############################################################################### # vaults.des: Entries to the Vaults branch. # # Note the regular (mini)vaults are no longer in vaults.des, they have been # moved to mini.des, float.des and large.des. Portal vaults live in portal.des. ############################################################################### {{ -- Vaults:$ common loot substitutions function vaults_end_loot(e) e.subst("? = | * .:43") e.subst("| = | *:2") e.subst("* = * |:2") end -- Vaults:$ cross-vault rune substitution -- Turn 'O' into a rune (if it doesn't exist yet) or a good item -- -- Note that this assumes that only one "prize" subvault is ever picked, and -- that it is the first subvault of the four. function vaults_end_rune(e) if dgn.map_by_tag("vaults_end_rune") and (e.has_tag("vaults_end_quadrant_prize") and crawl.one_chance_in(4) or e.has_tag("vaults_end_quadrant")) then e.subvault("O : vaults_end_rune") else e.subvault("O : vaults_end_norune") end end -- Find the slave of the teleporter and move to it. function teleporter_vault_action_fn(data, triggerable, triggerer, marker, ev) local position = dgn.point(marker:pos()) my_slaves = dgn.find_marker_positions_by_prop("teleport_spot", data.teleport_spot) if you.teleport_to(my_slaves[1].x, my_slaves[1].y, true) then crawl.mpr("Your surroundings suddenly seem different!") else crawl.mpr("There is a strange hissing noise.") end end }} ############################################################################### # Vaults entries ############################################################################### ############################################################ # Generic Vaults entry # NAME: david_vaults_1 TAGS: vaults_entry MONS: hill giant / troll / two-headed ogre MONS: necromancer / wizard / vampire w:4 / deep elf mage w:4 SHUFFLE: !- SUBST: ! = x, - = +, c : cxv NSUBST: 1 = 1:1 / * = 1.., 2 = 1:2 / * = 2.. KFEAT: O = enter_vaults MAP xxxxx.@.ccccc x...+...c..2c x...x...c...c x!x-x.1.c...c @.x.x12.+.O1c x.x.x.1.c...c x.x.x...c...c x.+.x...c..2c xxxxx.@.ccccc ENDMAP ############################################################ # Vault monsters near stair # NAME: david_vaults_2 TAGS: vaults_entry MONS: yaktaur captain, yaktaur, ogre mage, two-headed ogre MONS: glowing shapeshifter, shapeshifter SHUFFLE: 12 / 34 / 56 KFEAT: O = enter_vaults MAP vvvvv.@.... v1......... v.......... v.....2v.v. @....2Ov..@ .....vvv.v. ........... .....v.v.v. ......@.... ENDMAP ############################################################ # Vaults patterns 0: vanguard # NAME: david_vaults_3 TAGS: vaults_entry MONS: human KMONS: 2 = orc knight / Donald, orc knight KMONS: 3 = skeletal warrior w:20 / Norris, skeletal warrior KMONS: 4 = hill giant / Rupert, hill giant SHUFFLE: 2349 KFEAT: O = enter_vaults MAP @..........@ ....1131.... ...1....1... ..1......1.. ..2..O{..1.. ..1..()..4.. ..1......1.. ...1....1... ....1911.... @..........@ ENDMAP ############################################################ # Vaults patterns I # NAME: david_vaults_4 TAGS: vaults_entry MONS: fire dragon / ice dragon / hydra / lindwurm MONS: freezing wraith / shadow wraith / wraith / phantasmal warrior MONS: deep troll / iron troll / troll MONS: two-headed ogre / cyclops / ettin / hill giant MONS: necromancer / glowing shapeshifter / vault guard / wizard MONS: shapeshifter NSUBST: 1 = 1:1 / 1:2 / 1:3. / 1 : 4 .:30 / 1:5 .:70 SHUFFLE: 12345 SUBST: * = *.%, c : cvv, 6 = 6... KFEAT: O = enter_vaults MAP @..........@ .cccccccccc. .c.11111..c. .c.ccccc..c. .c.c***c..c. .c.+**Oc..c. .ccccccc..c. ...666....c. .cc...ccccc. @..........@ ENDMAP ############################################################ # Vaults patterns II # NAME: david_vaults_5 TAGS: vaults_entry KMONS: O = vault guard KFEAT: O = enter_vaults SUBST: ! : !., ? : ?. SUBST: ?! = .:30 0:10 9:5 %:10 *:5 MAP xxxxxxxxxxxxxx xOx!x!x?x!x?xx xx!x?x!x!x?x!x x!x!x!x?x!x?xx xx?x!x?x?x?x!x x!x?x.x.x.x.xx xx?x?x.x.x.x.x x?x?x!x?x.x.xx xx!x!x!x?x.x.x xxxxxxxxxxxxx@ ENDMAP ############################################################ # The Guard of Blades # NAME: erik_vaults_1 TAGS: vaults_entry MONS: dancing weapon ; long sword good_item SUBST: v : vcxxx KFEAT: O = enter_vaults MAP ............. ............. .....v%v..... ....vvvvv.... .....1O1..... ....vvvvv.... .....v%v..... ............. ............. ENDMAP ############################################################ # Above As Below # NAME: erik_vaults_2 TAGS: vaults_entry MONS: vault guard SUBST: v = vxx, b = bcc KFEAT: O = enter_vaults MAP vvvvvv.vvvvvv vvvvvv.vvvvvv vvvvbb.bbvvvv vvvvb111bvvvv .....1O1..... vvvvb111bvvvv vvvvbb.bbvvvv vvvvvv.vvvvvv vvvvvv.vvvvvv ENDMAP ############################################################ # HangedMan's map # NAME: hangedman_vaults_entry_quadrant_bands TAGS: vaults_entry no_monster_gen no_item_gen patrolling ORIENT: float MONS: centaur warrior, centaur / nothing w:5 MONS: ogre mage, two-headed ogre / ogre w:16 MONS: orc knight, orc priest / orc warrior / orc wizard / orc w:15 KMONS: 7 = yaktaur KMONS: 8 = yaktaur / nothing w:5 KMONS: 9 = deep elf knight KMONS: 0 = deep elf mage / deep elf priest / deep elf fighter / nothing w:15 KMONS: A = boggart / kobold demonologist KMONS: B = big kobold / kobold w:5 KMONS: C = skeletal warrior KMONS: D = skeleton KMASK: @` = !no_item_gen KFEAT: O = enter_vaults SHUFFLE: 12 / 34 / 56 / 78 / 90 / AB / CD, O%*| SUBST: $ = $$., * = **%, | = **|., ` = . MAP vvvvvvv@@vvvvvvv vO2...v``v...4*v v2$v2vv``vv4v$4v v.v1v.v``v.v3v.v v.2vv.v``v.vv4.v v.v....``....v.v vvvvv.v``v.vvvvv @``````````````@ @``````````````@ vvvvv.v``v.vvvvv v.v....``....v.v v.6vv.v``v.vv8.v v.v5v.v``v.v7v.v v6$v6vv``vv8v$8v v%6...v``v...8|v vvvvvvv@@vvvvvvv ENDMAP ############################################################ # Tiered entry # NAME: grunt_vaults_entry_tiered TAGS: vaults_entry no_monster_gen no_rtele_into transparent MONS: human w:29 / orc warrior w:1 MONS: necromancer / wizard / yaktaur w:2 MONS: vault guard w:29 / deep elf knight w:1 SUBST: x : xcv NSUBST: 2 = 1:2 / * = 12, 3 = 1:3 / * = 113 KFEAT: O = enter_vaults MAP ............... .xxxxxxxxxxxxx. .x%%...x...%%x. .x%212.+.323%x. .x.1T1.+..O2.x. .x.1.1.+.323%x. .x.....x...%%x. .xx+++xxxxxxxx. .x.....x...%%x. .x.111.+....%x. .x.2T..+.1T1.x. .x%111.+.1.1.x. .x%%...x.....x. .xxxxxxxx+++xx. .........@@@... ENDMAP ############################################################ # A fortification! # NAME: grunt_vaults_entry_fortified TAGS: vaults_entry no_pool_fixup no_monster_gen patrolling ORIENT: north MONS: human ; arbalest . bolt q:10 . short sword | dagger . \ leather armour w:5 | ring mail | scale mail / \ orc warrior ; arbalest . bolt q:10 . short sword | dagger . \ leather armour w:5 | ring mail | scale mail / \ deep elf fighter / gargoyle / yaktaur MONS: vault guard / orc knight w:2 MONS: wizard / tengu conjurer / orc sorcerer / ogre mage NSUBST: T = 1:U / *:T KFEAT: O = enter_vaults MAP xxxxxxxxxxxxxxxxxxx xxxxxxxvvvvvxxxxxxx xxxxxxxvT.Tvxxxxxxx xxxxxxxv2O2vxxxxxxx xxxxxxxvT.Tvxxxxxxx xvvvvvvvv+vvvvvvvvx xv*...3.....3...*vx xv.......2.......vx xv...............vx xvv+vvvv.v.vvvv+vvx xv...vxv...vxv...vx xv...vxv.1.vxv...vx xv...vxv...vxv...vx xvv12vvv+++vvv21vvx .wwwwwwW...Wwwwwww. .WwwwwwW...WwwwwwW. .WwwwWW...WwwwwW. .WWWW.....WWWW. ......@...... ENDMAP ############################################################ NAME: lightli_vaults_fourway_checkpoint TAGS: vaults_entry transparent MONS: vault guard KFEAT: O = enter_vaults MAP ................. ...vv.......vv... ..vvvv.....vvvv.. .vvvvvv...vvvvvv. .vvvvvvv+vvvvvvv. ..vvvv.....vvvv.. ...vv.v0.0v.vv... ....v.0.1.0.v.... ....+..1O1..