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##############################################################################
#
# Treasure Trove (by due)
#
# Troves are once-only (tolled) and timed portals to a treasure chamber, most
# of which are weighted acquirement-esque towards your skills. Of course,
# there's a chance that you'll get rubbish (casters in an weapon/armour room
# and melee fighters in a library), but that's kind of the point.
#
# Two Trove portals are 'nasty': one features vampires behind (diggable) glass,
# and the other features two wandering shining eyes. Have a nice time!
#
##############################################################################
{{

function trove_portal(e)
    local d = crawl.roll_dice
    local entry_fee = 5 * math.floor(200 + d(3,200) / 3 + d(10) * d(10) * d(10))
    local a = you.absdepth()    
    local timeout_turns = crawl.random_range(1600, 3000) + 5 * (30 - a) * (30 - a)
    local dur = "n exceptionally long"
    if timeout_turns < 2000 then
        dur = " rather brief"
    elseif timeout_turns < 3000 then
        dur = " long"
    elseif timeout_turns < 5000 then
        dur = " very long"
    end
    local desc_long = [[ Once upon a time, an enterprising thief and wizard, terrified of being caught committing an act of burglary, created a system of portals leading into the secret treasure troves and chambers of the rich. Too scared to loot them himself, he instead charged an extortionate fee for entry to anyone who wanted to rifle through them.

The secrets of the gateways died with him when his fellow thieves, disgusted at his betrayal of their 'ideals', had him murdered. With his death, the now-uncontrolled portals began moving rapidly from one dimension to the next, stopping only long enough to absorb magical energy. This portal will stay open for a]] .. dur .. [[ time.
]]
    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} hums gently. It seems happy to stay here for a" ..
                       dur .. " time.",
                       "$F{The} dims for a moment, then brightens again.",
                       "$F{The} flickers impatiently between here and not.",
                       "$F{The} flickers urgently, almost stroboscopically.")
    }

    local function stair ()
        return timed_marker  {
            amount = entry_fee,
            entity = "portal",
            toll_desc = "portal to enter a treasure trove",
            desc = "portal to a secret trove of treasure",
            desc_long = desc_long,
            overmap = "Trove",
            overmap_note = "" .. entry_fee .. " gp (slowly fading away)",
            dst = "trove",
            dstorigin = "in a treasure trove",
            turns = timeout_turns,
            msg = messager,
            floor = "floor",
            disappear = "The portal fades slowly, and then, between one blink and the next, disappears completely."
        }
    end
    e.lua_marker("O", stair)
    e.kfeat("O = enter_portal_vault")
    e.colour("O = blue")
end

-- Use the following line in destination maps after all SUBSTs
-- : trove_setup_features(_G)
-- Note that the function also defines < to be the exit portal.
function trove_setup_features(e)
    e.kfeat("< = exit_portal_vault")
    e.colour("< = blue")
    e.lrockcol("blue")
    e.lfloorcol("darkgrey")
    e.lrocktile("wall_vault")
    e.lfloortile("floor_vault")
    crawl.mark_milestone("br.enter", "entered a treasure trove.")
end

-- "any scroll good_item" still gets you 'scroll of noise', 'scroll of curse weapon', etc
-- so let's limit it to the enchant/recharge scrolls, tloc scrolls, identify scrolls,
-- mapping scrolls with a low chance of silence, vulnerability or acquirement (lowest)
function good_scroll (e)
    e.item([[scroll of enchant weapon i / scroll of enchant weapon ii /
             scroll of enchant weapon iii w:5 / scroll of vorpalise weapon w:3 /
             scroll of enchant armour / scroll of identify w:20 /
             scroll of magic mapping w:5 / scroll of blinking / scroll of silence w:2 /
             scroll of recharging / scroll of acquirement w:1 / scroll of teleportation w:20 /
             scroll of vulnerability w:2 / scroll of holy word w:8 / scroll of fog w:8]])
end

function place_fog(e, type, strength)
   e.lua_marker("m", fog_machine { pow_max = strength, cloud_type = type,
                     delay_min = 50, delay_max = 300, size = 12,
                     start_clouds = 1 } )
end
}}

default-depth: D:10-, Elf:1-, Vault:1- 

##############################################################################
#
# Relevant entry portals.
#
##############################################################################

NAME:   enter_trove_0
TAGS:   uniq_trove no_monster_gen trowel_portal
: trove_portal(_G)
MAP
O
ENDMAP

NAME:   enter_trove_1
TAGS:   uniq_trove no_monster_gen
: trove_portal(_G)
COLOUR: . = blue
MAP
...
.O.
...
ENDMAP

