############################################################################### # float.des: This is the place where floating regular vaults should go. These # are defined as vaults with an ORIENT: float line. Vaults with # other ORIENT arguments (encompassing, north, northwest etc.) # are considered big and reside in large.des. Vaults without any # ORIENT line are minivaults and behave somewhat differenty; these # are stored in mini.des. # # All maps dealing with the Vault branch system, including Vaults:8 # reside in vaults.des. ############################################################################### # Set the default depth for vaults. Be sure to adapt the DEPTH of particulary # easy or tough vaults. Also, exlucde unthemely branches with !Lair etc. default-depth: D:12-26 ############################################################################## # Dummy probability balancer vault for depths 1-11. # # Why this is necessary: there are very few vaults in the 1-11 range (entries # are not considered here); to avoid too much repetition of the existing vaults, # we use this dummy vault. # NAME: dummy_balancer DEPTH: D:1-11 # Vaults tagged "dummy" are no-ops when the dungeon builder is looking for maps # by depth. TAGS: dummy ORIENT: float CHANCE: 100 MAP x ENDMAP ############################################################################## # Dummy probability balancer vault for non-dungeon branches. # NAME: dummy_balancer_other DEPTH: 1-, !D # Vaults tagged "dummy" are no-ops when the dungeon builder is looking for maps # by depth. TAGS: dummy ORIENT: float CHANCE: 60 MAP x ENDMAP ############################################################################## # Cavepeople # NAME: erik_1 ORIENT: float CHANCE: 5 TAGS: no_monster_gen DEPTH: D:7-11, Lair # SHUFFLE: rR/sS/uU/vV/wW/yY/zZ, uU/nN SUBST: r=n, R=N, s=n, S=N SUBST: n=., N=@ SUBST: u=x, v=x, w=x, y=x, z=x SUBST: U=x, V=x, W=x, Y=x, Z=x # SUBST: 1 = 1:20 ., 2=2., 3=23, 4=24 MONS: jackal/hound, human, Edmund/Jessica/Sigmund, Michael/Ijyb/Psyche MONS: sheep/nothing MAP xSxxxxx xxxxxxxxxxUx xxssxxx xx1xxxxxxuxx xxxxxxxxxxxxxssx x111xxxxxuxx xxxzzzxxxxxxxxxsxxxxxx1xxxxxxuxx Zzzxzxzxx555xxsxxxxxxx1xxxxxuxxx xxxxxxxzxx5xxx.xxx..x1xxxxxuxxxx xxxxzxx5xxxx......xxxxxuuxxxx xxxzxxxx5xx...2...cccxxxux xxxzxxxx....2224..+$cxxuxx xxxxz.......2ll22.cccxxxux xxxxxx......3222.xxxxxxuxxxxxxxxx xxxxxxyxxxx2.......xxuuxxvvvvxxxx xxxxxyxxxx.......xx..vxvvxxxxvxxx xxxxxxyyxxxxxrxxxxx.xxwxxvxxxxxxxvvx xxxyxyxxxxxxrxxrxxxx.xxwxxxxxxxxxvxx xyyyyxxxxxxxxrrxrrxxxxxxwxxxxxxxvxxx xyxxxx xxxxrxrrxxxxxxwwxxxxxxvvxxxxx Yxxxxx xxxxxxxrxxxxxxxxwxxxxxxxvvxvV xxxxxx xxxxxxxrrx xxwxxxxxxxxvxx xxxrrrrxxx xxwxxxxxxxxxxx xxRxxxxxxx xxWxx ENDMAP ############################################################################## # Sometimes You Just Gotta Run # Moved deeper and minor changes. # NAME: erik_ogre DEPTH: D:6-10 ORIENT: float SHUFFLE: 1X / 1X / 2l / 3Y SUBST: X=x, Y:x. MONS: ogre, iron devil, nothing ITEM: potion of heal wounds / potion of speed / potion of berserk rage / scroll of blinking MAP xx@xx x...x xX.Xx xX1Xx xX.Xx xx.xx xx.xx xx.xx x...x x...x x...x x.d.x x...x x.d.x x...x xxxx...xxxx x....