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##############################################################################
# depths.des: Depths entry vaults.
#             At time of writing, Depths vaults are shared with D and
#             tend to go in variable/*.des.
##############################################################################

##########################################################################
# Depths entries.
# U:1 is intended to be a considerable change of pace from earlier;
# there is a single point of entry / exit between the two levels.
# These vaults hold the stair to U:1 and some threats representative of
# later in the dungeon to make it clear what to expect.
##########################################################################

{{
function depths_entry(e)
   e.tags("depths_entry uniq_depths_entry chance_depths_entry no_monster_gen")
   e.place("D:$")
   e.weight("20")
   e.kfeat("O = enter_depths")
   e.orient("float")
end
}}

NAME: grunt_enter_depths_snipers
TAGS: no_pool_fixup
MONS: centaur warrior, yaktaur / cyclops w:2
KMONS: O = yaktaur captain / frost giant w:4
SUBST: - = ++c
: depths_entry(_G)
MAP
ccccccccc
c1+...+2c
c.c.O.c.c
c.c...c.c
c.cc-cc.c
c.w...w.c
c.w...w.c
c.w.w.w.c
c.c.c.c.c
cw..c..wc
cww...wwc
cccc+cccc
ENDMAP

# The idea here is to keep the stone giant on the island until the player is
# ready to deal with it, and therefore proceed to the Depths.
# XXX: Fire giant doesn't run out of ammo and thus encourage scumming.
NAME: grunt_enter_depths_giant_problem
SHUFFLE: JKLMN
SUBST: J = l, K : ll., L : l., M : l.., N = .
KMONS: O = patrolling fire giant
: depths_entry(_G)
WEIGHT: 12
MAP
  ....@....
 ..LJLJLJL..
..KKllxllKK..
.LKxlllllxKL.
.JlllMNMlllJ.
..l.l...MllL.
@l.l..O.NlxJ@
..lll...MllL.
.JlllMNMlllJ.
.LKxlllllxKL.
..KKllxllKK..
 ..LJLJLJL..
  ....@....
ENDMAP

NAME:    grunt_enter_depths_hoard
MONS:    fire dragon, ice dragon
ITEM:    $ no_pickup
SHUFFLE: 12 / 12 / 11 / 22
: depths_entry(_G)
MAP
  ccccccc
 ccdddd.cc
cc...1...ccccc
cO.ccccc.....cc
cc...2...cc...cc
 ccdddd.ccc.G..cc
  cccccccc.@.@..c
ENDMAP

NAME: grunt_enter_depths_magical_seal
KMONS: O = ogre mage band / necromancer band
MONS: wizard / deep elf conjurer / orc sorcerer / naga mage
: depths_entry(_G)
MAP
  bbbbbbb
 bb..1..bb
bb.......bb
b..bb+bb..b
b..b...b..b
b.1b.O.b1.b
b..b...b..b
b..bbbbb..b
bb...1...bb
 bb.....bb
  bbb+bbb
ENDMAP

NAME: gammafunk_enter_depths_forms
MONS: ugly thing w:8 / shapeshifter / rakshasa w:2
MONS: giant orange brain / boggart band w:6, slime creature band
MONS: glowing shapeshifter
NSUBST: . = 4:1 / *:., 3 = 1:2 / 1:3
: depths_entry(_G)
MAP
 xxxxxx
xx.x..x bbbb
x.3...xbb..bb
xx.xx..b....bb
x..xxx...1...+
x....xxb....bb
xxbb.bbbb..bb
 bb...bbbbbb
bb.....bb
b4.....3b
bb.....bb
 bbbObbb
   bbb
ENDMAP

NAME: gammafunk_depths_entry_grave
TAGS: patrolling
KMONS: t = w:2 col:darkgrey plant name:withered name_adjective \
            tile:mons_withered_plant / w:1 col:lightgrey plant name:withered \
            name_adjective tile:mons_withered_plant
MONS: place:Depths:1 skeleton / place:Depths:1 zombie w:20, necromancer
MONS: skeletal warrior / guardian mummy w:2
KMONS: O = vampire mage w:15 / flayed ghost / phantasmal warrior
NSUBST: . = 4:1 / 1:2 / 2:3 / *:.
SUBST: . = .....--__tG
TILE: G = dngn_gravestone
FTILE: - = floor_pebble_brown
FTILE: _ = floor_pebble_darkgray
: set_feature_name("granite_statue", "a gravestone")
: depths_entry(_G)
MAP
  ....@....
 ...........
.............
.............
.............
.............
@.....O.....@
.............
.............
.............
.............
 ...........
  ....@....
ENDMAP

NAME:    hangedman_depths_entry_try_elsewhere_first
TAGS:    no_pool_fixup
MONS:    hydra / ugly thing w:2, salamander / naga mage w:2
MONS:    wolf spider / very ugly thing w:2 / emperor scorpion w:2, manticore /\
         merfolk w:2
MONS:    large slime creature / giant eyeball w:2
KMONS:   O = dire elephant / glowing shapeshifter w:4
SHUFFLE: 12345, +'X / XX'
SUBST:   XY = x, '" = .
: depths_entry(_G)
MAP
xxxx'''x..@
x1.x.w.X.w.
x..X...x...
xxx'Xxx+xXx
 xxx..2x..'
 xxx.w.x.w'
 xcc...X..'
 xcOcxx'Xxx
 xcccxxx..x
 xxxxxxx.3x
       xxxx
ENDMAP

NAME:    hangedman_depths_entry_civil_slaughter
MONS:    hill giant w:14 / yaktaur w:4 / tengu warrior w:8 / deep elf priest w:2
MONS:    ogre mage w:14 / tengu conjurer w:6 / deep elf knight / centaur warrior
MONS:    deep troll w:14 / hell knight w:8 / orc sorcerer / shapeshifter w:4
KMONS:   O = ettin w:14 / yaktaur captain w:2 / glowing shapeshifter w:2
SUBST:   c : c:9 v:2 b:1
SHUFFLE: 12 / 12 / 21
: depths_entry(_G)
MAP
          .x...
          ...1.
      .....x...
      .cccc.ccc
      .cO..x...
 xxxxx.c.....x
 x2....c...x.x
 x..x.x.x.x..x
 x.x...c....2x
 x...3.c.xxxxx
...x..Tc.
ccc.cccc.
...x.....
.1...
...x.
ENDMAP