NAME:   enter_trove_2
TAGS:   uniq_trove no_monster_gen
: trove_portal(_G)
COLOUR: . = blue
COLOUR: G = blue
MAP
  G
 G.G
G.O.G
 G.G
  G
ENDMAP

NAME:   enter_trove_3
TAGS:   uniq_trove no_monster_gen no_wall_fixup
: trove_portal(_G)
COLOUR: . = blue
COLOUR: c = blue
COLOUR: x = blue
SUBST:  x = c:20 =:6
MAP
cxxxc
x...x
x.O.x 
x...x
cxxxc
ENDMAP

# Of course, not everyone is willing for you to take their treasure...
NAME:   enter_trove_5
TAGS:   uniq_trove no_monster_gen
: trove_portal(_G)
COLOUR: . = blue
COLOUR: c = blue
: if you.xl() <= 7 then
# A pack of gnolls want the treasure more than you do!
KMONS:  e = gnoll
KMONS:  l = gnoll / nothing w:5
: elseif you.xl() <= 15 then
# Got drafted in from Vaults:8, while the mages try and close the portal down.
KMONS:  e = vault guard 
: elseif you.xl() <= 20 then
# And this time he brought some friends...
KMONS:  e = vault guard
KMONS:  l = vault guard
: end
KFEAT:  e = .
COLOUR: e = blue
KFEAT:  l = .
COLOUR: l = blue
MAP
ccccc
c...c
c.O.c
c...c
cc+cc
cl.lc
c.e.c
cl.lc
cc+cc
  @
ENDMAP

# Someone left some gold behind for you!
NAME:   enter_trove_6
TAGS:   uniq_trove no_monster_gen no_wall_fixup
: trove_portal(_G)
MARKER: X = lua: props_marker { connected_exclude="true" }
SUBST:  X = =
COLOUR: = = blue
MAP
ccccccc
c$$$$$c
c$XXX$c
c$XOX$c
c$XXX$c
c$$$$$c
ccc+ccc
   @
ENDMAP

##############################################################################
#
# The portal vaults:
#
# Most of the vaults have 16 items of loot. Usually weighted 'd', 'e', 'f', from
# good to "worse". Some vaults have more than 16 items: the hunter vault has 15,
# and the two 'nasty' vaults have 24 and 28 items respectively.
#
##############################################################################

# Reset default depth to prevent random generation of portal vaults.
default-depth:

NAME:    trove_simple
WEIGHT:  60
ORIENT:  encompass
TAGS:    trove no_item_gen no_monster_gen allow_dup
# Loot: 16 items.
ITEM:   any good_item
ITEM:   acquire jewellery / any good_item
ITEM:   acquire weapon / acquire armour / any good_item
: trove_setup_features(_G)
MAP
xxxxxx
xddddx
xfeedx
xefedx
xdefdx
xx++xx
xx..xx
xx..xx
xx..xx
x....x
x.<A.x
x....x
xxxxxx
ENDMAP