[....x xxxxxx..x(.{x..xxxxxx x...x...x...x...x...x x....x..xx]xx..x....x xxxxxx...xxx...xxxxxx xxxxx xxxxx ENDMAP ################################ # Starter slime pit # # The slime creature or amoeba may seem too tough for the level where this appears, # but since they are normal speed with no range attacks, they can be escaped # NAME: slime_lemuel DEPTH: D:6-16, Lair ORIENT: float MONS: w:20 ooze/jelly/fungus, slime creature/giant amoeba/oklob plant MAP xxxxxxxxxx xxxx111xxx xx1111111x @+1112111x xx1111111x xxxx111xxx xxxxxxxxxx ENDMAP ############################################################################## # Beware the mummy's curse (Lemuel) # NAME: MiniTomb ORIENT: float DEPTH: D:15-26, Crypt MONS: large zombie/nothing, mummy, patrolling guardian mummy MONS: patrolling greater mummy, large zombie MONS: mummy / nothing SHUFFLE: 2F, cbv MAP xxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx3$$xxxxxxxxxxxxx ccxxxxxxxxccc=cccccccccxxxx cccxxxxxxxc.....c...1$cxxxc @Fcx6$.xxxc..1..c...25ccccc cccccc=cccc.62..c...15c$$$c @+111.....+.63..=..F11=4||c cccccc=cccc.62..c...15c$$$c @Fcx6$.xxxc..1..c...25ccccc cccxxxxxxxc.....c...1$cxxxc ccxxxxxxxxccc=cccccccccxxxx xxxxxxxxxxx3$$xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP #################################### # An old-fashioned vault, by Lemuel # NAME: traditional_vault_lemuel DEPTH: D:12-27, Vault ORIENT: float SUBST: 8 = 9 8 SUBST: 9 = 9 0 SUBST: 0 = 0 . KFEAT: $ = ^ KITEM: $ = gold MAP ........................ wwwwwwwwwwwwwwwwwwwwwwww wcccccccccc==ccccccccccw wc$..................$cw wc.........99.........cw wc..cccccccccccccccc..cw wc0.c$....9999....$c.0cw wc..c.....9999.....c..cw wc..c..cccc++cccc..c..cw wc..c..c$......$c..c..cw wc..c..c...99...c..c..cw wc..c..c..cccc..c..c..cw wc00c..c..c||c..c..c00cw wc00c..c..c||c..c..c00cw wc..c..c..c++c..c..c..cw wc..c..c..9889..c..c..cw wc..c..c$.9889.$c..c..cw wc..c..cccccccccc..c..cw wc..c......99......c..cw wc0.c$............$c.0cw wc..ccccccc++ccccccc..cw wc.........00.........cw wc$........00........$cw wccccccccccccccccccccccw wwwwwwwwwwwwwwwwwwwwwwww ........................ ENDMAP ############################################################################# # Insect pit (Lemuel) # NAME: insect_pit TAGS: no_rotate ORIENT: float DEPTH: D:5-12, Elf, Vault SUBST: 1 = 1:70 2:60 3:25 MONS: giant beetle w:20 / giant cockroach w:30 / butterfly w:20 MONS: bumblebee / giant centipede / giant mite w:30 / giant mosquito MONS: giant blowfly / scorpion / redback w:5 MAP cccccccc+cccccccc c...............c c...............c c....vvvvvvv....c c....v11111v....c c....=11111=....c c....v11111v....c c....vvvvvvv....c c...............c c...............c cccccccc+cccccccc ENDMAP ############################################################################# # Troll bridge (Lemuel) # NAME: troll_bridge DEPTH: D:9-18 ORIENT: float TAGS: no_pool_fixup patrolling SUBST: 1 = 1:50 2 3:5 MONS: troll MONS: rock troll MONS: iron troll MAP xxxxx...........................xxxxxx xwwwx...........................xxxxxx xwwwx...........................xxxxxx xwwwx...........................xxxxxx xwwwwwwwwwwwwwwwww.wwwwwwwwwww..xxxxxx xxwwwwwwwwwwwxxxxw.wwwwwwwwwwwwwwwwxxx xxwwwwwwwwwwwx11xw.wxxxxwwwwwwwwwwwwxx xxwwwwwwwwwwwx11=...