############################################################################### # vaults.des: Entries to the Vaults branch. Branch endings for the whole # Vaults system, including Vaults:8, Hall of Blades. Crypt and # Tomb maps go to crypt.des. # # 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. ############################################################################### {{ -- Vault:8 common loot substitutions function vault8_loot(e) e.subst("? = | * .:40 ^:3") e.subst("| = | *:2") e.subst("* = * |:2") end -- Vault:8 cross-vault rune subsitution -- Turn 'O' into a rune (if it doesn't exist yet) or a good item function vault8_rune(e) if dgn.map_by_tag("vault8_rune") then e.subvault("O : vault8_rune") else e.subvault("O : vault8_norune") end end }} ############################################################################## # Vaults entries ############################################################################## # Dummy Vaults entry NAME: vaults_0_dummy TAGS: vault_entry WEIGHT: 60 ORIENT: float MAP O ENDMAP ############################################################################## # Generic Vaults entry # NAME: david_vaults_1 TAGS: vault_entry MONS: weight:20 nothing / weight:30 human / necromancer / wizard ORIENT: float SHUFFLE: != SUBST: ! = x SUBST: ' : cxv MAP xxxxx.@.''''' x...+...'...' x...x...'...' x!x=x111'...' @.x.x111+.O.' x.x.x111'...' x.x.x...'...' x.+.x...'...' xxxxx.@.''''' ENDMAP ############################################################################## # Vault monsters near stair # NAME: david_vaults_2 TAGS: vault_entry MONS: weight:40 nothing / weight:30 yaktaur / yaktaur captain MONS: weight:70 nothing / weight:40 ogre / weight:20 two-headed ogre / ogre mage MONS: weight:100 nothing / shapeshifter SHUFFLE: 123 ORIENT: float MAP 1111..@...... 111.......... 111.......... 1............ @.....O.....@ ............. ............. ............. ....@........ ENDMAP ############################################################################## # Vaults patterns 0: vanguard # NAME: david_vaults_3 TAGS: vault_entry ORIENT: float MONS: human, human / Donald, human / human / Norris, human / Wayne SHUFFLE: 2345 MAP @..........@ ....1131.... ...1....1... ..1......1.. ..2..O{..1.. ..1..()..4.. ..1......1.. ...1....1... ....1511.... @..........@ ENDMAP ############################################################################## # Vaults patterns I # NAME: david_vaults_4 TAGS: vault_entry ORIENT: float SHUFFLE: 123456 MONS: dragon / golden dragon / ice dragon / iron dragon / shadow dragon /\ storm dragon MONS: freezing wraith / shadow wraith / wight / wraith MONS: deep troll / iron troll / rock troll / troll MONS: cyclops / ettin / fire giant / frost giant / hill giant /\ stone giant / titan MONS: necromancer / shapeshifter / vault guard / wizard MONS: nothing MONS: shapeshifter / weight:30 nothing SUBST: 1=.1, 2=.2, 3=.3, 4=.4, 5=.5, *:*.% SUBST: x : xcv MAP @..........@ .xxxxxxxxxx. .x..12345.x. .x.xxxxx..x. .x.x***x..x. .x.+**Ox..x. .xxxxxxx..x. ...777....x. .xx...xxxxx. @..........