+.... ....v.0.1.0.v.... ...vv.v0.0v.vv... ..vvvv.....vvvv.. .vvvvvvv+vvvvvvv. .vvvvvv...vvvvvv. ..vvvv.....vvvv.. ...vv.......vv... ................. ENDMAP ############################################################################### # Vaults:$ last level of the vaults -- dungeon.cc will change all these 'x's ############################################################################### # # This map traditionally allows controlled teleports. Even with the now # random placement of the rune, this seems fine: some of the spots are # awkward to reach via teleport, and there is now always a monster on the # rune. # # Vaults:$ extensively uses subvaults. To provide another Vaults:$ quadrant # variation, create a map tagged vaults_end_quadrant that is 27x23. It should # have three blank cells on one corner (see any existing quadrant for an # example), which will be used to orient that corner towards the middle of # the map. Each quadrant must be capable of generating a rune, which # should be done by placing an 'O' glyph and calling vaults_end_rune(_G). # # There is a lot of variance among the possible quadrants but we do ensure # that (exactly) one quadrant with rich loot is generated. Those are tagged # vaults_end_quadrant_prize and come in their own section below. ############################################################# # The main vault for Vaults:$. # NAME: vaults_vault PLACE: Vaults:$ ORIENT: encompass TAGS: no_rotate no_dump SHUFFLE: ABCD : if crawl.one_chance_in(36) then SUBVAULT: A : vaults_end_quadrant_prize_mall SUBVAULT: B : vaults_end_quadrant_mall SUBVAULT: C : vaults_end_quadrant_mall SUBVAULT: D : vaults_end_quadrant_mall : else SUBVAULT: A : vaults_end_quadrant_prize SUBVAULT: B : vaults_end_quadrant SUBVAULT: C : vaults_end_quadrant SUBVAULT: D : vaults_end_quadrant :end SUBST: ABCD = . MONS: vault guard {{ set_feature_name("metal_wall", "heavily etched metal wall") set_feature_name("green_crystal_wall", "heavily etched wall of green crystal") }} MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xx9..............................0.............................9xx xx..............................................................xx xx....AAAAAAAAAAAAAAAAAAAAAAA........BBBBBBBBBBBBBBBBBBBBBBB....xx xx...AAAAAAAAAAAAAAAAAAAAAAAAA......BBBBBBBBBBBBBBBBBBBBBBBBB...xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx..AAAAAAAAAAAAAAAAAAAAAAAAAAA.11.BBBBBBBBBBBBBBBBBBBBBBBBBBB..xx xx...AAAAAAAAAAAAAAAAAAAAAAAA..1111..BBBBBBBBBBBBBBBBBBBBBBBB...xx xx....AAAAAAAAAAAAAAAAAAAAAAA.1....1.BBBBBBBBBBBBBBBBBBBBBBB....xx xx...........................1..(<..1...........................xx xx0.........................11.[..{.11..........................xx xx...........................1..<<..1..........................0xx xx............................1....1............................xx xx....CCCCCCCCCCCCCCCCCCCCCCC..1111..DDDDDDDDDDDDDDDDDDDDDDD....xx xx...CCCCCCCCCCCCCCCCCCCCCCCC...11...DDDDDDDDDDDDDDDDDDDDDDDD...xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xx xx...CCCCCCCCCCCCCCCCCCCCCCCCC......DDDDDDDDDDDDDDDDDDDDDDDDD...xx xx....CCCCCCCCCCCCCCCCCCCCCCC........DDDDDDDDDDDDDDDDDDDDDDD....xx xx..............................................................xx xx9.............................0..............................9xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # Vaults:$ - the subvault used to place the rune. # # Used by the 'vaults_end_rune()' function in the prelude. # NAME: vaults_end_rune TAGS: vaults_end_rune KMONS: O = 8 / 9 KITEM: O = silver rune of Zot MAP O ENDMAP ############################################################ # Vaults:$ - the subvault used for potential rune locations that do not # contain the real rune. # # Used by the 'vaults_end_rune()' function in the prelude. # NAME: vaults_end_norune TAGS: vaults_end_norune allow_dup unrand KMONS: o = 8 / 9 : if crawl.random2(13) == 12 then KFEAT: o = any shop : else KITEM: o = any good_item : end MAP o ENDMAP ############################################################ # Vaults:$ - the subvault used for potential rune locations that do not # contain the rune, but rather a mimic of it! # # Used by the 'vaults_end_rune()' function in the prelude. # NAME: vaults_end_rune_mimic TAGS: vaults_end_norune unrand WEIGHT: 1 KITEM: o = silver rune of Zot mimic MAP o ENDMAP ############################################################################### # Vaults:$ quadrants ############################################################################### ############################################################ # about 2 | NAME: vaults_end_classical_cross TAGS: vaults_end_quadrant unrand NSUBST: U = 1:. / *:xxxx. NSUBST: V = 1:. / *:xxxx. SUBST: - = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP ..xxxxxxxxxxxxxxxxxxx.. ...xxxxxxxxxxxxxxxxxxx.. ....xx...............xx.... xxx.......-.....-.......xxx xxx...-.............-...xxx xx.......................xx xx.-....xxxxxxxxxxx....-.xx xx......x.........x......xx xx....xxU.........Uxx....xx xx..-.x....xxxxx....x....xx xx....x.-.Vx$$$xx...x.-..xx xx....x..xx$***$xx..x....xx xx.-..x..x$$*O*$$x-.x....xx xx....x..xx$***$xx..x....xx xx....x...Vx$$$xV...x..-.xx xx..-.xxx-.xxxxx..Uxx....xx xx......x.........x......xx xx......xxxxxxxxxxx.-....xx xxx...-.................xxx xxx........-....-.......xxx ....xx...............xx.... ...xxxxxxxxxxxxxxxxxxx... ..xxxxxxxxxxxxxxxxxxx.. ENDMAP ############################################################ # about 4 | NAME: vaults_end_classical_diamond TAGS: vaults_end_quadrant unrand SHUFFLE: !_ SUBST: ! = | * .:20 SUBST: _ = 8 9 .:20 SUBST: a : x . : vaults_end_loot(_G) : vaults_end_rune(_G) MAP a.xxxxxxxxxxxxxxxxxxx.a a!x.x.x!x.x.x.x.x.x.x.x. a.x.x.x.x.x.x.x!x.x.x_x.x.a .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 xx.x.x.x.x.x.x.x.x.x.x.x_xx x.x.x!x.x.x.x.x.x.x!x.x.x.x xx.x_x.x.x!x.x.x.x.x.x.x.xx x.x.x.x.x_x.x.x.x.x.x.x.x.x xx.x.x.x.x.x.x.x.x.x.x.x!xx x_x.x!x.x.x.x.x.x!x.x_x.x.x xx.x.x.x.x.x.O.x.x.x.x.x.xx x.x.x_x.x.x.x.x.x.x.x.x_x.x xx.x.x.x.x.x.x_x.x.x.x.x.xx x!x.x.x.x!x.x.x.x.x.x.x.x.x xx.x.x.x.x.x.x!x.x.x.x.x.xx x.x.x.x.x.x.x.x.x.x_x.x.x.x xx.x_x.x.x.x.x.x.x.x.x.x_xx 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. a.x.x.x.x.x_x.x.x.x.x.x.x.a a.x.x_x.x.x!x.x.x.x.x!x_a a.xxxxxxxxxxxxxxxxxxx.a ENDMAP ############################################################ # about 5 | NAME: vaults_end_classical_stripes TAGS: vaults_end_quadrant unrand # double use of Y=Y. and Z=Z. for decreasing variance SUBST: Y = Y ., Z = Z ., Y = Y ., Z = Z . SUBST: Y = 9:30 8:10 .:40 SUBST: Z = 9:10 8:30 .:40 SUBST: a : x ., b : x ., c : x . : vaults_end_loot(_G) : vaults_end_rune(_G) MAP axaxxaaxaxxxxxxxxxxxxbx ........................ a................Y..Z.....x x..Y..Y..Y..Y..Y..Z..Y..Y.b a...Y..Y..Y..Z..Y..Y..Z...x x.Y..Y..Y..Y..Z..Y..Z..Y..x x..Y..Y..Z..Z..Y..Y..Y..Z.x a...Y..Z..Y..Y..Z..Y..Y...x a.Y..Y..Z..Z??Y..Y..Y..Z..x x..Z..Y..Y??Y??Z..Y..Y..Y.x x...Y..Y??Z??Y??Z..Z..Y...x x.Z..Z..Y??YO?Z??Y..Z..Z..x x..Y..Z..Y??Z??Z?.Y..Z..Z.x x...Z..Z..Z??Y?.Z..Z..Y...x x.Y..Z..Y..Z?.Z..Z..Z..Z..x x..Z..Y..Z..Y..Z..Z..Z..Z.x x...Y..Z..Z..Z..Z..Z..Z...x x....Z..Y..Z..Y..Z..Z..Z..x x..Z..Z..Y..Z..Z..........x b...Z..Y..Z..Z............c x....Y..Z..Z..Z..Z........x ......................... xbxxxxxxxxxxxxxxxxxxxcx ENDMAP ############################################################ # about 4 | NAME: vaults_end_mu_clover TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 NSUBST: ? = 1:O / *:* NSUBST: " = 1:. / *:x : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........................ x.........................x x..xxxxxxxxx999xxxxxxxxx..x x..x?**....x...x....**?x..x x..x**..9..x...x..9..**x..x x..x*..9...x...x...9..*x..x x..x..9....xx"xx....9..x..x x..x...................x..x x..xxxxxxxx.....xxxxxxxx..x x..9......x.....x......9..x x..9......"....."......9..x x..9......x.....x......9..x x..xxxxxxxx.....xxxxxxxx..x x..x...................x..x x..x..9....xx"xx....9..x..x x..x*..9...x...x...9..*x..x x..x**..9..x...x..9..**x..x x..x?**....x...x....**?x..x x..xxxxxxxxx999xxxxxxxxx..x x.........................x ......................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # about 8 | NAME: vaults_end_mu_not_diamond TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 *:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ..x9x.x.x.x.x.x.x.x.x.x. x.x.x.x.x.x.x.x.x.x.x.x9x.x xx.x.x.x.x9x.x.x9x.x.x.x.xx x.x.xxxxxxxxx.xxxxxxxxx.x.x xx9xxxxxxxxx.x.xxxxxxxxx.xx x.x.xxxxxxxx...xxxxxxxx.x.x xx.xxxxxxx...9...xxxxxxx9xx x.x.xxxxx.........xxxxx.x.x xx.xxxxx...|$|$|...xxxxx.xx x9x.x.x....$***$....x.x.x.x xx.x.x.x.9.|*O*|.9.x.x.x.xx x.x.x.x....$***$....x.x.x9x xx.xxxxx...|$|$|...xxxxx.xx x.x.xxxxx.........xxxxx.x.x xx.xxxxxxx...9...xxxxxxx.xx x.x.xxxxxxxx...xxxxxxxx.x.x xx9xxxxxxxxx.x.xxxxxxxxx9xx x.x.xxxxxxxxx.xxxxxxxxx.x.x xx.x.x.x.x9x.x.x9x.x.x.x.xx x.x.x.x.x.x.x.x.x.x.x.x.x.x ..x9x.x.x.x.x.x.x.x.x9x.