=11xwwwwwwwwwwwwwx xxxwwwwwwwwwwxxxxw.wx11xwwwwwwwwwwwwwx xxxxxwwwwwwwwwwwww.wxxxxwwwwwwwwwwwwwx xxxxx...wwwwwwwwww.wwwwwwwwwwwwwwwwwwx xxxxx...........................xwwwwx xxxxx...........................xxwwwx xxxxx...........................xxwwwx xxxxx...........................xxxxxx ENDMAP ################################# # An Ice Statue vault # NAME: ice1_lemuel MONS: ice statue TAGS: no_pool_fixup ORIENT: float DEPTH: D:5-20, Elf SUBST: * : *$ SUBST: * = |:5 * . SUBST: T = TU SHUFFLE: xb/cc, ABC : if crawl.coinflip() then KFEAT: X = < / > KITEM: X = any good_item SUBST: A=., B=., C=. : else SUBST: X=*, B=., C=. KFEAT: A = teleport trap : end MAP xxxxxxxxxxxxxxxxx xbbbbbbbbbbbbbbbb xb**....www.....T xb**..A.www...... xbX*..B.w1w.....@ xb**..C.www...... xb**....www.....T xbbbbbbbbbbbbbbbb xxxxxxxxxxxxxxxxx ENDMAP ##################################################### # Lions and Tigers and Bears, oh my! (or at least bears) # NAME: lemuel_bear_cage DEPTH: D:7-21 MONS: bear / black bear / grizzly bear / polar bear MONS: hippogriff / griffon MONS: yak / sheep / weight:3 death yak MONS: hound / wolf / hog SUBST: 1 = 1:30 2 3 4 .:20 MAP cccccccccc c1.1.1.1.c c.1.1.1.1c c1.1.1.1.c c.1.1.1.1c c1.1.1.1.c c.1.1.1.1c cnn++++nnc .......... @........@ .......... xxxxxxxxxx ENDMAP ################################## # Vampire Tower by Lemuel Pitkin # NAME: vampire ORIENT: float DEPTH: D:12-26, Vault, Crypt MONS: rat/grey rat/w:6 green rat/w:3 orange rat/w:20 giant bat MONS: flying skull, human zombie MONS: vampire, vampire mage, vampire knight KITEM: > = any good_item KFEAT: > = > KFEAT: ; = altar_yredelemnul/altar_kikubaaqudgha SHUFFLE: defg SUBST: d = =, e = x, f = x, g = x SUBST: s = =, ! = x, ? = x SUBST: 1 = 1 .:20 SUBST: 1 : 1:30 2 SUBST: + = += SUBST: w:w. NSUBST: ? = 2:L / *:? SUBST: ? = L:1 x SUBST: ? = x SUBST: L = |*$ MAP F..wwwwwwwwwwwwwwwww..F ..wwwwwwwwwwwwwwwwwww.. .www111xxxx+xxxx111www. www111xxx22322xxx111www ww111xx.+23432+.xx111ww ww11dx..ccccccc..xe11ww ww1xx..ccc|>|ccc..xx1ww wwxx..ccccc6ccccc..xxww wwx..ccc33+4+33ccc..xww wwx.ccccccc+cccc?cc.xww wwx.c***x.....x???c4xww wwx.c***=..5..x???c.xww wwx4cc**x4.;.4x??cc.xww wwx..ccxx.....x?cc..xww wwxx..ccx..4..xcc..xxww ww1xx..cc.....cc..xx1ww ww11fx..ccc.ccc..xg11ww ww111xx..cc+cc..xx111ww www111xx..333..xx111www .www111xxxxxxxxx111www. ..wwwwwwwwwwwwwwwwwww.. F..wwwwwwwwwwwwwwwww..F ENDMAP ############################################################################# # Oklob gauntlet # average of 2.5 oklobs, and at most 5 of them NAME: oklob_2 DEPTH: D:18-27, Lair, Snake, Elf MONS: plant, oklob plant ORIENT: float SHUFFLE: ]})yY / defzZ NSUBST: ' = 5:2 *:1 SUBST: 1=1w, 2=2w, "=ww. SUBST: d=|*, e=|*, f=|*, y=+, Y=@, z=x, Z=x SHUFFLE: xxxc MAP yyyyyyYyyyyyy xxxx.]