@ ENDMAP ############################################################################## # Vaults patterns II # NAME: david_vaults_5 TAGS: vault_entry ORIENT: float SUBST: ! : ! . SUBST: ? : ? . SUBST: ? = .:30 0:10 9:4 8:1 %:10 *:4 |:1 SUBST: ! = .:30 0:10 9:4 8:1 %:10 *:4 |:1 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: vault_entry MONS: dancing weapon ORIENT: float SHUFFLE: vcxxx MAP ............. ............. .....v.v..... ....vvvvv.... .....1O1..... ....vvvvv.... .....v.v..... ............. ............. ENDMAP ############################################################################## # Above As Below # NAME: erik_vaults_2 TAGS: vault_entry MONS: vault guard ORIENT: float SHUFFLE: vxxx, bcc MAP vvvvvv.vvvvvv vvvvvv.vvvvvv vvvvbb.bbvvvv vvvvb111bvvvv .....1O1..... vvvvb111bvvvv vvvvbb.bbvvvv vvvvvv.vvvvvv vvvvvv.vvvvvv ENDMAP ############################################################################## # Vaults specific vaults ############################################################################## ############################################################################## # Jelly drop Vaults version # NAME: lemuel_jelly_drop_b MONS: jelly TAGS: uniq_jelly_drop no_wall_fixup WEIGHT: 5 KFEAT: a = teleport trap DEPTH: Vault MAP vvvvvvvvvvvv vvv......vvv vv.vvvvvv.vv v1v.....vv.v vvvvvvvv.v.v vav111111vav v.v.vvvvvvvv v.vv.....v1v vv.vvvvvv.vv vvv......vvv vvvvvvvvvvvv ENDMAP ############################################################################## # The Hell Knights are playing the Vault tonight. Rock! \m/ (Shiori) # NAME: metal_show ORIENT: float DEPTH: Vault:3-7 TAGS: no_secret_doors no_monster_gen no_item_gen no_wall_fixup COLOUR: M = magenta COLOUR: K = magenta FTILE: M = floor_rough_red, K = floor_rough_red, # = floor_rough_red MARKER: # = lua:fog_machine{\ pow_max = 15, delay_min = 100, delay_max = 150, \ size = 1, size_buildup_amnt = 10, \ size_buildup_time = 1000 } KFEAT: # = fountain_blood # the talent: : if crawl.one_chance_in(10) then NSUBST: M = M / K. : else SUBST: M = . : end KMONS: K = patrolling hell knight KMONS: M = patrolling Margery # the staff-- manager and bartender: KMONS: S = human; robe # the bouncers: KMONS: B: iron troll / cyclops / stone giant / minotaur / vault guard # the fans: SUBST: F = 011112223334455679......... MONS: human; leather armour|ring mail . knife|club|ankus|whip|nothing MONS: elf; robe|leather armour . w:24 quarterstaff|w:1 lajatang|w:75 nothing # these are Sludge Elves. MONS: ghoul / necrophage / rotting hulk / vampire MONS: wizard / necromancer MONS: big kobold / kobold demonologist MONS: deep elf fighter / w:5 deep elf knight / w:3 deep elf mage /\ w:2 deep elf priest MONS: Ijyb / Blork the Orc / Urug / Erolcha / Snorg / Terence / Jessica /\ Sigmund / Psyche / Erica / Norbert / Agnes / Maud / Louise / Rupert /\ Wayne / Duane / Norris / goblin KITEM: ! = any potion / potion of confusion, \ any potion / potion of paralysis, any potion / potion of slowing KITEM: $ = q:132 gold / q:66 gold / q:33 gold MAP @............... .vvvvvvvvvvvvv.. .v!+.MMMM.+S$v... .v!v.KKKK.v$$vF... .vvvv#MM#vvvvvFF.. .v..FFFFFFvFFvFF.. .v!mFvFFvFvFF+BF.. .v!mFFFFFFvFFvFF.. .v!mFFFFFFvFF+BF.. .v!mFvFFvFvFFvFF.. .v!mFFFFFFvFF+BF.. .vSmFFFFFFvFFvFF.. .vvvvvBBvvvFFvFF.. .vFFFFFFFFFFFvF.. .vvvvvvvvvvvvv.. @............... ENDMAP ############################################################################### # The Teleporter! There's some nice loot, but you'll have to fight your way to # it. NAME: the_teleporter {{ -- Find the slave of the teleporter and move to it. local function teleporter (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 -- Lua marker magic! local m_marker = TriggerableFunction:new { func=teleporter, data = {teleport_spot=1}, repeated=true } local e_marker = TriggerableFunction:new { func=teleporter, data = {teleport_spot=2}, repeated=true } m_marker:add_triggerer(DgnTriggerer:new { type="player_move" }) e_marker:add_triggerer(DgnTriggerer:new { type="player_move" }) lua_marker('M', m_marker) lua_marker('E', e_marker) -- And the slaves. lua_marker('e', portal_desc { teleport_spot=1}) lua_marker('m', portal_desc { teleport_spot=2}) }} ORIENT: float DEPTH: Vault:3-7 TAGS: no_secret_doors no_monster_gen no_item_gen uniq_the_teleporter \ patrolling COLOUR: ME = yellow MONS: iron golem / crystal golem / stone golem SUBST: EM = . SUBST: em = U MARKER: v = lua:props_marker { veto_shatter="veto" } MAP ......... ......... .vvvvvvv. .ccccccc. .vvvEvvv. .cccMccc. .vvv+vvv. .ccc+ccc. .vU...Uv. .c00100c. .v.|*|.v. .c01m10c. .v.*e*.v. .c00100c. .v.|*|.v. .ccc+ccc. .vU...Uv. ...@@@... .vvvvvvv. ......... ENDMAP ############################################################################## # Vaults:8 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:8 extensively uses subvaults. To provide another Vault:8 quadrant # variation, create a map tagged vault8_quadrant that is 27x24. 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 vault8_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. ############################################################################### # The main vault for Vault:8. # NAME: vaults_vault PLACE: Vault:8 ORIENT: encompass TAGS: no_rotate no_dump SUBVAULT: A : vault8_quadrant_prize SUBVAULT: B : vault8_quadrant SUBVAULT: C : vault8_quadrant SUBVAULT: D : vault8_quadrant SUBST: ABCD = . MONS: vault guard {{ local detail = "is etched with murals depicting, in great and gruesome ".. "detail, exactly what will be done to anyone caught stealing from the ".. "Vaults. It makes you feel queasy." dgn.set_feature_desc_short("metal wall", "heavily etched metal wall") dgn.set_feature_desc_long("metal wall", "This metal wall " .. detail) dgn.set_feature_desc_short("wall of green crystal", "heavily etched wall of green crystal") dgn.set_feature_desc_long("wall of green crystal", "This wall of green crystal " .. detail) }} MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxx..............................................................xxxx xxxx..............................................................xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA....BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAAA.11.BBBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAAA.1111.BBBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx..AAAAAAAAAAAAAAAAAAAAAAAAA.1....1.BBBBBBBBBBBBBBBBBBBBBBBBB..xxxx xxxx...........................1..(<..1...........................xxxx xxxx..........................11.[..{.11..........................xxxx xxxx...........................1..<<..1...........................xxxx xxxx............................1....1............................xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCC..1111..DDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCC..11..DDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..CCCCCCCCCCCCCCCCCCCCCCCCCCC....DDDDDDDDDDDDDDDDDDDDDDDDDDD..xxxx xxxx..............................................................xxxx xxxx..............................................................xxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Vault:8 - the subvault used to place the rune. # # Used by the 'vault8_rune()' function in the prelude. # NAME: vault8_rune TAGS: vault8_rune KMONS: O = 8 / 9 KFEAT: O = O MAP O ENDMAP ############################################################################## # Vault:8 - the subvault used for potential rune locations that do not # contain the real rune. # # Used by the 'vault8_rune()' function in the prelude. # NAME: vault8_norune TAGS: vault8_norune allow_dup KMONS: o = 8 / 9 : if crawl.random2(13) == 12 then KFEAT: o = any shop : else KITEM: o = any good_item : end MAP o ENDMAP ############################################################################## # Vault:8 - Rooms Quadrant # # This quadrant uses a subvault for each room. Any subvault tagged # vault8_room_rune should be guaranteed to provide a rune. Any subvault # tagged vault8_room should just provide loot. Note that the rooms # are not all the same sizes. # # about 24 | NAME: vault8_rooms TAGS: vault8_quadrant_prize 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 : vault8_room_rune SUBVAULT: X : vault8_room SUBVAULT: Y : vault8_room SUBVAULT: Z : vault8_room SUBST: VXYZ = . MAP xxxxxxxxxxxxxxxxxxxxxxxxxxx x.........................x x.xxxxxxxxxxx..xxxxxxxxJxIx 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.xVVVVVVVVVL..KXXXXXXXXx.x x.NVVVVVVVVVxxxxxxxxxxxxx.x xMxxxxxxxxxxx99988......A.x x...........G99xxxxxxxxDx.x x.xxxxxxxxxFx99xZZZZZZZZx.x x.xYYYYYYYYYx88xZZZZZZZZx.x x.xYYYYYYYYYx..xZZZZZZZZx.x x.xYYYYYYYYYx..xZZZZZZZZx.x x.xYYYYYYYYYx..xZZZZZZZZx.x x.xYYYYYYYYYx..xZZZZZZZZx.x x.xYYYYYYYYYx..CZZZZZZZZx.x x.xxxxxxxxxEx..xxxxxxxxxx.a x...........H..B.......... xxxxxxxxxxxxxxxxxxxxxxxxa ENDMAP ############################################################################## # Vault:8 - Rooms Quadrant - Traps and Loot Subvault # # Replace each square with traps or loot, but mostly floor. # NAME: vault8_room_traps_and_loot TAGS: vault8_room : default_subvault_glyphs() SUBST: . = ? : vault8_loot(_G) MAP ENDMAP ############################################################################## # Vault:8 - Rooms Quadrant - Border Subvault # # Fill the room with loot, but leave an empty border. # NAME: vault8_room_border TAGS: vault8_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 }} : vault8_loot(_G) MAP ENDMAP ############################################################################## # Vault:8 - Rooms Quadrant - Diamond Subvault # # Fill the room with money in a diamond pattern. # NAME: vault8_room_diamond TAGS: vault8_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 }} : vault8_loot(_G) MAP ENDMAP ############################################################################## # Vault:8 - Rooms Quadrant - Rune Subvault # # Potentially contains the rune. # NAME: vault8_room_rune TAGS: vault8_room_rune SUBST: ^ = ^. : vault8_loot(_G) : vault8_rune(_G) MAP ...... .^^^^. .^||^. .^O|^. .^||^. .^^^^. ...... ENDMAP ############################################################################## # Vault:8 - Cross Quadrant # about 2 | NAME: vault8_cross TAGS: vault8_quadrant NSUBST: U = 1:. / *:xxxx= NSUBST: V = 1:. / *:xxxx= SUBST: - = 8 9 .:20 : vault8_loot(_G) : vault8_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxx.................xxxxx 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................xxxxx ...xxxxxxxxxxxxxxxxxxxxxxx ..xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Vault:8 - Diamond Quadrant # about 4 | NAME: vault8_diamond TAGS: vault8_quadrant SHUFFLE: !_ SUBST: ! = | * .:20 SUBST: _ = 8 9 .:20 SUBST: a : x . : vault8_loot(_G) : vault8_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxx.a xx!