NAME:    trove_garden
WEIGHT:  40
ORIENT:  encompass
TAGS:    trove no_item_gen no_monster_gen allow_dup
# Loot: 16 items, spread out a bit.
KFEAT:   x = X
COLOUR:  o = blue
#
# Plants come in two pattern: regular or random. Vegetation can be thin or thick.
# There are more plants near the river.
SUBST:   W = w .
: if crawl.coinflip() then
SUBST:   " = . 1:20
SUBST:   1 = . 1:1
SUBST:   ' = .
:else
SUBST:   1 = .
SUBST:   " = '
SUBST:   w = w 1:2
NSUBST:  . = 12:M / 12:1 / *:.
SHUFFLE: Mm
SUBST:   M = .
SUBST:   . = . 1:1
SUBST:   ' = . 1:3
:end
#
SUBST:   V=w. , v=w, _=.
SUBST:   1 : 1 2
SUBST:   2 = 1 .
SUBST:   1 : 1 2:2 3:1
#
MONS:    plant col:white
MONS:    plant col:white / plant col:blue w:6
MONS:    plant col:white / plant col:cyan w:3 / plant col:blue w:3
#
ITEM:    any good_item
ITEM:    any jewellery good_item / any good_item
ITEM:    any weapon good_item / any armour good_item / any good_item
KFEAT:   w = W
: trove_setup_features(_G)
: place_fog(_G, "blue smoke", 30)
KFEAT:  m = .
MAP
'"WwwW'"'1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.<
"'"wwW"'".1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.
."'"ww'"'1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1
1'"'ww"'".1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.
.1'"WwW"'".1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1
1."'"ww'"'1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.
.1'"'www'"'m.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1
1."'"Www"'".1.1.1.1.m.1.1.1.1.m.1.1.1.1.1.
.1."'"ww'"'1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1
1.1'"'wwW'".1ooooooooooooooo1.1.1.1.1.1.1.
.1."'"wwW''1.o_____________o.1.1.1.1.1.1.1
1.1'"'Www'm'1o_____________o1.1.1.1.1.1.1.
.1.1'"'wwW'''o__xxxx+xxxx__o.1.m.1.1.1.1.1
1.1."'"Www'''o__xddx_xedx__o1.1.1.1.1.1.1.
.1.1."'"Www''o__xefx_xdex__o.1.1.1.1.1.1.1
1.1.1."'"Ww''o__xxx=_=xxx__o1.1.1.1.1.1.1.
.1.1.1."'"ww'o__+___1___+__o.1.m.1.1.1.1.1
1.1.1.1'"'mwWo__xxx=_=xxx__o1.1.1.1.1.1.1.
.1.1.1.1'"'wwo__xdfx_xdex__o.1.1.1.1.1.1.1
1.1.1.1."'"WwoV_xdex_xdfx__o1.1.1.1.1.1.1.
.1.1.1.1.1'"'ovvxxxx+xxxx__o.1.1.1.1.1.1.1
1.1.1.1.1.1'"oVvV__________o1.1.1.1.1.1.1.
.1.1.1.1.m.1'o_vvvV________o.1.m.1.1.1.1.1
1.1.1.1.1.1.1o_vvvvvv______o1.1.1.1.1.1.1.
.1.1.1.1.1.1.o__vvvvvvv____o.1.1.1.1.1.1.1
1.1.1.1.1.1.1o__Vvv<_Avv___o1.1.1.1.1.1.1.
.1.1.1.1.1.1.o____vvvvvvv__o.1.1.1.1.1.1.1
1.1.1.1.1.1.1o________VvvvVo"'1.1.1.1.1.1.
.1.1.1.1.1.1.ooooooooooooooo'"'1.1.1.1.1.1
1.1.1.1.1.1.1.1.1.1.1."'"Www"'".1.1.1.1.1.
.1.1.1.1.1.m.1.1.1.m.1.1'"'WwwW"'".1.1.1.1
1.1.1.1.1.1.1.1.1.1.1.1.1'"'WwmW"'".1.1.1.
.1.1.1.1.1.1.1.1.1.1.1.1.1'"'wwwW"'".1.1.1
1.1.1.1.1.1.1.1.1.1.1.1.1.1."'"WwWw'"'1.1.
.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1'"'wWwW"'".1
1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1."'"WwwwW"'
<1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1."'"WwW"
ENDMAP

# A "library", geared towards scrolls and books (either spell or manual).
NAME:   trove_library
WEIGHT: 30
ORIENT: encompass
TAGS:   trove no_item_gen no_monster_gen allow_dup
: trove_setup_features(_G)
: good_scroll(_G)
ITEM:   acquire book
ITEM:   acquire:sif_muna book
MAP
xxxxxxxxxxxxx
xd..e...d..dx
xx.xxx.xxx.xx
xf.dxe.dxe.dx
xx.xxx.xxx.xx
xe.fxd.fxd.ex
xx.xxx.xxx.xx
x...........x
xxxxx+++xxxxx
    x...x
    x...x
    x...x
   xx...xx
   x.....x
   x.<.A.x
   xxxxxxx
ENDMAP

# A 'jewellery shoppe' or display cabinet.
NAME:   trove_jewel_1
WEIGHT: 20
ORIENT: encompass
TAGS:   trove no_item_gen no_monster_gen allow_dup
# Loot: once again, 16 items.
ITEM:   acquire jewellery / any jewellery good_item / any jewellery
COLOUR: o = blue
: trove_setup_features(_G)
MAP
xxxxxxxx
x......x
x.<..A.x
x......x
xxx++xxx
x......x
x+o..o+x
xdo..odx
xdo..odx
xdo..odx
xdo..odx
xdoooodx
xddddddx
xxxxxxxx
ENDMAP

# A simple treasure chamber.
NAME:   trove_jewel_2
WEIGHT: 20
ORIENT: encompass
TAGS:   trove no_item_gen no_monster_gen allow_dup
# Loot: once again, 16 items.
ITEM:   acquire jewellery / any jewellery good_item / any jewellery w:2
COLOUR: x = blue
: trove_setup_features(_G)
MAP
xxxxxxxx
xddd+<Ax
xdddxxxx
xdddx
xdddx
xdddx
xxxxx
ENDMAP

