############################################################################### # lab.des: minivaults particular to labyrinths. # There are two types: labyrinth exits (tagged by 'minotaur') and # flavour vaults (tagged by 'lab'). ############################################################################### ############################################################################# # Labyrinth entry vaults NAME: lab_entry_generic TAGS: lab_entry transparent trowel_portal allow_dup DEPTH: 12-26 ORIENT: float : messager = bell_clock_msg { initmsg="You hear a distant snort." } MARKER: O = lua: timed_marker { \ low=400, high=600, msg=messager \ } MAP O ENDMAP ############################################################################# # Labyrinth exit minivaults ############################################################################# # These are generated by the TAG: minotaur. # You *must* place the minotaur yourself! Only one minotaur per map, please. # There must be an exit (<), leading back to the dungeon. # # You can use the "generate_loot" tag to indicate that you're not explicitly # placing the loot and that the dungeon builder should generate random loot # (on the upstair). Note that this is not the default, and if you neither use # this tag nor provide loot in the map definition, the player will be # disappointed. # # One layer of floor space *must* surround the minivault, or the player could # be trapped in the labyrinth (the dummy is exempt from this requirement). ############################################################################# ############################################################################# # Dummy balancer NAME: labyrinth_0 TAGS: minotaur dummy CHANCE: 20 MAP x ENDMAP ############################################################################# # Watery exit NAME: labyrinth_watery TAGS: minotaur generate_loot no_pool_fixup allow_dup MONS: patrolling minotaur SHUFFLE: def SUBST: d=~, e=~, f=., c:vvc MAP ......... .ccccccc. .cwwwwwc. .cww