvvvv.0.v v...............v...v..0..v...v.WWWWW.v.0v.0..v....v.....v.+.....v...v v...............v.0.v.....v...v..WWW..v..v....v.0..v..0..v.v..0..v.0.v v.vv..vv..vv..vvv...v.....v...v.......v..v....v....v.....v.v.....v...v vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv ENDMAP ############################################################################## # Dis Stronghold by HangedMan ############################################################################## NAME: dis_hangedman TAGS: no_monster_gen ORIENT: encompass MONS: iron devil w:40 / skeletal warrior MONS: war gargoyle, brimstone fiend, ice fiend, hell sentinel MONS: patrolling iron dragon w:15 / patrolling quicksilver dragon MONS: patrolling Dispater KMONS: 8 = vampire knight w:8 / hell knight band w:8 / ancient champion w:18 / \ reaper w:6 / cacodemon w:2 / executioner w:6 / balrug w:4 / \ dancing weapon w:12 ; great mace good_item | glaive good_item | \ battleaxe good_item | great sword w:15 good_item NSUBST: - = 1:+ / 1 : v:14 +:1 / *:v, = = 1:+ / 1 : v:14 +:1 / *:v NSUBST: 0 = 2:8 / 5 = 0:29 8:1 / 2:. / * = 0:49 .:1 NSUBST: 9 = 3:8 / 3 = 9:4 8:1 / *:9 SHUFFLE: {([, 34, %$, ab, cd, ef / ef / fe, gh / gh / hg, ij / ij / ji SUBST: acegi = v, bdfhj = ., k : vvv., l : vvv., m : vvv. : serpent_of_hell_setup(_G) : dis_setup(_G) : dis_rune(_G) : dis_statues(_G) MAP vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv vvv.(.vv.....vv...vv...vv...vvvvvvv..vv..vv..vv..vvvvvvvvvvvvvvvvvv vv..........................v....0v..............v%%%%%.....0|||vvv vv[.......v.................+.....v..............v.............|vvv vv.......vvv................v.....v.............vv.....3v......|vvv vvv.......v1................+.....v..............v..vvvvv......8vvv vvv......vvv................v0....v.............vv..............vvv vv........v......v.......vv+vvv--vv........v0v...v..............vvv vv...v.v.{v2.v1v1v.......v..0v............vvvvv..v..............vvv vv..vvvvvvvvvvvvvvvv.....+...-..G........vvvvvv..vvvvv+vv...vv..vvv 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