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # about 11 | NAME: vaults_end_mu_boxes TAGS: vaults_end_quadrant unrand NSUBST: a = 1:+ / *:x NSUBST: b = 1:+ / *:x NSUBST: c = 1:+ / *:x NSUBST: d = 1:+ / *:x NSUBST: e = 1:+ / *:x NSUBST: f = 1:+ / *:x NSUBST: g = 1:+ / *:x SHUFFLE: ABCDEFG SUBST: ABC = 9 SUBST: D = |*$9 SUBST: E = | SUBST: F = * NSUBST: G = 1:O / *:9 SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........................ x..........xxbxx..........x x..........xBBBx..........x x..xxaxx...bBBBb...xxcxx..x x..xAAAx...xBBBx...xCCCx..x x..aAAAa...xxbxx...cCCCc..x x..xAAAx...........xCCCx..x x..xxaxx...........xxcxx..x x..........xxdxx..........x x..........xDDDx..........x x....9.....dDDDd.....9....x x..........xDDDx..........x x..........xxdxx..........x x..xxfxx...........xxgxx..x x..xFFFx...........xGGGx..x x..fFFFf...xxexx...gGGGg..x x..xFFFx...xEEEx...xGGGx..x x..xxfxx...eEEEe...xxgxx..x x..........xEEEx..........x x..........xxexx..........x ......................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # about 8 | NAME: vaults_end_mu_long TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:10 NSUBST: $ = 1:O / *:$ SUBST: $ = |**$ SUBST: a = x. : vaults_end_loot(_G) : vaults_end_rune(_G) MAP axxxxxxxxxxxxxxxxxxxxxa ........................ a.........................a x.........................x x..xxxxxxxxxxxxxxxxxxxxx..x x....999............$$$x..x x....999............$$$x..x x..xxxxxxxxxxxxxxxxxxxxx..x x..x$$$............999....x x..x$$$............999....x x..xxxxxxxxxxxxxxxxxxxxx..x x....999............$$$x..x x....999............$$$x..x x..xxxxxxxxxxxxxxxxxxxxx..x x..x$$$............999....x x..x$$$............999....x x..xxxxxxxxxxxxxxxxxxxxx..x x....999............$$$x..x x....999............$$$x..x x..xxxxxxxxxxxxxxxxxxxxx..x a.........................a ....................... axxxxxxxxxxxxxxxxxxxxxa ENDMAP ############################################################ # 19 *, 14 monsters NAME: vaults_end_minmay_circular_pillars TAGS: vaults_end_quadrant unrand NSUBST: a = 1:+ / *:x, b = 1:+ / *:x, c = 1:+ / *:x, d = 1:+ / *:x NSUBST: O = 1:O / *:* SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ..9..9xxxx9...9xxxx9.... x.......xx.......xx.......x x9..xx......xbx......xx...x x..xxxx....xx*xx....xxxx..x x..xxxx....b*O*b....xxxx..x x9..xx9....xx*xx....9xx..9x xx..........xbx..........xx xxx.....................xxx xxx..xax...9...9...xcx..xxx xx..xx*xx.........xx*xx..xx x9..a*O*a.........c*O*c..9x xx..xx*xx.........xx*xx..xx xxx..xax...9...9...xcx..xxx xxx.....................xxx xx..........xdx..........xx x9..xx9....xx*xx....9xx..9x x..xxxx....d*O*d....xxxx..x x..xxxx....xx*xx....xxxx..x x9..xx......xdx......xx..9x x.......xx.......xx.......x ..9..9xxxx9...9xxxx9..9.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 20 *, 12 monsters NAME: vaults_end_minmay_hexagonal TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ....xx9...........9xx... x.........................x x..xx...xxxxx.xxxxx.......x x..x...xx9.......9xx......x x..x..xx...........xx.....x xx....x...xxx.xxx...x....xx xx...xx..xx9...9xx..xx...xx xx..xx...x.......x...xx..xx x9..x9..xx..***..xx..9x..9x x..xx..xx9.*****.9xx..xx..x x..........**O**..........x x..xx..xx9.*****.9xx..xx..x x9..x9..xx..***..xx..9x..9x xx..xx...x.......x...xx..xx xx...xx..xx9...9xx..xx...xx xx....x...xxx.xxx...x....xx x..x..xx...........xx..x..x x..x...xx9.......9xx...x..x x..xx...xxxxx.xxxxx...xx..x x.........................x ....xx9...........9xx.... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 16 *, 10 monsters NAME: vaults_end_minmay_subdivision TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx .....x....*xxx*....x.... x.....x.....xxx.....x.....x x.....x.....xxx.....x.....x x....9x9....xxx....9x9....x xxxxxx.xxxxx...xxxxx.xxxxxx x....9x9....xxx....9x9....x x.....x.....xxx.....x.....x x.....x.....xxx.....x.....x x*....x....*xxx*....x....*x xxxxxx.xxxxx9*9xxxxx.xxxxxx xxxxxx.xxxxx*O*xxxxx.xxxxxx xxxxxx.xxxxx9*9xxxxx.xxxxxx x*....x....*xxx*....x....*x x.....x.....xxx.....x.....x x.....x.....xxx.....x.....x x....9x9....xxx....9x9....x xxxxxx.xxxxx...xxxxx.xxxxxx x....9x9....xxx....9x9....x x.....x.....xxx.....x.....x x.....x.....xxx.....x.....x .....x....*xxx*....x..... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 14 *, 8 monsters NAME: vaults_end_minmay_triangle_fans TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:* : vaults_end_loot(_G) : vaults_end_rune(_G) MAP ...xxxxxxxxxxxxxxxxxxxx xxxx.....9xxxx.....9xxxx .xxx..x....xxx..x....xxx..x .xx...xx...xx...xx...xx...x .x....xxx..x....xxx..x....x x....9xxxx.....9xxxx......x x.xxxx9.....xxxx9.....xxxxx x..xxx...*x.*xxx...*x..xxxx x...xx...xx..Oxx...xx...xxx x....x.*xxx...*x.*xxx....xx x......xxxx9.....xxxx9....x x.........................x xxxxx.....9xxxx.....9xxxx.x xxxx..x*...xxx*.x*...xxx..x xxx...xx...xxO..xx...xx...x xx....xxx*.x*...xxx*.x....x x....9xxxx.....9xxxx......x x.xxxx9.....xxxx9.....xxxxx x..xxx....x..xxx....x..xxxx x...xx...xx...xx...xx...xxx x....x..xxx....x..xxx....xx ......xxxx9.....xxxx9.... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 8 |, 11 monsters NAME: vaults_end_minmay_pillar_box TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........................ x.x.x.x.x.x.x.x.x.x.x.x.x.x x.........................x x.x.xx9xx..xx9xx..xx9xx.x.x x...xx.xx..xx.xx..xx.xx...x x.x.9.|....9.|.9....|.9.x.x x...xx.xx..xx.xx..xx.xx...x x.x.xx.xx..xx.xx..xx.xx.x.x x...9...9..xx.xx..9...9...x x.x.xx.xx..x...x..xx.xx.x.x x...xx|xx..x.O.x..xx|xx...x x.x.xx.xx..x...x..xx.xx.x.x x...9...9..xx.xx..9...9...x x.x.xx.xx..xx.xx..xx.xx.x.x x...xx.xx..xx.xx..xx.xx...x x.x.9.|....9.|.9....|.9.x.x x...xx.xx..xx.xx..xx.xx...x x.x.xx9xx..xx9xx..xx9xx.x.x x.........................x x.x.x.x.x.x.x.x.x.x.x.x.x.x ......................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 20 *, 15 monsters NAME: vaults_end_minmay_partial_spiral TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ......................... x.........................x x..x99xxxxxxxxxxxxxxxxxx..x x..x................9..9..x x..x................9..9..x x..x99x99xxxxxxxxxxxx..x..x x..x..x..........9..9..x..x x..x..x..........9..9..x..x x..x..x99xxxxxxxxx..x..x..x x..x..x..x*******x..x..x..x x..x..x..+***O***x..x..x..x x..x..x..x*******x..x..x..x x..x..xxxxxxxxxxxx99x..x..x x..9..9.............x..x..x x..9..9.............x..x..x x..xxxxxxxxxxxxxxx99x99x..x x..9...................x..x x..9...................x..x x..xxxxxxxxxxxxxxxxxx99x..x x.........................x ........................ xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 2 |, 19 *, 16 monsters NAME: vaults_end_minmay_grid2 TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / 1:* / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP .xxxxxxxxxxxxxxxxxxxxxx ..xx**xx**xx**xx**xx**xx. xxx..xx..xx..xx..xx..xx..xx xxx.9xx9.xx..xx..xx.9xx9.xx x..xx..xx..xx..xx..xx..xx*x x..xx..xx..xx..xx..xx..xx*x xxx.9xx9.xx..xx..xx.9xx9.xx xxx..xx.9xx9.xx.9xx9.xx..xx x..xx..xx..xx..xx..xx..xx*x x..xx..xx..xx..xx..xx..xx*x xxx..xx.9xx9OxxO9xx9.xx..xx xxx..xx.9xx9OxxO9xx9.xx..xx x..xx..xx..xx..xx..xx..xx*x x..xx..xx..xx..xx..xx..xx*x xxx..xx.9xx9.xx.9xx9.xx..xx xxx.9xx9.xx..xx..xx.9xx9.xx x..xx..xx..xx..xx..xx..xx*x x..xx..xx..xx..xx..xx..xx*x xxx.9xx9.xx..xx..xx.9xx9.xx xxx..xx..xx..xx..xx..xx..xx x..xx..xx..xx..xx..xx..xx.. .xx..xx..xx..xx..xx..xx. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 2 |, 15 *, 14 monsters NAME: vaults_end_minmay_pluses TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx .....x......x......x.... x.........................x x.........................x x.....x......x......x.....x xx...xxx9999xxx9999xxx...xx x.....x......x......x.....x x.....9......x......9.....x x.....9.....*x......9.....x x.....9....**x......9.....x x.....x...**Ox......x.....x xx...xxxxxxxxxxxxxxxxx...xx x.....x...**OxO**...x.....x x.....9....**x**....9.....x x.....9.....*x*.....9.....x x.....9......x......9.....x x.....x......x......x.....x xx...xxx9999xxx9999xxx...xx x.....x......x......x.....x x.........................x x.........................x .....x......x......x..... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 14 *, 9 monsters NAME: vaults_end_minmay_broken_diamonds TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 NSUBST: * = 1:O / 14:* / *:. : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ..xx....9xx...xx9....xx.. x........xx.....xx........x xx......xx...x...xx......xx xxx....xx....xx...xx....xxx x9xx...x......xx...x...xx9x x..xx........**xx.....xx..x x...xx...xx.***9xx........x x.........xx**9xx...x....xx x......x...xx9xx...xxx...xx xx....xxx...xxx...xx9xx...x xx...xx9xx...x...xx9**xx..x x...xx**9xx.......xx**....x x..xx.***9xx...x...xx....xx x9.....**xx....xx...x...xxx xx......xx....**xx.....xx9x xxx....xx...xx**9xx...xx..x x.xx...x.....xx9xx........x x..xx.....x...xxx...x....xx x...xx...xx....x....xx...xx x.......xx...........xx...x ......xx9..xx...xx..9xx.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 17 *, 10 monsters NAME: vaults_end_minmay_smooth_crossroads TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:. : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx 9.....x9.....9x9........ x......x.......x...x....9.x x.....xx...x...x...xx.....x x.....x....x...x....x.....x x....xx....x...x....xx....x x..xxx....xx...xx....xxx..x x.xx......x*...*x......xxxx x........xx*...*xx.......9x x9.....xxxO.....Oxxx......x xxxxxxxx**...9...**xxxx...x x9..........9x9..........9x x...xxxx**...9...**xxxxxxxx x......xxxO.....Oxxx.....9x x9.......xx*...*xx........x xxxx......x*...*x......xx.x x..xxx....xx...xx....xxx..x x....xx....x...x....xx....x x.....x....x...x....x.....x x.....xx...x...x...xx.....x x......x...x.......x......x 9........9x9.....9x.....9 xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 14 *, 10 monsters NAME: vaults_end_minmay_diagonal_split TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx 9xxx9.......x9.......... x..xxx...xx...x...........x x...xxx..9xx...x..........x x....xxx...xx...x9........x x.x9..xxx...xx...x........x x.xx...xxx..*xx...x.......x x..xx...xxx..*xx...x......x x...xx...xxx..*xx...x.....x xx...xx...xxx..*xx...x9...x x9x...xx*..xxx9.*xx...x...x x..x...xx*..9O9..*xx...x..x x...x...xx*.9xxx..*xx...x9x x...9x...xx*..xxx...xx...xx x.....x...xx*..xxx...xx...x x......x...xx*..xxx...xx..x x.......x...xx*..xxx...xx.x x........x...xx...xxx..9x.x x........9x...xx...xxx....x x..........x...xx9..xxx...x x...........x...xx...xxx..x ...........9x.......9xxx9 xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 82 $, 16 monsters NAME: vaults_end_minmay_loops TAGS: vaults_end_quadrant vaults_end_quadrant_mall unrand SHUFFLE: ae / bf / cg / dh SUBST: a = +, e = ., bcdfgh = x SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ..xxxxxx$$$$$$$$$xxxxx.. x......xxx$$$$$$$xxx......x xx.9xx9.xxx$$$$$xxx.9xx9.xx xx.xxxx.xxxx$$$xxxx.xxxx.xx xx.xxxx.xxxxx$xxxxx.xxxx.xx xx.9xx9..xxxx+xxxx..9xx9.xx xxx......9xx9.9xx9......xxx x$xxxx9.............9xxxx$x x$$xxxx....9xax9....xxxx$$x x$$$xxx....xxexx....xxx$$$x x$$$$+.....dhOfb.....+$$$$x x$$$xxx....xxgxx....xxx$$$x x$$xxxx....9xcx9....xxxx$$x x$xxxx9.............9xxxx$x xxx......9xx9.9xx9......xxx xx.9xx9..xxxx+xxxx..9xx9.xx xx.xxxx.xxxxx$xxxxx.xxxx.xx xx.xxxx.xxxx$$$xxxx.xxxx.xx xx.9xx9.xxx$$$$$xxx.9xx9.xx x......xxx$$$$$$$xxx......x ..xxxxxx$$$$$$$$$xxxxxx.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # One shop, 16 monsters NAME: vaults_end_dpeg_shops1 TAGS: vaults_end_quadrant vaults_end_quadrant_mall unrand KFEAT: S = any shop : if crawl.one_chance_in(4) then SUBST: A = +, a = ., CD = x : else SHUFFLE: CD SUBST: C = ., DAa = x : end SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ..xxxxxxxxxx.....xxxx... x...xxxxx.................x xx........................x xxx......................xx xxxx.....................xx xxxx.....................xx xxx......9xxxxxxx........xx xx......9xxxxxxxxx.......xx xx......xxx$999$xxx.......x xx......xC.9$$$9.xx.......x x.......CC.9$S$9Oxx.......x x.......xC.9$$$9.xx......xx x.......xAa$999$xxx......xx xx.......xAxDDDxxx9......xx xx........xxxDxxx9......xxx xx.....................xxxx xx.....................xxxx xx......................xxx x........................xx x.................xxxxx...x ....xxxx.....xxxxxxxxxx.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # Consumable shops (scrolls, potions, food). # Monsters in rooms. NAME: vaults_end_dpeg_shops2 TAGS: vaults_end_quadrant vaults_end_quadrant_mall unrand NSUBST: A = 1:+ / *:x+ NSUBST: B = 1:+ / *:x+ NSUBST: C = 1:+ / *:x+ NSUBST: S = 3:S / 1:O / *:S99 KFEAT: S = scroll shop / distillery shop / food shop NSUBST: ' = 20:9 / *:. NSUBST: . = 5:9 / *:. SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ......................... x.........................x x...xxxxx..xxxxx..xxxxx...x x...x'S'x..x'S'x..x'S'x...x x...x'''x..x'''x..x'''x...x x...xx+xx..xx+xx..xx+xx...x x.........................x x.........................x x...xxAxx..xxBxx..xxCxx...x x...x'''x..x'''x..x'''x...x x...x'S'x..x'S'x..x'S'x...x x...x'''x..x'''x..x'''x...x x...xxAxx..xxBxx..xxCxx...x x.........................x x.........................x x...xx+xx..xx+xx..xx+xx...x x...x'''x..x'''x..x'''x...x x...x'S'x..x'S'x..x'S'x...x x...xxxxx..xxxxx..xxxxx...x x.........................x ......................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 20 *, 20 monsters NAME: vaults_end_minmay_plus_grid TAGS: vaults_end_quadrant unrand NSUBST: * = 1:O / *:* SUBST: * = 9 8 *:20 . : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx xxx.x.*.x.xxx.x.*.x.xxx. x.x.*.x.xxx.x.*.x.xxx.x...x .*.x.xxx.x.*.x.xxx.x.*.x.xx x.xxx.x.*.x.xxx.x.*.x.xxx.x xx.x.*.x.xxx.x.*.x.xxx.x.*x x.*.x.xxx.x.*.x.xxx.x.*.x.x xx.xxx.x.*.x.xxx.x.*.x.xxxx xxx.x.*.x.xxx.x.*.x.xxx.x.x xx.*.x.xxx.x.*.x.xxx.x.*.xx x.x.xxx.x.*.x.xxx.x.*.x.xxx xxxx.x.*.x.xxx.x.*.x.xxx.xx x.x.*.x.xxx.x.*.x.xxx.x.*.x x*.x.xxx.x.*.x.xxx.x.*.x.xx x.xxx.x.*.x.xxx.x.*.x.xxx.x xx.x.*.x.xxx.x.*.x.xxx.x.*x x.*.x.xxx.x.*.x.xxx.x.*.x.x xx.xxx.x.*.x.xxx.x.*.x.xxxx xxx.x.*.x.xxx.x.*.x.xxx.x.x xx.*.x.xxx.x.*.x.xxx.x.*.xx ..x.xxx.x.*.x.xxx.x.*.x.xxx xxx.x.*.x.xxx.x.*.x.xxx.x xxxxxxxxxxxxxxxxxxxxx.. ENDMAP ############################################################ # 14 *, 12 monsters NAME: vaults_end_minmay_curved1 TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:* : vaults_end_loot(_G) : vaults_end_rune(_G) MAP x.x.xxxxxxxxxxxxxxxxxxx .................xxxxxx. x.xxxx....xxxx.......xx...x ....9xxx....9xxx.........xx x.....9xx.....9xx.......xxx x......9x......9x.......xxx x.......xx......xx.......xx x.......9x......9x.......xx x........x.......x9......xx x.xxxx...xxxxx***xx.......x x...9xxx.*xxxxxxO*x9......x x.....9xx*xxxxxxx*xx9.....x x......9x*Oxxxxxx*.xxx9...x x.......xx***xxxxx...xxxx.x xx......9x.......x........x xx.......x9......x9.......x xx.......xx......xx.......x xxx.......x9......x9......x xxx.......xx9.....xx9.....x xx.........xxx9....xxx9.... x...xx.......xxxx....xxxx.x ..xxxxxx................. xxxxxxxxxxxxxxxxxxx.x.x ENDMAP ############################################################ # 18 *, 20 monsters NAME: vaults_end_minmay_broken_lines TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx .9.x.x.x.x.x.x.x.9.x.x... x.x.x.x.x.x.x*x.x.x.x.x...x x.x.x.x.9.x.9*x.x.x.9.x.x.x x.x.9.x.x.x.x*x.x.x.x.x.x.x x.x.x.x.x.9.x*x.9.x.x.9.x.x x.x.x.9.x.x.x*x.x.x.x.x.x.x x.x.x.x.x.x.x*9.x.x.x.9.x.x x.x.x.x.9.x.x*x.x.9.9.x.x.x x.x.x.x.x.x.9*x.x.x.x.x.x.x x.x.x.x.x.x.x*x.x.x.x.x.9.x x.x.x.x.x.x.xO9.x.x.x.x.x.x x.x.9.x.x.9.x*x.x.9.x.x.x.x x.x.x.x.x.x.x*x.x.x.x.9.x.x x.x.x.x.9.x.x*9.x.x.x.x.x.x x.x.x.x.x.x.x*x.x.x.x.x.9.x x.x.x.9.x.9.x*x.9.x.9.x.x.x x.x.9.x.x.x.9*x.x.x.x.9.x.x x.x.x.x.x.x.x*9.x.x.x.x.x.x x.x.x.9.x.x.x*x.x.x.x.x.x.x x.x.x.x.x.x.x*x.x.9.x.x.9.x .9.x.x.x.9.9.x.x.x.9.x... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 16 *, 12 monsters NAME: vaults_end_minmay_surrounding_squares TAGS: vaults_end_quadrant unrand SHUFFLE: AB SUBST: 9 = 8 9 .:20 SUBST: A = ., B = x : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx 9......................9 x.9xx.xxx.xxx.xxx.xxx.xx.9x x.xxx.xxx.xxx.xxx.xxx.xxx.x x.xxx.xxx.xxx.xxx.xxx.xxx.x x.........................x x.xxx.9xxxxxxAxxxxxx9.xxx.x x.xxx.xx...........xx.xxx.x x.xxx.x.9xxxxBxxxx9.x.xxx.x x.....x.xx9.....9xx.x.....x x.xxx.x.x9.*****.9x.x.xxx.x x.xxx.B.A.***O***.A.B.xxx.x x.xxx.x.x9.