}).xxxx x'ww.....ww'x x'"......."'x x'"......."'x x'"......."'x x'"......."'x x'"......."'x x'ww.....ww'x xxxxxx+xxxxxx ENDMAP ############################################################################# # Oklob shooting range # # Disallowing this vault on branch starts, as brown stairs can't help there. # Chance for a plant to turn oklob based on dungeon level. Elf:7 is hard, but # considered okay. # NAME: oklob_3 DEPTH: D:21-27, Lair:2-10, Elf:2-7 CHANCE: 1 ORIENT: float SHUFFLE: ab" / AB' SUBST: a=[, b=(, A=., B=., '=., "=> # SUBST: x : y:1 x:5 .:34 SUBST: x = x:2 . SHUFFLE: xcv SUBST: y = x # Rarely (2.5% chance) the whole vault is enclosed. This is the hardest case, # and the walls are always diggable then. # : wt = 240 / (you.absdepth() - 4) - 10 : mons("oklob plant / w:" .. wt .. " plant") # Expecting 1 oklob at depth 10, 2 oklobs at depths 16, 3 oklobs at depth 22. # MAP xxxxxxxxxxxxxxx xxxx...1...xxxx xx...........xx xx...........xx x......"......x x......'......x x1...aA{Bb...1x x......'......x x......"......x xx...........xx xx...........xx xxxx...1...xxxx xxxxxxxxxxxxxxx ENDMAP ############################################################################# # Swampy vault # # island version for shoal in lair.des -evk # NAME: onia_ninara_012_swampy_vault TAGS: no_pool_fixup no_monster_gen uniq_swamp_vault DEPTH: D:16-20, Lair:3-10, Swamp, Snake, Slime ORIENT: float SHUFFLE: AB@ SUBST: x = .:30 W x:4 SUBST: A : x, B : x SUBST: D = .:30 W KFEAT: E = w:20 . / x / w:50 W / w:30 w / ~ KFEAT: F = w:150 w / w:70 W / ~ / . / x KFEAT: G = x / . / w / W KFEAT: H = . / W KMONS: D = Plant / w:200 nothing KMONS: E = w:2 slime creature / swamp worm / giant blowfly / w:2 giant mosquito / w:1 electrical eel / w:1000 nothing KMONS: F = w:2 slime creature / swamp worm / giant blowfly / w:2 giant mosquito / w:2 electrical eel / w:1000 nothing KMONS: H = swamp drake / swamp dragon / hydra / w:20 nothing KITEM: H = any good_item / any potion / w:20 nothing / gold MAP xxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxx xxxxxxGGGxxxxxxGEDEExxxxGGxxxxxxx xxxxGHHFFGGGGFFFEEDEEGGFFFxxGGxxx xxFFFHHFFFFFGFFFFEEDEEFFFFFFFFGxx xGGFFFFDDEEFFFFFEEDEEFFFFFFFFFFGx xxGFFFFEEDDEEFFEEDEEFFFEEEFFFFGxx xGFFFFFFFEEDEEEDDEEEEEEEDDEEEFFGx xGGFFFFFFFEEDEDEEEEEEEDDEEDDDEEDB xxGFFFFFFFFEEDEDDEDDDDEEEEEEEDDxx xxxGFFFFFFEEDEEEEDEEEEEFFFFFFFFxx xxxxFFFFFEEDEEFFFFDDFFFFFFFFFGGGx xxxGFFFFEEDEEFFFFFFEDEFFFFFFFxxxx xGGFFFFFFDEEFFFFFFFFEDFFFFFFGGxxx xGFFFFFFEEDEEFFFFFFFFEDEFFFGxxxxx xxGxxxGFEEDEEFFFFGGGFFHHHGxxxxxxx xxxxxxxGFEEDEEGGxxxxxGFHGxxxxxxxx xxxxxxxxGFDEGGxxxxxxxxxGxxxxxxxxx xxxxxxxxxxAxxxxxxxxxxxxxxxxxxxxxx ENDMAP ########################### # Another low-level vault - LP NAME: reptile_caves DEPTH: D:10-13, Lair, Snake MONS: giant gecko/giant newt, giant lizard, giant iguana, firedrake/swamp drake MONS: snake, brown snake, yellow snake SUBST: 4 = 34 SUBST: 3 = 3:20 2 SUBST: 2 = 2:20 1 SUBST: 1 = 1. SHUFFLE: ab/cd SUBST: a = w, b = x, c = x, d = . SHUFFLE: 123/567 SUBST: X=x. ORIENT: float MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxXW**wXxxxxxxxxxxxxxxX**XXx xXwWwwwXxxxxxxX33xxxxxX423Xx xXWww232XxxxxX121xxxxX.13Xxx xXXWww2XxxxxxX.1xxxxxw222Xxx xxXXWwwwaaxxxxXWxxaaaw1121Xx xxxXWww1XaaaaaWwaaaxXWw211Xx xxxxXW23xxxxxaWwwxxxXww11XXx xxxxXX1XxxxxxxxWwwxxxxX.Xxxx xxxxxxX.XxxxXwWwwwxxx...Xxxx xxxxxxx..Xxxx2xWwxxX..XXxxxx xxxxxxxX.12111xw3X211bxxxxxx xxxxxxxxxxXXXxxW2xxxxbbxxxxx xxxxxxxxxxxxxxxw1Xxxxxbbxxxx xxxxxxxxxxxxxXww1Xxxxxxbxxxx xxxxxxxxxxxXwwww111@...Xxxxx ENDMAP