############################################################################## # # The Sewer (Eino) # # # The Sewer aspires to be an exciting place to go with a low level character. # # Flavour: drainage and sewer themed, so rats, kobolds, etc. Water is (dark # and light) green. # Gameplay: an early challenge, featuring monsters which are bland later but # interesting when encountered at low level (green rat, giant frog etc.) Loot # consists of renewable items; the harder maps contain a few good items. # ############################################################################## {{ function sewer_portal(e) local desc_long = "Every settlement brings forth the unpleasant sewers and drains, ignored by ".. "most but hideaways for others. Old tales speak of dangerous creatures, ".. "bathing in disgustingly green water, preying on each other without mercy. ".. "The tales also tell of the valuable items left by daring and unfortunate ".. "visitors, left to collect dust in the damp caverns. You have an uncanny ".. "feeling that the drain will fall apart rather soon." local timeout_turns = crawl.random_range(1500, 2000) local messager = timed_msg { visible = true, -- $F{xxx} will be substituted with the 'entity' property of the timed -- marker, or with the desc property (if entity is not set). messages = time_messages(timeout_turns, "$F{The} is slowly rusting away.", "$F{The} is rusting away.", "$F{The} is quickly rusting away.", "$F{The} is falling apart.") } e.lua_marker('O', timed_marker { disappear = "The drain falls to bits.", desc = "glowing drain", desc_long = desc_long, entity = 'drain', dst = "sewer", dstorigin = "in the sewers", overmap = "glowing drain", turns = timeout_turns, -- floor seems better than empty stone arch -- floor = "stone_arch", msg = messager }) e.kfeat("O = enter_portal_vault") e.colour("O = lightgreen") end -- Use the following line in destination maps after all SUBSTs -- : sewer_setup(_G) -- Note that the function also defines < to be the exit portal. function sewer_setup(e) e.kfeat("< = exit_portal_vault") e.colour("< = darkgrey") e.lrockcol("darkgrey") e.lfloorcol("lightgrey") e.colour("w = green") e.colour("W = lightgreen") e.lrocktile("wall_slime") e.lfloortile("floor_slime") -- Random monster list and milestone. e.set_random_mon_list("giant bat w:20 / giant newt w:20 / small snake / \ ooze / worm / snake / giant mosquito") crawl.mark_milestone("br.enter", "entered a Sewer.") end }} # Basic sewer entries ########################################## default-depth: D:3-6 NAME: portal_sewer_entry_a TAGS: uniq_sewer no_monster_gen mini_float : sewer_portal(_G) COLOUR: W = green / cyan w:5 SUBST: 1 = 11234444444444 MONS: rat / grey rat / green rat w:5 MONS: small snake / snake w:2 MONS: giant cockroach / giant mite / worm w:3 MONS: nothing MAP ......... ...111... ..1WWW1.. .1WWWWW1. .1WWOWW1. .1WWWWW1. ..1WWW1.. ...111... ......... ENDMAP NAME: portal_sewer_entry_b TAGS: uniq_sewer no_monster_gen ORIENT: float : sewer_portal(_G) SUBST: '=W. , W=WW1 KMONS: 1 = rat w:20 / grey rat w:20 / green rat/ small snake / snake w:2 / \ giant cockroach / giant mite / worm w:3 KFEAT: 1 = W COLOUR: W = green MAP xxxxxx xOWWW' xWWWW. xWWW'. xWWW.. xW'... ENDMAP NAME: portal_sewer_entry_c TAGS: uniq_sewer no_monster_gen WEIGHT: 4 : sewer_portal(_G) NSUBST: c = 2:= / 2:n / *:c NSUBST: W = 8:1 / *:W SUBST: 1 = 111W KMONS: 1 = rat w:20 / grey rat w:20 / green rat/ small snake / snake w:2 / \ giant cockroach / giant mite / worm w:3 KFEAT: 1 = W COLOUR: W = green / cyan w:5 MAP ......... .ccccccc. .cWWWWWc. .cWWOWWc. .cWWWWWc. .cWWWWWc. .ccccccc. ......... ENDMAP NAME: portal_sewer_entry_d TAGS: uniq_sewer no_monster_gen : sewer_portal(_G) KMONS: 1 = big fish KFEAT: 1 = W COLOUR: W = green / cyan w:5 MAP xxxxxxxxxx xWOW1WWWWW@ xxxxxxxxxx ENDMAP # The actual portal vaults ##################################### default-depth: ############################################################################ # Sewer with a small kobold camp, potion treasure and Ely/Zin altar. # The easiest one, so most probable (5 out of 11 sewers). # NAME: sewer_kobolds TAGS: sewer no_item_gen no_monster_gen no_pool_fixup WEIGHT: 50 ORIENT: encompass : if crawl.one_chance_in(12) then