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.a 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 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.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.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 xO.x.x_x.x.x!x.x.x.x.x!x_xx xxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Vault:8 - Stripes Quadrant # about 5 | NAME: vault8_stripes TAGS: vault8_quadrant # double use of Y=Y. and Z=Z. for decreasing variance SUBST: Y = Y ., Z = Z . SUBST: Y = Y ., Z = Z . SUBST: Y = 9:30 8:10 .:40 SUBST: Z = 9:10 8:30 .:40 SUBST: a : x . : vault8_loot(_G) : vault8_rune(_G) MAP axaxxaaxaxxxxxxxxxxxxxxxx .......................??x a................Y..Z...??x x..Y..Y..Y..Y..Y..Z..Y..Y.x 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..Y..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.............x x...Y..Z..Z..Z...ZZZZZZZZ.x x....Z..Y..Z..Y..Z........x x..Z..Z..Y..Z....Z..??????x x...Z..Y..Z..Z...Z..??????x x??..Y..Z..Z..Z..Z..??????x x??.................?????Ox xxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Vault:8 - Clover Quadrant (by Mu.) # about 4 | NAME: vault8_clover TAGS: vault8_quadrant SUBST: Q = 8 9 .:20 NSUBST: ? = 1:O / *:* NSUBST: " = 1:. / *:x : vault8_loot(_G) : vault8_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxx .........................x x.........................x x..xxxxxxxxxQQQxxxxxxxxx..x x..x?**....x...x....**?x..x x..x**..Q..x...x..Q..**x..x x..x*..Q...x...x...Q..*x..x x..x..Q....xx"xx....Q..x..x x..x...................x..x x..xxxxxxxx.....xxxxxxxx..x x..Q......x.....x......Q..x x..Q......"....."......Q..x x..Q......x.....x......Q..x x..xxxxxxxx.....xxxxxxxx..x x..x...................x..x x..x..Q....xx"xx....Q..x..x x..x*..Q...x...x...Q..*x..x x..x**..Q..x...x..Q..**x..x x..x?**....x...x....**?x..x x..xxxxxxxxxQQQxxxxxxxxx..x x.........................x x.........................x xxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Vault:8 - Triangles Quadrant (by Mu.) # about 19 | NAME: vault8_triangles TAGS: vault8_quadrant_prize SUBST: Q = 8 9 .:20 NSUBST: ? = 1:O / *:| SUBST: " = =:1 x:99 SUBST: ! = x:20 . : vault8_loot(_G) : vault8_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxx x.........................x x.!x..Q..xx............x!.x x..xx.....xx.Q...Q..Q.xx..x x...xx..Q..xx........xx.Q.x x....xx.....xx.Q..Q.xx....x x..Q..xx..Q..xx****xx.Q...x x......xx.....xx**xx......x x....Q..xx..Q.."xxx|Q.....x x........xx.....xx||....Q.x x......Q.|x"..Q.."x|Q.....x x..Q.....*|xx.....xx......x x......Q.|xxx"..Q..xx.Q...x x........xx||xx.....xx....x x....Q..xx||||xx..Q..xx.Q|x x......xx..Q.Q.xx.....xx||x x..Q..xx........xx..Q..xx?x x....xx..Q.....Q.xx.....xxx x...xx............xx..Q..xx x..xx..Q....Q....Q.xx.....x x.!x...............|xx....x x..................|?xx... xxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Vault:8 - Not Diamond Quadrant (by Mu.) # about 8 | NAME: vault8_not_diamond TAGS: vault8_quadrant SUBST: Q = 8 9 *:20 : vault8_loot(_G) : vault8_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxx xx.xQx.x.x.x.x.x.x.x.x.x.. x.x.x.x.x.x.x.x.x.x.x.xQx.x xx.x.x.x.xQx.x.xQx.x.x.x.xx x.x.xxxxxxxxx.xxxxxxxxx.x.x xxQxxxxxxxxx.x.xxxxxxxxx.xx x.x.xxxxxxxx...xxxxxxxx.x.x xx.xxxxxxx...Q...xxxxxxxQxx x.x.xxxxx.........xxxxx.x.x xx.xxxxx...|$|$|...xxxxx.xx xQx.x.x....$***$....x.x.x.x xx.x.x.x.Q.|*O*|.Q.x.x.x.xx x.x.x.x....$***$....x.x.xQx xx.xxxxx...