*****.9x.x.xxx.x x.....x.xx9.....9xx.x.....x x.xxx.x.9xxxxBxxxx9.x.xxx.x x.xxx.xx...........xx.xxx.x x.xxx.9xxxxxxAxxxxxx9.xxx.x x.........................x x.xxx.xxx.xxx.xxx.xxx.xxx.x x.xxx.xxx.xxx.xxx.xxx.xxx.x x.9xx.xxx.xxx.xxx.xxx.xx9.x 9.......................9 xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 4 |, 15 *, 18 monsters NAME: vaults_end_minmay_split_center TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ....................... x.........................x x..xxxx999xxxxxxx999xxxx..x x..9..xxx..xxOxx..xxx..9..x x..9....xx..x*x..xx....9..x x..xxxx..xx.x*x.xx..xxxx..x x..9..xx..x|x*x|x..xx..9..x x..xx..xx.xxx*xxx.xx..xx..x x..9xx..x..xx*xx..x..xx9..x x..9....xx.xx*xx.xx....9..x x..xxxx....xx*xx....xxxx..x x..9..xxx...x*x...xxx..9..x x..9....xx...*...xx....9..x x..xxxx..xx.x*x.xx..xxxx..x x..9..xx..x|x*x|x..xx..9..x x..xx..xx.xxx*xxx.xx..xx..x x..9xx..x..xx*xx..x..xx9..x x..9.xx.x..xx*xx..x.xx.9..x x..x99x9x99xxxxx99x9x99x..x x.........................x ......................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 16 *, 12 monsters NAME: vaults_end_minmay_sharp_edges TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:* : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ..x9xxx9xxx9xxx9xxx9xxx. x.....x...x...x...x...x...x xx.......................xx x9....x.................xxx xx...xxx.................xx xxx.xxxxx..x......x......9x xx...xxx..xxx....xxx.....xx x9....x..xxOxx..xxxxx...xxx xx......xxO**xx..xxx.....xx xxx......xx***xx..x......9x xx........x9***xx........xx x9......x..99***xx......xxx xx.....xxx..99**Oxx......xx xxx...xxxxx..xxOxx..x....9x xx.....xxx....xxx..xxx...xx x9......x......x..xxxxx.xxx xx.................xxx...xx xxx.................x....9x xx.9.....................xx x...x...x...x...x...x.....x ..xxx9xxx9xxx9xxx9xxx9x.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 20 *, 14 monsters NAME: vaults_end_minmay_outlined_triangles TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........................ x...x.x.x..x.x.x..x.x.x...x x....9.9....9.9....9.9....x x...x.x.....x.x.....x.x...x x....9.......9.......9....x x...x........x........x...x x.........................x x.........xxx9xxx.........x x...x.....xx***xx.....x...x x....9x...x*****x...x9....x x...x..9x.9**O**9.x9..x...x x....9x...x*****x...x9....x x...x.....xx***xx.....x...x x.........xxx9xxx.........x x.........................x x...x........x........x...x x....9.......9.......9....x x...x.x.....x.x.....x.x...x x....9.9....9.9....9.9....x x...x.x.x..x.x.x..x.x.x...x ......................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 12 *, 11 monsters NAME: vaults_end_minmay_oval TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........................ x.........................x x..xxxxxxxxxx......xxxxx..x x..xxxxxxx9..........xxx..x x..xxxxx9.............xx..x x..xxxx9...............x..x x..xxx9..........***...x..x x..xx9..........9xx*......x x..xx.........9xxxx*......x x..x9......9xxxxxx9....x..x x..x.....9xxxxxxx9.....x..x x..x....9xxxxxx9......9x..x x......*xxxx9.*.......xx..x x......*xx9..........9xx..x x..x...O**..........9xxx..x x..x*..............9xxxx..x x..xx*............9xxxxx..x x..xxx..........9xxxxxxx..x x..xxxxx......xxxxxxxxxx..x x.........................x ......................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 12 *, 12 monsters NAME: vaults_end_minmay_fences TAGS: vaults_end_quadrant unrand NSUBST: A = 1:+ / *:x, B = 1:+ / *:x SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........................ x.........................x x..xxx..x.x.x9x.x.x..xxx..x x..x9.................9x..x x..x...................x..x x.......x.x.x9x.x.x.......x x......9x.........x9......x x..x..xxx...*.*...xxx..x..x x..........xxAxx..........x x..x..x...*x*9*x*...x..x..x x..9..9...*A9O9A....9..9..x x..x..x....x*9*x*...x..x..x x..........xxAxx..........x x..x..xxx...*.*...xxx..x..x x......9x.........x9......x x99.....x.x.x9x.x.x.......x xBBx...................x..x x..B9.................9x..x x..xBx..x.x.x9x.x.x..xxx..x x....B9...................x ....B9................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 17 *, 2 |, 14 monsters NAME: vaults_end_minmay_wings TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ............9........... x............9............x xxxxx9999xx.....xx9999xxxxx x**xx....xx.....xx....xx**x x***xx....xx...xx....xx***x x...xx....xx...xx....xx...x x....xx....xx.xx....xx....x x....xx....xx.xx....xx....x x.....xx....x.x....xx.....x x|....xx....x.x....xx.....x xO....99....9*9....99....Ox x.....xx....xxx....xx....|x x.....xx....xxx....xx.....x x....xx....xx.xx....xx....x x....xx....xx.xx....xx....x x...xx....xx...xx....xx...x x*..xx....xx...xx....xx..*x x**xx....xx.....xx....xx**x xxxxx9999xx.....xx9999xxxxx x........9.......9........x ........9.......9........ xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 16 *, 1 |, 13 monsters NAME: vaults_end_minmay_cones TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........................ x.xx........xx.......xx...x x......xx...9....xx...9...x x..xx..9.....xx.....xx.9x.x x........xx..9...xx.9.x.x.x x....xx.......xx.....9x...x xxx...9....xx.9..xx.......x x.......xx.....xx9.x.x.x..x x....xx.9...xxx...9x.x.x..x x.xx......xxx9....x.......x x.......xxx...xx..x.x.....x x*****xxx9...xxx.x.9x.x...x x***xxx.....xxx.9x...9x.x.x xOxxx9....9xxx..x..x...9x.x xxx.......xxx...x..x......x x.......9xxx9..x.....x....x x.......xxx...9x..x..x....x x......xxx9...x..9x....x..x x.....xxx*....x.......9x..x x....xxx***..x...x.9x.....x ...xxxO****9x...x..x..... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP # 19 *, 12 monsters NAME: vaults_end_grunt_pinched TAGS: vaults_end_quadrant unrand NSUBST: O = 1:O / *:. SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........x............... x.......xx...9............x x...9...xx...x............x x......xx....xx....9......x x.....xx9....*x...........x x...xxxxx....*xx..........x x9xxxx.xxx....9xx......9..x x.......xx..9.*xxxx.......x x...9....9..**xx.9xxx.....x x.9.x**....*Oxx*...xxxx...x x...xxxx...*xx*.....**x.9.x x.....xxx9*xxO*...9.......x x.......xxxx**............x x..9....xxx*..............x x......xxxxx9..9.xx..9.xx9x x.....xx...xx*...xxxxxxxx.x x....xx.....x*....xxxx....x x...xx......xx....xx......x x..xx....9...x.9..x....9..x x.xx.........9...xx.......x ................x........ .xxxxxxxxxxxxxxxxxxxxxx ENDMAP # 18 *, 12 monsters NAME: vaults_end_grunt_door_to_door TAGS: vaults_end_quadrant unrand SHUFFLE: 456 NSUBST: 1 = 1:9 / *:* NSUBST: 2 = 1:9 / *:* NSUBST: 3 = 1:9 / *:* NSUBST: 4 = 1:9 / *:* NSUBST: 5 = 1:9 / *:* NSUBST: 6 = 1:O / *:* SUBST: 9 = 8 9 .:30 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx +xxxxxxxxxxxxxxxxxxxxxxx xx..........xxx.........+xx x.9..+xx+..9.+.9..+xx+..9.x x....x11x....x....x22x....x x....x11x....x....x22x....x x.9..+xx+..9.+.9..+xx+..9.x xx..........xxx..........xx xx+xx+xx+xx+xxx+xx+xx+xx+xx xx..........xxx..........xx x.9..+xx+..9.x.9..+xx+..9.x x....x44x....x....x33x....x x....x44x....x....x33x....x x.9..+xx+..9.+.9..+xx+..9.x xx..........xxx..........xx xx+xx+xx+xx+xxx+xx+xx+xx+xx xx..........xxx..........xx x.9..+xx+..9.+.9..+xx+..9.x x....x55x....x....x66x....x x....x55x....x....x66x....x xx9..+xx+..9.+.9..+xx+..9xx +x.........xxx.........x+ xxxxxxxxxxxxxxxxxxxxxxx ENDMAP # 17 *, 12 monsters NAME: vaults_end_grunt_cloverleaf TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ...+xxxxxxxxxxxxxxxxx+.. x.xxx....xxxxxxxxx....xxx.x x+x....9..*xxxxx*..9....x+x xx...9.....xxxxx.....9...xx xx.........*xxx*.........xx xx.9........xxx........9.xx xx........9..x..9........xx xxx*.........+.........*xxx xxxxx*...9.+xxx+.9...*xxxxx xxxxxxxx...x.9.x...xxxxxxxx xxxxxxxxx+xx9O9xx+xxxxxxxxx xxxxxxxx...x*9.x...xxxxxxxx xxxxx*...9.+xxx+.9...*xxxxx xxx*.........+.........*xxx xx........9..x..9........xx xx.9........xxx........9.xx xx..........xxx..........xx xx...9.....*xxx*.....9...xx x+x....9..*xxxxx*..9....x+x x.xxx....xxxxxxxxx....xxx.x ...+xxxxxxxxxxxxxxxxx+... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP # 20 *, 14 monsters NAME: vaults_end_grunt_tight_spiral TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ..xx........9........xx. x..x....xxxxxxxxxxxxx..x..x xx....9xx....9......9....xx xxx.x9.x..xxxxxxxxxx.9..xxx xx..x.xx.xx..9.....xxx...xx xx..x.x..x..xxxxxx...xx..xx xx..x.x.xx.xx9...xxx..x..xx xx..x.x.x..xx*xx...xx.x..xx x...x.x.x.xx***xxx..x.x...x x...x.x.x.x*9*9*xxx.x.x...x x..9x9x9x9***O***9x9x9x9..x x...x.x.xxx*9*9*x.x.x.x...x x...x.x..xxx***xx.x.x.x...x xx..x.xx...xx*xx..x.x.x..xx xx..x..xxx...9xx.xx.x.x..xx xx..xx...xxxxxx..x..x.x..xx xx...xxx.....9..xx.xx.x..xx xxx..9.xxxxxxxxxx..x.9x.xxx xx....9......9....xx9....xx x..x..xxxxxxxxxxxxx....x..x ..xx........9........xx.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP # 18 *, 12 monsters NAME: vaults_end_grunt_simple_division TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:* : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ..9.........+.........9. x...........xxx...........x x9.........xxOxx.........9x x....9....xx***xx.....9...x x.......xxx.9.9.xxx.......x x......+x.........x+......x x.....x+...........+x.....x x...xxx.............xxx...x x..xx........9........xx..x x.xx*9......*........9*xx.x x+xO*......9.*.9......*Ox+x x.xx*9........*......9*xx.x x..xx........9........xx..x x...xxx.............xxx...x x.....x+...........+x.....x x......+x.........x+......x x.......xxx.9.9.xxx.......x x....9....xx***xx.....9...x x9.........xxOxx.........9x x...........xxx...........x ..9.........+.........9.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP # 20 *, 14 monsters NAME: vaults_grunt_end_bulge TAGS: vaults_end_quadrant unrand NSUBST: O = 1:O / *:* SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxx. ..xxx.9................. x..xxx.....9..........xx... x..xxx.9...........9xxxxx.x x..xxxx.........xxx.xxxxx.x x....xxxx....xxxxxx+xxxx..x x.....xxxx9.xxxxx....+.9..x x..9...xxxxxxx**..9..xx...x x9...9..xxxxx*.....*xxx...x x......xxxxO*..9..*xxx....x x......xxx*.9.....*xx.....x x.....xxx*.......*xxx.....x x..9.xxx*.....9.*xxx....9.x x....xxx*..9...Oxxx9......x x....xx*.....**xxxx.......x x.9.xx..9..**xxxxxxx......x x....+.....xxxx.xxxxx.....x x..xxxx+xxxxxx....xxxx....x x.xxxxx.xxx.....9...xxxx..x x.xxxxx...........9..xxx..x x9.xx.......9...9....xxx..x .9.....9............xxx.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP # 18 *, 12 monsters NAME: vaults_end_grunt_zigzag TAGS: vaults_end_quadrant unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxx. ..9...9xxx9***9xxx....9.. x....9.xxx.....*xx..xxxx9.. x.....xx...xx..xx..xx*Ox.9x x....xx..xxx..xx..xx***x..x x.x.xx..xx...xx..xx9**xx..x x.x....xx..xxx..xx.9xxx...x x.x9.xxx..xx...xx..xx...xxx x.x.xx...xx..xxx..xx..xxx9x x.xxx..xxx..xx...xx..xx.**x x.xx..xx...xx..xxx..xx...*x x.x..xx..xxx9.xx...xx..x.*x x.x.xx..xx...xx..xxx..xx.9x x.x....xx..xxx..xx...xx..xx x.x.9.xx..xx...xx..xxx..xxx x.xx...9.xx..xxx..xx...xxxx x9*xxx...x..xx...xx..xxx.9x x..*xxxx...xx..xxx..xx....x xx..9xxx..xx..xx...xx...9.x xx...*xx.9...xx..9....xx..x x.....*xxxxxxxxxxxxxxxx..9x ..xx.9................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################### # Vaults:$ prize quadrants ############################################################################### ############################################################ # 11 |, 12 *, 15 monsters NAME: vaults_end_minmay_curved2 TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ......x|****...9xxx...... x......xO|*||...xx9.......x x......xx|*....9x........xx x...x...xxx....xx........xx x...x..........x9......9xxx x...x9........9x.....9xxx9x x...xx........xx...xxxx9..x x....x9......9x..xxx9.....x x....xx9....9xx.xx9.......x x.....xxx99xxx..x9.......|*x x.......xxxx...xx.......|*x x..............x9.....x***x x...xxxx.......x9.....x||*x x.....9xxx.....xx.....xxO|x x.......9xx.....x9.....xxxx xxxx.....9x.....xx9.......x x..xx.....xx.....xxx9.....x x...x.....9x.......xxxx...x x...x.....9x..............x x.........xx..............x ........9x............... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 31 *, 18 $, 20 monsters NAME: vaults_end_minmay_connected_circles TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: * = 1:O / *:* : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx x.9.xxxxxx*9xxxxxxxxxxxx x.....xxxx9..*xxxxxxxxxx.xx x9.$.9xxxx*..9xxxxxxxxx.xxx x.....xxx.x9*xxxxxxxxx.xxxx xx.9.xxx.xxxx.xxx.9.x.xxxxx xxx.xxx.xx$9xx.x.....xxxxxx xxxx.x.xx$*$9xx.9.$.9xxxxxx xxx.9.xxx9$*$xxx.....xxxxxx xx.$.$.x.x9$*$xxx.9.x.xxxxx xx9.$.9.xxxx$*$xxx.xxx.xxxx xx.$.$.x.xxxx$x.x.xxxxx*9xx xxx.9.xxx.xxxxxx.xxxxx9..*x xxxxxxxxxx.xxxx.xxxxx.*..9x xxx9*.*xxxx*9x.xxxxx.xx9*xx xx.*.*.*xx9..*xxxxx.xxxxxxx x........x*..9xxxx.xxx.9xxx x.......9xx9*xx*9*xxx.$.9xx x9.......x.xxx*.*.*xx9...xx x.........xxxx9*.*9x.x9..xx x.......xxxxxx*.*.*.xxx...x x....9xxxxxxxx*9*xxxxxx.x xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 3 |, 24 *, 18 monsters NAME: vaults_end_minmay_x TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........................ x..xx9...............9xx..x x..xxx...............xxx..x x..9xxx.............xxx9..x x....xxx...........xxx....x x.....xxx.........xxx.....x x......xxx9999999xxx......x x......9xxx*****xxx9......x x......9*xxx***xxx*9......x x......9**xxxOxxx**9......x x......9**OxxxxxO**9......x x......9**xxxOxxx**9......x x......9*xxx***xxx*9......x x......9xxx*****xxx9......x x......xxx9999999xxx......x x.....xxx.........xxx.....x x....xxx...........xxx....x x..9xxx.............xxx9..x x..xxx...............xxx..x x..xx9...............9xx..x ......................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 8 |, 20 *, 16 monsters NAME: vaults_end_minmay_split_x TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx .9......9xxxxxxx9....... x9.........xxxxx..........x x..xxxxx....xxx....xxxxx..x x..xxx..x...9x9...x..xxx..x x..xx|...x.......x...|xx..x x..x..9...x.....x...9..x..x x..x...9..x.....x..9...x..x x...x...|xx9...9xx|...x...x x9...x..xxxx***xxxx..x...9x xx....xxxxx*****xxxxx....xx xxx9..xxxxx**O**xxxxx..9xxx xx....xxxxx*****xxxxx....xx x9...x..xxxx***xxxx..x...9x x...x...|xx9...9xx|...x...x x..x...9..x.....x..9...x..x x..x..9...x.....x...9..x..x x..xx|...x.......x...|xx..x x..xxx..x...9x9...x..xxx..x x..xxxxx....xxx....xxxxx..x x9.........xxxxx.........9x .9......9xxxxxxx9......9. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 18 |, 12 *, 21 monsters NAME: vaults_end_minmay_slanted TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ...............9..**|xxxx x......xxxx..9..9..xxxx.... x...xxxx..9..9..xxxx......x xxxxx.....9..xxxx.........x x.........xxxx..9.........x x......xxxx..9..9..xxxx999x x999xxxx..9..9..xxxx......x x.........9..xxxx.........x x.........xxxx||......xxxxx x|.....xxxx||O||999xxxx***x x***xxxx999||O||xxxx.....|x xxxxx......||xxxx.........x x.........xxxx..9.........x x......xxxx..9..9..xxxx999x x999xxxx..9..9..xxxx......x x.........9..xxxx.........x x.........xxxx..9.....xxx.x x|.....xxxx..9..9..xxxx...x x***xxxx..9..9..xxxx......x xxxxx.....9..xxxx.........x .........xxxx|**......... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 16 |, 14 *, 20 monsters NAME: vaults_end_minmay_not_circular TAGS: vaults_end_quadrant_prize unrand SHUFFLE: abcd SUBST: a : ., b : x .:1, c : x .:1, d : x .:1 SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ................xxxxxx.. x...................9xx...x x.....................9..xx x.......9xxcccccxx.....9xxx x....9xxxx9.....9xxxx...xxx x...9xx9...........9xx..9xx x...xx...............xx..xx x..9x9...xxaaaaaxx...9x..xx x..xx..xxx9.*.*.9xxx..xx..x x..d9.xx9**|||||**9xx.9b..x x..d..b..*|||O|||*..d..b.*x x..d9.xx9**|||||**9xx.9b.*x x..xx..xxx9.*.*.9xxx..xx.*x xx..x9...xxcccccxx...9x..xx xx..xx...............xx..xx xx9..xx9...........9xx..9xx xxx...xxxx9.....9xxxx...xxx xxx9.....xxaaaaaxx.....9xxx xx..9.................9..xx x...xx9.............9xx...x ..xxxxxx**......*xxxxxx.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # about 21 |, 29 * NAME: vaults_end_mu_corners TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 . NSUBST: $ = 1:O / *:$ SUBST: $ = | *:15 $:5 SUBST: a = x. : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ....x.......x99...x...... x....x.......x99...x..x...x x....x..xxx..x..x..x..x...x x.xxxx..xxx..x..x..x..x...x x.......xxx..x..x..x..xxxxx x.......xxx.....x99.......x xxxxxx..xxx.....x99.......x x.......xxxxx+xxxxxxxxxx..x x.......x99x$$$$$$x99.....x x..xxxxxx99x$$$$$$x99.....x x99........x$$$$$$x..xxxxxx x99........x$$$$$$x.......x xxxxxx..x..x$$$$$$x.......x x.......x..xxxxxxxxxxxxx..x x.......x...............99x x..xxxxxx...............99x x99.....x..xxxx+xxxx..xxxxx x99.....x..x$$$$$$$x..x...x xxxxxx..x..x$$$$$$$x..x...x a.......x99x$$$$$$$x..x...x .......x99x$$$$$$$x...... axxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # about 21 | NAME: vaults_end_mu_flips TAGS: vaults_end_quadrant_prize unrand NSUBST: ; = 3:l / 3:z / 3:A / *:. SUBST: 9 = 8 9 SUBST: $ = | * $ KFEAT: l = teleport trap KFEAT: z = zot trap KFEAT: A = alarm trap SUBST: s = x:250 +:1 SUBST: a = x. : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........................ x.99xxxxxxxxxxxxxxxxxxxxs.x x.9999..................x.x x.x9xxxxxxxxxxxxxxxxxxs.x.x x.x9x999..............x.x.x x.x.x999xxxxxxxxxxxxs.x.x.x x.x.x999;;;;;;;;$$$$x.x.x.x x.x.x.x;;;;;;;;;$$$$x.x.x.x x.x.x.x;;;;;;;;;$$$$x.x.x.x x.x.x.x;;;;;;;;;$$$$x.x.x.x x.x.x.x;;;;;;;;;$$$$x.x.x.x x.x.x.x;;;;;;;;;$$$$x.x.x.x x.x.x.x$$$$$$$$$$$$$x.x.x.x x.x.x.x$$$$$$$$$$$$$x.x.x.x x.x.x.x$$$$$$$$$$$$Ox.x.x.x x.x.x.sxxxxxxxxxxxxxx.x.x.x x.x.x................999x.x x.x.sxxxxxxxxxxxxxxxx999x.x x.x..................999x.x x.sxxxxxxxxxxxxxxxxxxxxxx.a ........................ xxxxxxxxxxxxxxxxxxxxxxa ENDMAP ############################################################ # about 21 | NAME: vaults_end_mu_construction TAGS: vaults_end_quadrant_prize unrand NSUBST: $ = 1:O / *:$ SUBST: $ = |*$. SUBST: c = xn9. SUBST: 9 = 8 9 . NSUBST: D = 1:+ / *:x NSUBST: E = 1:+ / *:x NSUBST: F = 1:+ / *:x NSUBST: G = 1:+ / *:x SUBST: a = xn.. : vaults_end_loot(_G) : vaults_end_rune(_G) MAP axxxxxxxxxxxxxxxxxxxxxa .c.c.c..x$$$$$x..c.c.c.. a.c.c.c.c.+$$$$$+.c.c.c.c.a xc.c.c.c..x$$$$$x..c.c.c.cx x.c.c.c.c.xxxxxxx.c.c.c.c.x xc.c.c.c.cx$$$$$xc.c.c.c.cx x.c.c.c.c.x$$$$$x.c.c.c.c.x xc.c.c.c.cx$$$$$xc.c.c.c.cx x.c.c.c.c.x$$$$$x.c.c.c.c.x xDxDxDxDxDxxx+xxxExExExExEx x.........x$$$$$x.........x x.x9.x..x.+$$9$$+.x..x.9x.x x.........x$$$$$x.........x xFxFxFxFxFxxx+xxxGxGxGxGxGx x.c.c.c.c.x$$$$$x.c.c.c.c.x xc.c.c.c.cx$$$$$xc.c.c.c.cx x.c.c.c.c.x$$$$$x.c.c.c.c.x xc.c.c.c.cx$$$$$xc.c.c.c.cx x.c.c.c.c.xxxxxxx.c.c.c.c.x xc.c.c.c..x$$$$$x..c.c.c.cx a.c.c.c.c.+$$$$$+.c.c.c.c.a ..c.c.c..x$$$$$x..c.c.c.. axxxxxxxxxxxxxxxxxxxxxa ENDMAP ############################################################ # about 19 | NAME: vaults_end_mu_triangles TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: ? = 1:O / *:| SUBST: " = +:1 x:99 SUBST: ! = x:20 . : vaults_end_loot(_G) : vaults_end_rune(_G) MAP x.xxxxxxxxxxxxxxxxxxxxx ......................... x.!x..9..xx............x!.x ...xx.....xx.9...9..9.xx..x x...xx..9..xx........xx.9.x x....xx.....xx.9..9.xx....x x..9..xx..9..xx****xx.9...x x......xx.....xx**xx......x x....9..xx..9.."xxx|9.....x x........xx.....xx||....9.x x......9.|x"..9.."x|9.....x x..9.....*|xx.....xx......x x......9.|xxx"..9..xx.9...x x........xx||xx.....xx....x x....9..xx||||xx..9..xx.9|x x......xx..9.9.xx.....xx||x x..9..xx........xx..9..xx?x x....xx..9.....9.xx.....xxx x...xx............xx..9..xx x..xx..9....9....9.xx.....x x.!x...............|xx....x ..................|?xx... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # Two guaranteed good shops. Perhaps more shops. # Almost all monsters are in the rooms. NAME: vaults_end_dpeg_mall TAGS: vaults_end_quadrant_prize vaults_end_quadrant_prize_mall unrand SHUFFLE: AB, CD SUBST: A=+, B:xx+, C:xxx+, D:xxxx+ NSUBST: S = 2:S / 1:O / *:RRU9 KFEAT: S = jewellery shop / antique armour shop / gadget shop KFEAT: R = general shop / book shop / scroll shop / antique weapon shop / distillery shop KFEAT: U = stone_arch NSUBST: ' = 22:9 / *:. NSUBST: . = 2:9 / *:. SUBST: 9 = 8 9 SUBST: a : x. : vaults_end_loot(_G) : vaults_end_rune(_G) MAP aaxxxxxxxxxxxxxxxxxxxaa ......................... a.........................a a..................xxx....a x..............x+++xxx....x x..........x+++x'''xxx....x x..........x'''D'S'xx.....x x..........x'S'D'''xx.....x x........xxx'''xxxxxx.....x x........xxxBBBxxxxxx.....x x........xx''''xx.........x x......T.xx'ST'xx.T.......x x........xx''''xx.........x x....xxxxxxAAAxxx.........x x....xxxxxx'''xxx.........x x....xx'''C'S'x...........x x....xx'S'C'''x...........x x...xxx'''x+++x...........x x...xxx+++x...............x a...xxx...................a a.........................a ........................ aaxxxxxxxxxxxxxxxxxxxaa ENDMAP ############################################################ # 26 *, 16 monsters NAME: vaults_end_minmay_bent_boxes TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx .....9............9..... x.....9............9......x x.....xxxxxxxxxxxxxx......x x................9.xx.....x x................9..xx....x x99x.....xxxxxxxxx...xx...x x..x....xx.9..........xx99x x..x...xx*.9...........x..x x..x..xx**.xxxxxxx..x99x..x x..x..x...*******x..x..x..x x..x..x99x***O***x99x..x..x x..x..x..x*******...x..x..x x..x99x..xxxxxxx.**xx..x..x x..x...........9.*xx...x..x x99xx..........9.xx....x..x x...xx...xxxxxxxxx.....x99x x....xx..9................x x.....xx.9................x x......xxxxxxxxxxxxxx.....x x......9............9.....x ......9............9..... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 28 *, 1 |, 20 monsters NAME: vaults_end_minmay_cup_spider TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........................ x.........................x x..xxxx..xxxxxxxxx..xxxx..x x.....x..9..*x*..9..x.....x x.....x..9..*x*..9..x.....x x..x99xxxxxxxxxxxxxxx99x..x x..x..x**xO.....Ox**x..x..x x..x**x..xx..x..xx..x**x..x x..xxxx99xx99x99xx99xxxx..x x........x.......x........x x........x.......x........x x..xxxx99xx99x99xx99xxxx..x x..xxxx..xx..x..xx..xxxx..x x..9.*x......x......x*.9..x x..9.*x**....x....**x*.9..x x..xxxxxxxx99x99xxxxxxxx..x x..x**x**x*..x..*x**x**x..x x..x..x..x*..x..*x..x..x..x x..x99x99xxxxxxxxx99x99x..x x.........................x ......................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 11 |, 18 *, 20 monsters NAME: vaults_end_minmay_30_sandwiches TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: | = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx 9...9...9...9...9...9... x.x.x.xxx.x.x.xxx.x.x.xxx.x x.x*x..*..x*x..*..x*x..*..x x.x.x.xxx.x.x.xxx.x.x.xxx.x x9...9...9...9...9...9...9x x.xxx.x.x.xxx.x.x.xxx.x.x.x x..*..x|x..|..x|x..|..x*x.x x.xxx.x.x.xxx.x.x.xxx.x.x.x x9...9...9...9...9...9...9x x.x.x.xxx.x.x.xxx.x.x.xxx.x x.x*x..|..x|x..|..x|x..*..x x.x.x.xxx.x.x.xxx.x.x.xxx.x x9...9...9...9...9...9...9x x.xxx.x.x.xxx.x.x.xxx.x.x.x x..*..x|x..|..x|x..|..x*x.x x.xxx.x.x.xxx.x.x.xxx.x.x.x x9...9...9...9...9...9...9x x.x.x.xxx.x.x.xxx.x.x.xxx.x x.x*x..*..x*x..*..x*x..*..x x.x.x.xxx.x.x.xxx.x.x.xxx.x ....9...9...9...9...9...9 xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 11 |, 16 *, 18 monsters NAME: vaults_end_minmay_small_xes TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: | = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........................ x.xx9..9xx.......xx9..9xx.x x.xxx**xxx.......xxx**xxx.x x.9xxxxxx9.xxxxx.9xxxxxx9.x x..*xxxx*..x|||x..*xxxx*..x x..*xxxx*..x|||x..*xxxx*..x x.9xxxxxx9.xx+xx.9xxxxxx9.x x.xxx**xxx.......xxx**xxx.x x.xx9..9xx.xx9xx.xx9..9xx.x x..........xxxxx..........x x..........9xxx9..........x x..........xxxxx..........x x.xx9..9xx.xx9xx.xx9..9xx.x x.xxx**xxx.......xxx**xxx.x x.9xxxxxx9.xx+xx.9xxxxxx9.x x..*xxxx*..x|||x..*xxxx*..x x..*xxxx*..x|||x..*xxxx*..x x.9xxxxxx9.xxxxx.9xxxxxx9.x x.xxx**xxx.......xxx**xxx.x x.xx9..9xx.......xx9..9xx.x ......................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 11 |, 12 *, 16 monsters NAME: vaults_end_minmay_plusses TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: | = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ..xx.....8x8.......8x8.. x..........x.........x....x xx....x.........x.........x xx...9x9.......9x9.......8x x...xxxxx..x..xxxxx..x..xxx x....9x9.......9x9.......8x xxxx..x.........x.........x x||x.......x.........x....x x**x......9x9.......9x9...x x.....x..xxxxx..x..xxxxx..x x**x......9x9.......9x9...x x||x.......x.........x....x xxxx..x.........x.........x x....9x9.......9x9.......8x x...xxxxx..x..xxxxx..x..xxx x....9x9.......9x9.......8x x.....x.........x.........x xx.......................xx xx....xxxxx.....xxxxx....xx x.......x||**.**||x.......x ..xx...x||**.**||x...xx.