# A 'weapon shoppe', same template as the jewellery shop.
NAME:   trove_weapon_1
WEIGHT: 15
ORIENT: encompass
TAGS:   trove no_item_gen no_monster_gen allow_dup
# Loot: once again, 16 items.
COLOUR: o = blue
ITEM:   acquire weapon / any weapon good_item / any weapon w:2
: trove_setup_features(_G)
MAP
xxxxxxxx
x......x
x.<..A.x
x......x
xxx++xxx
x......x
x+o..o+x
xdo..odx
xdo..odx
xdo..odx
xdo..odx
xdoooodx
xddddddx
xxxxxxxx
ENDMAP

# A simple treasure chamber.
NAME:   trove_weapon_2
WEIGHT: 15
ORIENT: encompass
TAGS:   trove no_item_gen no_monster_gen allow_dup
# Loot: once again, 16 items.
COLOUR: x = blue
ITEM:   acquire weapon / any weapon good_item / any weapon w:2
: trove_setup_features(_G)
MAP
xxxxxxxx
xddd+<Ax
xdddxxxx
xdddx
xdddx
xdddx
xxxxx
ENDMAP

# An 'armour shoppe', same template as the jewellery shop.
NAME:   trove_armour_1
WEIGHT: 15
ORIENT: encompass
TAGS:   trove no_item_gen no_monster_gen allow_dup
# Loot: once again, 16 items.
COLOUR: o = blue
ITEM:   acquire armour / any armour good_item / any armour w:2
: trove_setup_features(_G)
MAP
xxxxxxxx
x......x
x.<..A.x
x......x
xxx++xxx
x......x
x+o..o+x
xdo..odx
xdo..odx
xdo..odx
xdo..odx
xdoooodx
xddddddx
xxxxxxxx
ENDMAP

# A simple treasure chamber.
NAME:   trove_armour_2
WEIGHT: 15
ORIENT: encompass
TAGS:   trove no_item_gen no_monster_gen allow_dup
# Loot: once again, 16 items.
COLOUR: x = blue
ITEM:   acquire armour / any armour good_item / any armour w:2
: trove_setup_features(_G)
MAP
xxxxxxxx
xddd+<Ax
xdddxxxx
xdddx
xdddx
xdddx
xxxxx
ENDMAP

# A "themed" trove.
NAME:    trove_hunter_1
WEIGHT:  5
ORIENT:  encompass
TAGS:    trove no_item_gen no_monster_gen  allow_dup
# Loot:  15 items, this time.
COLOUR:  x = blue
COLOUR:  o = blue
MONS:    storm dragon zombie
MONS:    golden dragon zombie
MONS:    dragon skeleton
ITEM:    animal skin good_item / any armour good_item
ITEM:    gold dragon hide / storm dragon hide / dragon hide / troll hide / any armour good_item
ITEM:    arrow good_item / dart good_item / bolt good_item / any missile good_item
ITEM:    bow good_item / crossbow good_item / any weapon good_item
SHUFFLE: 123
SHUFFLE: defg
: trove_setup_features(_G)
MAP
xxxxxxx
x1x2x3x
xooooox
xdededx
xfgfgfx
xgfffgx
xxx+xxx
x.....x
x.<.A.x
x.....x
xxxxxxx
ENDMAP

# A "nasty" monsters-behind-glass map for dpeg.
NAME:   trove_nasty
ORIENT: encompass
TAGS:   trove no_item_gen no_monster_gen allow_dup no_vmirror no_rotate
WEIGHT: 2
COLOUR: x = blue
COLOUR: m = blue
COLOUR: = = blue
# Rock is actually diggable for those people driven made by hatred.
MONS:   vampire
# 24 items, just because we're feeling generous.
ITEM:   any good_item w:10 / any
ITEM:   any jewellery good_item / any good_item
ITEM:   acquire weapon / acquire armour / any good_item
: trove_setup_features(_G)
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxx
x........................x
x.xxxxxxxxxxxxxxxxxxxxxx.x
x.xedd+...............<=.x
x.xdedx.mmmmmmmmmm.xxxxxxx
x.xddex.mmm1..1mmm.=dedddx
x=xxxxx.mmmmmmmmmm.xededfx
xA.................xfffedx
xxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

# Another nasty vault, because dpeg asked.
NAME:   trove_treasure_island
ORIENT: encompass
TAGS:   trove no_item_gen no_monster_gen allow_dup no_vmirror no_rotate no_pool_fixup
WEIGHT: 2
COLOUR: x = blue
COLOUR: o = blue
COLOUR: = = blue
KFEAT:  1 = deep_water
KMONS:  1 = shining eye
# 28 items, 'cos this one is *nasty*. The extra items are potions of cure mutation.
ITEM:   any good_item / any
ITEM:   any jewellery good_item / any good_item
ITEM:   acquire weapon / acquire armour / any good_item
ITEM:   potion of cure mutation
: trove_setup_features(_G)
: set_border_fill_type("deep_water")
MAP
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