|$|$|...xxxxx.xx x.x.xxxxx.........xxxxx.x.x xx.xxxxxxx...Q...xxxxxxx.xx x.x.xxxxxxxx...xxxxxxxx.x.x xxQxxxxxxxxx.x.xxxxxxxxxQxx x.x.xxxxxxxxx.xxxxxxxxx.x.x xx.x.x.x.xQx.x.xQx.x.x.x.xx x.x.x.x.x.x.x.x.x.x.x.x.x.x xx.xQx.x.x.x.x.x.x.x.xQx.xx xxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Vault:8 - Boxes (by Mu.) # about 11 | NAME: vault8_boxes TAGS: vault8_quadrant 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 = Q SUBST: D = |*$Q SUBST: E = | SUBST: F = * NSUBST: G = 1:O / *:Q SUBST: Q = 8 9 .:20 : vault8_loot(_G) : vault8_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxx x.........................x 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....Q.....dDDDd.....Q....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 .........................x xxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Vault:8 - Corners Quadrant (by Mu.) # about 25 | NAME: vault8_corners TAGS: vault8_quadrant_prize SUBST: Q = 8 9 .:10 NSUBST: $ = 1:O / *:$ SUBST: $ = | *:20 $ SUBST: a = x. : vault8_loot(_G) : vault8_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxx x$$$$x.......xQQ...x..$$$$x x$$$$x.......xQQ...x.x$$$$x x$$$$x..xxx..x..x..x.x$$$$x x$$$$x..xxx..x..x..x.x$$$$x x.xxxx..xxx..x..x..x.xxxxxx x.......xxx.....xQQ.......x xxxxxx..xxx.....xQQ.......x x.......xxxxxxxxxxxxxxxx..x x.......xQQ...$$$$xQQ.....x x..xxxxxxQQxxx$$$$xQQ.....x xQQ.....x..xxx$$$$x..xxxxxx xQQ.....x..xxx$$$$x.....QQx xxxxxx..x..xxxxxxxx.....QQx x.......x..xxxxxxxxxxxxx..x x.......x.................x x..xxxxxx.................x xQQ.....x..xxxxxxxxx.xxxxxx xQQ.....x..xxx$$$$xx.x$$$$x xxxxxx..x..xxx$$$$xx.x$$$$x a.......xQQxxx$$$$xx.x$$$$x .......xQQ...$$$$xx..$$$$x axxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Vault:8 - Flips Quadrant (by Mu.) # about 21 | NAME: vault8_flips TAGS: vault8_quadrant_prize NSUBST: ; = 3:l / 3:z / 3:a / *:. SUBST: Q = 8 9 SUBST: $ = | * $ KFEAT: l = teleport trap KFEAT: z = zot trap KFEAT: a = alarm trap SUBST: s = x:250 =:1 SUBST: a = x. : vault8_loot(_G) : vault8_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxx xQQQ......................x xQQQxxxxxxxxxxxxxxxxxxxxs.x xQQQ....................x.x x.x.xxxxxxxxxxxxxxxxxxs.x.x x.x.xQQQ..............x.x.x x.x.xQQQxxxxxxxxxxxxs.x.x.x x.x.xQQQ;;;;;;;;$$$$x.x.x.x x.x.x.x;;;;;;;;;$$$$x.x.x.x x.x.x.x;;;;;;;;;$$$$x.x.x.x x.x.x.x;;;;;;;;;$$$$x.x.x.x x.x.x.x;;;;;;;;;$$$$x.x.x.x x.x.x.x;;;;;;;;;$$$$x.x.x.x x.x.x.x$$$$$$$$$$$$$x.x.x.x x.x.x.x$$$$$$$$$$$$$x.x.x.x x.x.x.x$$$$$$$$$$$$Ox.x.x.x x.x.x.sxxxxxxxxxxxxxx.x.x.x x.x.x................QQQx.x x.x.sxxxxxxxxxxxxxxxxQQQx.x x.x..................QQQx.x x.sxxxxxxxxxxxxxxxxxxxxxx.a x......................... xxxxxxxxxxxxxxxxxxxxxxxxa ENDMAP ############################################################################## # Vault:8 - Construction Quadrant (by Mu.) # about 21 | NAME: vault8_construction TAGS: vault8_quadrant_prize NSUBST: $ = 1:O / *:$ SUBST: $ = |*$. SUBST: c = xnQ. SUBST: Q = 8 9 . NSUBST: D = 1:+ / *:x SUBST: a = xn.. : vault8_loot(_G) : vault8_rune(_G) MAP axxxxxxxxxxxxxxxxxxxxxxxx ..c.c.c.c.c.c.c.c.c.c.c.cx a.c.c.c.c.c.c.c.c.c.c.c.c.x xc.c.c.c.c.c.c.c.c.c.c.c.cx x.c.c.c.c.c.c.c.c.c.c.c.c.x xc.c.c.c.c.c.c.c.c.c.c.c.cx x.c.c.c.c.c.c.c.c.c.c.c.c.x xc.c.c.c.c.c.c.c.c.c.c.c.cx x.c.c.c.c.c.c.c.c.c.c.c.c.x xc.c.c.c.c.c.c.c.c.c.c.c.cx x.c.c.c.c.c.c.c.c.c.c.c.c.x xDxDxDxDxDxDxDxDxDxDxDxDxDx x.........................x x.........................x x.Qx..x..x..xQx..x..x..xQ.x