SUBST: C=c, X=w, V=W, v=w, *=f : else SUBST: X=c, C=x, V=x, v=x, *=x : end SUBST: ' = .W SUBST: ? = .x : sewer_setup(_G) # some fresh water for the kobolds KFEAT: Y = deep_water KFEAT: y = shallow_water KFEAT: E = altar_zin / altar_elyvilon w:30 KMONS: q = big fish KFEAT: q = w COLOUR: q = green MONS: jackal / w:3 nothing, kobold / w:5 nothing, big kobold SHUFFLE: deef ITEM: potion of heal wounds / potion of healing ITEM: potion of healing / potion of healing q:2 w:5 / \ potion of heal wounds / potion of heal wounds q:2 w:5 KITEM: f = potion of levitation q:2, \ potion of restore abilities w:7 / potion of cure mutation / \ potion of gain intelligence / potion of gain strength / \ potion of gain dexterity KFEAT: f = shallow_water MONS: rat / grey rat / green rat w:2 / nothing w:3 MAP cccCCCCCCCCCCCC cwXvvvvvvvvvvvCCC CCC cwccCCCCCCCCCvvVCCCC C*CCC cwwc CCCvvvvCCCC CCvvvC ccwc CCCCvvvvCCCCvvvvC cwcc CCCCvvvvvvvvvC ccwwc CCCCCCCCCCC cwwwc cwwwc cwwwc cWwwc ccWwWcc c.WwW.c ccc.WwW.c c<..WwW.c ccc.Www'c c.WwW.c cc'WwW'cc c.'WwW''ccccccccccccccccccccccccccccccccc c''WwWWWWWWWWWWWWWWWWWWWWWW..444.A.<..44c c''WwW''ccccccccccccccccccccccccccccccccc c.'WwW''c c.WWwWW'c c'WwwwW'c c'WwqwW'c c'WwwwW'c c.'WWW''c c..''''.c xxxxxxcccc1ccccx xefExxxx.122...xx xdexxxx.2232.y..x xx?.?xxx....yYy.x xx?.xxx?....y.xx x?x..?.?....xx xx???.xxxxxxx xxxxxx ENDMAP ############################################################################ # Two fairly watery vaults with (usually) two giant frogs in the end. # More rare (3 out of 11 sewers are one of these). # Loot are good items, and often a scroll of blinking. # NAME: sewer_frog_island_01 TAGS: sewer no_item_gen no_monster_gen no_pool_fixup ORIENT: encompass WEIGHT: 15 SUBST: - = WWW. SHUFFLE: |d ITEM: scroll of teleportation w:2 / scroll of blinking / \ scroll of random uselessness w:1 MONS: giant newt / small snake w:5 / \ generate_awake giant newt / generate_awake small snake w:5 / \ snake w:4 / nothing w:4 NSUBST: ! = 2:! / *:w KFEAT: ! = w COLOUR: ! = green KMONS: ! = giant frog / nothing w:2 : sewer_setup(_G) MAP ccccccccccccccccccccccccccccccccccc c.11---------.................1111c c1WWW-ccccccccccccccccccccccc1WWW1c c1WwWWccccccccccccccccccccccc1WwW.c c1WwwWccccccccccccccccccccccc.WwW.c c.WwW1ccccccccccccccccccccccc.WwW-c c.WwwWccccccc!!!!!!cccccccccc-WwW-c c.Wwwwccccwwwwwwwww!!!ccccccc-WwW-c c-WwwwccwwwWwwwwwwwwww!cccccc-WwW-c c-WwwwcwwWW<-wwwwwwwwww!ccccc-WwW-c c-Wwwwwwww-..-ww.--wwwww!cccc-WwW-c c-WwWwwWww---.-.*.--wwwwwcccc-WwW-c c-WwWWWwWww-.--*|*.wwwwwwcccc-WwW.c c-WwWWwwwWww.---d-wwwwwwwcccc-WwW.c c-WwWWWwwwW------wwwwwwwwcccc.WwW.c c-WwWWWwwwwW---wwwwwwWwwccccc.WwW.c c-WwW.WwwwwwwwwwwwwwWwwwccccc-WwW.c c.WwW.WwwwwwWWwwwwwwwWccccccc-WwW-c c.WwWW..WWWWwwWwWW.........---Www-c c.WwwWWWWwwwWWwWWWWWWWWWWWWWWWWwW-c c.WWwwwwwwwwwwwwwwwwwwwwwwwwwwwwW.c c..WWWWWWWWWWWWWWWWWWWWWWWWWWWWwW-c cc........................----WwW-c cccccccccccccccccccccccccccc-WwW-c cccccccc-WwW-c cccccccc.----WWWWwW.ccccxxx c.<.A..--W-WWWWWWwwwwwwwwwx cccccccc.-..WW-.WWW1cccccxx cccccccc11111c ccccccc ENDMAP NAME: sewer_frog_island_02 TAGS: sewer no_item_gen no_monster_gen no_pool_fixup ORIENT: encompass WEIGHT: 15 NSUBST: ! = 2:! / *:w SUBST: - = WWWW. KMONS: W = giant newt / small snake / snake w:2 / jelly w:1 / \ nothing w:250 KFEAT: W = W KFEAT: ! = w COLOUR: ! = green KMONS: ! = giant frog / nothing w:2 SHUFFLE: edfgh$| ITEM: any good_item, any good_item ITEM: scroll of teleportation w:2 / scroll of blinking / \ scroll of random uselessness w:1 ITEM: nothing, nothing : sewer_setup(_G) MAP ccccccccccccc cccc-----------cccc cccc-----------------cccc cc-------ccccccccc-------cc cc-----cccc-------cccc-----cc cc----ccc-------------ccc----cc c----cc-----ccccccc-----cc----c cc---cc----ccc!!!!!ccc----cc---cc c----c----cc!w---ww!!cc----c----c cc---cc---ccw--..---ww!cc---cc---c c.---c----cw--.gh|.---w!c----c---c c<.--c----c--.edf.-----!c----c---c c.---c----c----$------w!c----c---c cc---cc---c---.------w!cc---cc---c c----c---c--.------w!cc----c----c cc---cc--cc--c---wwccc----cc---cc c----cc--c--ccccccc-----cc----c cc----c--cc-..--------ccc----cc cc-------c..------cccc-----cc cccc---ccccccc-<-c-------cc cc--c-----ccccc----ccccc cccc-----------cccc--