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 11 |, 16 *, 16 monsters NAME: vaults_end_minmay_circles_and_squares TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ......................... x..xx9..9xx.....xx9..9xx..x x.xxxx..xxxx...xxxx..xxxx.x x.xxxx..xxxx...xxxx..xxxx.x x.9xx....xx9...9xx....xx9.x x.....||...........||.....x x.9xx....xx9...9xx....xx9.x x.xxxx..xxxx...xxxx..xxxx.x x.xxxx..xxxx...xxxx..xxxx.x x..xx9..9xx.....xx9..9xx..x x.....xx...........xx.....x x..xx9xx9xx.....xx9xx9xx..x x..xx....xx.....xx....xx..x x..9..**..9.....9..**..9..x x.xx.*OO*.xx...xx.*OO*.xx.x x.xx.*OO*.xx...xx.*OO*.xx.x x..9..**..9.....9..**..9..x x..xx....xx.....xx....xx..x x..xx9xx9xx.....xx9xx9xx..x x.....xx...........xx.....x ......................... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 14 |, 6 *, 20 monsters NAME: vaults_end_minmay_odd_checkers TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx .999x......xx......xx... x....x......xx......xx....x x....9..xx...9..xx....9...x x....9..xx...9..xx.....9..x x....x......xx..........xxx x....x......xx..9.......xxx x.99.x..xx.......9..xx....x x....x*.xx..........xx....x x....x*...9.....xx..9...xxx x....x|....9....xx..9...xxx x...9x|.....xx......xx....x x..9.x|99...xx......xx....x x.9..x|9xx......xx......xxx x9...x||xx9.....xx......xxx x....x|*|99.....9........9x x....xO||||||**.9........9x xxxx.xxxxxxxxxxxxxxxxx..xxx x..........9.............9x x....x....9..........9...9x x....x...9...........9...9x ....x..9................. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 8 |, 19 *, 18 monsters NAME: vaults_end_minmay_bends TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ....x9***9x9....x9....... x....x.9.9.x.9...x.9......x x....x..x..x..x..x..xxxx..x x....x..x..x..x..x...**x..x x9xxxx..x..x..x..x...**x..x x...9x..x..x..x..x..x..x..x x..9.x..x..x..x...9.....9.x x.9..x..x..x..x....9.....9x x....x..x..x..xxxx..xxxxxxx x....x..x..x9..|Ox........x x....x..x..x.9..|x.......*x x....x..x..x..x..xxxxxxx.*x x....x..x|.....9........9*x x....x..xO|.....9........9x x....x..xxxx..xxxxxxxxxxxxx x....x*...9x9............9x x....x**.9.x.9..........9.x x....xxxx..xxxxxxxxxxxxx..x x.9.9......x.**|Ox.....x..x x..9.......x..**|x.....x..x .9........9...**x.....9.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 7 |, 18 *, 20 monsters NAME: vaults_end_minmay_plus_grid_2 TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 NSUBST: O = 1:O / *:| SUBST: X : x., Y : x. : vaults_end_loot(_G) : vaults_end_rune(_G) MAP .xxxxxxxxxxxxxxxxxxxxxxx .....x.9.x.9.x.9.x.9.x.9. x.x.x.x.x.x.x*x.x.x.x.x.x.x x..x.9.x.9.x*O*x.9.x.9.x.9x x.x.x.x.x.xYx*xYx.x.x.x.x.x xx.9.x.9.xYYYxYYYx.9.x.9.xx x.x.x.x|xXxYxYxYxXx*x.x.x.x x9.x.9|xXXXxYYYxXXXx.9.x.9x x.x.x.xYxXxXxYxXxXxYx.x.x.x xx.9.xYYYxXXXxXXXxYYYx.9.xx x*x*xXxYxYxXxXxXxYxYxXx*x*x x9OxXXXxYYYxXXXxYYYxXXXxO9x x*x*xXxYxYxXxXxXxYxYxXx*x*x xx.9.xYYYxXXXxXXXxYYYx.9.xx x.x.x.xYxXxXxYxXxXxYx.x.x.x x9.x.9.xXXXxYYYxXXXx|9.x.9x x.x.x.x*xXxYxYxYxXx|x.x.x.x xx.9.x.9.xYYYxYYYx.9.x.9.xx x.x.x.x.x.xYx*xYx.x.x.x.x.x x..x.9.x.9.x*O*x.9.x.9.x..x x.x.x.x.x.x.x*x.x.x.x.x.x.x ....x.9.x.9.x.9.x.9.x.... xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 16 *, 8 |, 16 monsters NAME: vaults_end_minmay_odd_hourglass TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:20 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ....9x.................x x....x.x...............x9xx x....xx9x.............x.xxx x...x.xx.x...........x9xx.x x...9..xx9x.........x.xx..x x...x...xx.x.......x9xx...x x........xx9x.....x.xx..x9x x...x.....xx.x...x9xx..xx9x x...9......xxxxxxxxx..xx*.x x...x......9.9..9.9..xx**.x x...................xx|**.x x...x......9.9..9.9xx||**.x x...9......xxxxxxxxxO||**.x x...x.....xx9x...x.xx||**.x x........xx.x.....x9xx|**.x x...x...xx9x.......x.xx**.x x...9..xx.x.........x9xx*9x x...x.xx9x...........x.xx9x x....xx.x.............x9xxx x....x9x...............x.xx .....x.................x9 xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # 16 *, 10 |, 16 monsters NAME: vaults_end_nooodl_tilted_maze TAGS: vaults_end_quadrant_prize unrand SUBST: 9 = 8 9 .:10 NSUBST: O = 1:O / *:| SUBST: * = * $:4 : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ........9...xx..xx....... x........xx..xx...9....9..x x....xx..xx...x.......xxxxx xxx..xx.......x.9.xx..xx..x xxx.......9...xx..xx......x x.9.......xxxxxx...x.9....x x.....xx|.xx.9.....x...xx.x x.xx..xx|..........xxxxxx.x xxxx..*x|9..$$$xx*.xx.9...x x....9*xO||xxxxxx*........x x..$***xxxxxx||Ox*......xxx x..xxxxxx$$$..9|x***xx..xxx x9.xx$$..9.....|xxxxxx...9x x...9.......xx.*xx***$....x x.......xxxxxx..*x*9.....xx x...xx..xx...9..*x*..xx..xx xx..xx..9x...$***xx..xx...x x........x...xxxxxx.......x x........xx..xx$$9........x x....xx..xx...........xx..x ....xx9..x9......xx..xx.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP # 21 |, 20 monsters NAME: vaults_end_grunt_nonplussed TAGS: vaults_end_quadrant_prize unrand NSUBST: 9 = 10:8 / 10:9 / *:. NSUBST: O = 1:O / *:| : vaults_end_loot(_G) : vaults_end_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx ..xxx|xxx|xxx|xxx|xxx|x. x.9.x.9.x.9.x.9.x.9.x.9.x.x xx.x.x.x.x.x.x.x.x.x.x.x.xx xxx.9.x.9.x.9.x.9.x.9.x.9|x xx.x.x.x.x.x.x.x.x.x.x.x.xx x|9.x.9.x.9.x.9.x.9.x.9.xxx xx.x.x.x.x.x.x.x.x.x.x.x.xx xxx.9.x.9.x.9.x.9.x.9.x.9|x xx.x.x.x.x.x.x.x.x.x.x.x.xx x|9.x.9.x.9.x.9.x.9.x.9.xxx xx.x.x.x.x.xOx.x.x.x.x.x.xx xxx|9.x.9.x.9Ox.9.x.9.x.9|x xx.x.x.x.x.x.xOx.x.x.x.x.xx x|9.x.9.x.9.x.9.x.9.x.9.xxx xx.x.x.x.x.x.x.x.x.x.x.x.xx xxx.9.x.9.x.9.x.9.x.9.x.9|x xx.x.x.x.x.x.x.x.x.x.x.x.xx x|9.x.9.x.9.x.9.x.9.x.9.xxx xx.x.x.x.x.x.x.x.x.x.x.x.xx x.x.9.x.9.x.9.x.9.x.9.x.9.x ..x|xxx|xxx|xxx|xxx|xxx.. xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################ # Vaults:$ - Rooms Quadrant # # This quadrant uses a subvault for each room. Any subvault tagged # vaults_end_room_rune should be guaranteed to provide a rune. Any subvault # tagged vaults_end_room should just provide loot. Note that the rooms # are not all the same sizes. # # about 24 | NAME: vaults_end_classical_rooms TAGS: vaults_end_quadrant_prize unrand SHUFFLE: AC/BD, EG/FH, IKN/MJL SUBST: A=., B=xx+, C=+, D=x, E=+, F=xx+, G=., H=x SUBST: I=., M=xx+, J=x, K=+, N=+, L=xx+ SUBST: a:x. SHUFFLE: VXYZ SUBVAULT: V : vaults_end_room_rune SUBVAULT: X : vaults_end_room SUBVAULT: Y : vaults_end_room SUBVAULT: Z : vaults_end_room SUBST: VXYZ = . MAP axxxxxxxxxxxxxxxxxxxxxa ............99........... a.xxxxxxxxxxx..xxxxxxxxJxIa x.xVVVVVVVVVx..xXXXXXXXXx.x x.xVVVVVVVVVx..xXXXXXXXXx.x x.xVVVVVVVVVx..xXXXXXXXXx.x x.xVVVVVVVVVx..xXXXXXXXXx.x x.xVVVVVVVVVx..xXXXXXXXXx.x x.xVVVVVVVVVx..xXXXXXXXXx.x x.NVVVVVVVVVL..KXXXXXXXXx.x xMxxxxxxxxxxxxxxxxxxxxxxx.x x.9.........G998........A.x x.9.........G998........x.x x.xxxxxxxxxFx88xxxxxxxxDx.x x.xYYYYYYYYYx..xZZZZZZZZx.x x.xYYYYYYYYYx..xZZZZZZZZx.x x.xYYYYYYYYYx..xZZZZZZZZx.x x.xYYYYYYYYYx..xZZZZZZZZx.x x.xYYYYYYYYYx..xZZZZZZZZx.x x.xYYYYYYYYYx..CZZZZZZZZx.x a.xxxxxxxxxEx..xxxxxxxxxx.a ...........H..B......... axxxxxxxxxxxxxxxxxxxxxa ENDMAP # Vaults:$ - Rooms Quadrant - Traps and Loot Subvault # Replace each square with traps or loot, but mostly floor. NAME: vaults_end_room_traps_and_loot TAGS: vaults_end_room : default_subvault_glyphs() SUBST: . = ? : vaults_end_loot(_G) MAP ENDMAP # Vaults:$ - Rooms Quadrant - Border Subvault # Fill the room with loot, but leave an empty border. NAME: vaults_end_room_border TAGS: vaults_end_room {{ default_subvault_glyphs() local w, h = subvault_size() local i for i in iter.subvault_iterator(_G) do if i.x == 0 or i.x == w-1 or i.y == 0 or i.y == h-1 then -- border mapgrd[i.x][i.y] = '.' else -- inside mapgrd[i.x][i.y] = '*' end end }} : vaults_end_loot(_G) MAP ENDMAP # Vaults:$ - Rooms Quadrant - Diamond Subvault # Fill the room with money in a diamond pattern. NAME: vaults_end_room_diamond TAGS: vaults_end_room {{ default_subvault_glyphs() local w, h = subvault_size() local i for i in iter.subvault_iterator(_G) do if (i.x + i.y) % 2 == 0 then mapgrd[i.x][i.y] = '$' else mapgrd[i.x][i.y] = '.' end end }} : vaults_end_loot(_G) MAP ENDMAP # Vaults:$ - Rooms Quadrant - Rune Subvault # Potentially contains the rune. NAME: vaults_end_room_rune TAGS: vaults_end_room_rune : vaults_end_loot(_G) : vaults_end_rune(_G) MAP ...... ...... ..||.. ..O|.. ..||.. ...... ...... ENDMAP