x.........................x x.........................x xxx+xxxx+xxxx+xxxx+xxxx+xxx x$$$$x$$$$$x$$$x$$$$$x$$$$x x$$$$x$$$$$x$$$x$$$$$x$$$$x x$$$$x$$$$$x$$$x$$$$$x$$$$x x$$$$x$$$$$x$$$x$$$$$x$$$$x xxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Vault:8 - Long Quadrant (by Mu.) # about 8 | NAME: vault8_long TAGS: vault8_quadrant SUBST: Q = 8 9 .:10 NSUBST: $ = 1:O / *:$ SUBST: $ = |**$ SUBST: a = x. : vault8_loot(_G) : vault8_rune(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxa x......................... x.........................a x.........................x x..xxxxxxxxxxxxxxxxxxxxx..x x....QQQ............$$$x..x x....QQQ............$$$x..x x..xxxxxxxxxxxxxxxxxxxxx..x x..x$$$............QQQ....x x..x$$$............QQQ....x x..xxxxxxxxxxxxxxxxxxxxx..x x....QQQ............$$$x..x x....QQQ............$$$x..x x..xxxxxxxxxxxxxxxxxxxxx..x x..x$$$............QQQ....x x..x$$$............QQQ....x x..xxxxxxxxxxxxxxxxxxxxx..x x....QQQ............$$$x..x x....QQQ............$$$x..x x..xxxxxxxxxxxxxxxxxxxxx..x x.........................x x.........................x xxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # The Hall of Blades ############################################################################## NAME: hall_of_blades PLACE: Blade ORIENT: north TAGS: no_rotate no_dump MONS: dancing weapon SHUFFLE: cv MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccxxx xxxccc....cccc.cccc.cccc.cccc.cccc.cccc.cccc.cccc.cccc.cccc.....cccxxx xxxcc......cc...cc...cc...cc...cc...cc...cc...cc...cc...cc.......ccxxx xxxc..............................................................cxxx xxxc..........c..............c..............c..............c......cxxx xxxc.........ccc............ccc............ccc............ccc.....cxxx xxxc........ccccc..........ccccc..........ccccc..........ccccc....cxxx xxxc.........ccc............ccc............ccc...........ccccc....cxxx xxxc..........c..............c..............c.............ccc.....cxxx xxxc......................................................ccc.....cxxx xxxc.......................................................c......cxxx xxxc..............................................................cxxx xxxc..............................................................cxxx xxxc..............................................................cxxx xxxc..............................................................cxxx xxxc..............................................................cxxx xxxc..............................................................cxxx xxxc.......................................................c......cxxx xxxc......................................................ccc.....cxxx xxxc..........c..............c..............c.............ccc.....cxxx xxxc.........ccc............ccc............ccc...........ccccc....cxxx xxxc........ccccc..........ccccc..........ccccc..........ccccc....cxxx xxxc.........ccc............ccc............ccc............ccc.....cxxx xxxc..........c..............c..............c..............c......cxxx xxxc..............................................................cxxx xxxc.......cc...cc...cc...cc...cc...cc...cc...cc...cc...cc.......ccxxx xxxcc.....cccc.cccc.cccc.cccc.cccc.cccc.cccc.cccc.cccc.cccc.....cccxxx xxxccc...ccccccccccccccccccccccccccccccccccccccccccccccccccccccccccxxx xxxcccc.............................cccccccccccccccccccccccccccccccxxx xxxcccccccccccccccccccccccccccccc.@.cccccccccccccccccccccccccccccccxxx ENDMAP