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ID |
Category |
Severity |
Reproducibility |
Date Submitted |
Last Update |
0011232 |
[DCSS] Upload: Maps and Vaults |
minor |
N/A |
2017-09-24 23:44 |
2018-11-15 04:02 |
|
Reporter |
Skrybe |
View Status |
public |
|
Assigned To |
ebering |
Priority |
normal |
Resolution |
done |
|
Status |
closed |
|
Product Branch |
0.21 ancient branch |
|
Summary |
0011232: Zot decor, and entries for Swamp and Vaults |
Description |
skrybe_zot_glass:
A few attempts to make some odd but harmless decor vaults using colored glass. I know that recoloring features is generally discouraged, but I figure that by the time players make it to Zot, they're familiar enough with the game that colored glass won't be confusing.
skrybe_swamp_entry_bodies:
A Swamp entry that places a bog body, or occasionally two of them. I was surprised by how tough these could be in Lair. In particular, their cold melee, which is mostly a nuisance in Swamp, hits very hard in Lair. That plus hexes and undead resists should make an interesting challenge when this pops up. Swamp entries that place creatures seem to be weighted low, and this one is on the difficult side, so I weighted it 5. Feel free to adjust as needed.
skrybe_vaults_entry_preservation:
A Vaults entry that places an early ironheart preserver. Between the monsters placed by the vault, and the fact that it's open to the rest of the level, it's entirely possible to get swarmed here. |
Additional Information |
|
Tags |
No tags attached. |
|
Attached Files |
vaults.txt [^] (3,167 bytes) 2017-09-24 23:44 [Show Content] [Hide Content]{{
function colored_glass(e)
e.shuffle('roygbiv')
e.kfeat('roygbiv = m')
e.tile('r = dngn_transparent_wall_red')
e.tile('o = dngn_transparent_wall_brown')
e.tile('y = dngn_transparent_wall_yellow')
e.tile('g = dngn_transparent_wall_green')
e.tile('b = dngn_transparent_wall_blue')
e.tile('i = dngn_transparent_wall')
e.tile('v = dngn_transparent_wall_magenta')
e.colour('r = red')
e.colour('o = brown')
e.colour('y = yellow')
e.colour('g = green')
e.colour('b = blue')
e.colour('i = cyan')
e.colour('v = magenta')
end
}}
NAME: skrybe_zot_glass_1
TAGS: transparent decor no_exits
DEPTH: Zot
KMASK: W = no_monster_gen
: colored_glass(_G)
MAP
..... .....
..WWW.. ..WWW..
..WWrWW....WWyWW..
.WWrrrWW..WWyyyWW.
.WrrrrrW..WyyyyyW.
.WWrrrWW..WWyyyWW.
..WWrWW....WWyWW..
..WWW......WWW..
..............
..............
..WWW......WWW..
..WWoWW....WWgWW..
.WWoooWW..WWgggWW.
.WoooooW..WgggggW.
.WWoooWW..WWgggWW.
..WWoWW....WWgWW..
..WWW.. ..WWW..
..... .....
ENDMAP
NAME: skrybe_zot_glass_2
TAGS: transparent decor no_pool_fixup no_exits
DEPTH: Zot
SUBST: l : lw
KPROP: l = no_cloud_gen
KMASK: l = no_monster_gen
KMASK: w = no_monster_gen
: colored_glass(_G)
MAP
.....
......lll......
..lll.lloll.lll..
.llrlllooolllyll.
.lrrrlooooolyyyl.
.llrlllooolllyll.
..lll.lloll.lll..
......lll......
.....
ENDMAP
NAME: skrybe_zot_glass_3
TAGS: transparent decor no_pool_fixup
DEPTH: Zot
SUBST: l : lw
SUBST: ( : ([{.
KMASK: l = no_monster_gen
KMASK: w = no_monster_gen
KPROP: l = no_cloud_gen
: colored_glass(_G)
MAP
xxxxxx@@@xxxxxx
xlllll...lllllx
xlrrrl...looolx
xlrrll...lloolx
xlrll.....llolx
xlll.......lllx
@.............@
@......(......@
@.............@
xlll.......lllx
xlyll.....llglx
xlyyll...llgglx
xlyyyl...lggglx
xlllll...lllllx
xxxxxx@@@xxxxxx
ENDMAP
NAME: skrybe_swamp_entry_bodies
TAGS: swamp_entry no_pool_fixup
WEIGHT: 5
KMONS: 1 = patrolling bog body
KMONS: 0 = 0 band
KFEAT: 1 = W
KFEAT: O = enter_swamp
NSUBST: n = 1:1 / 1=WW1 / *:W
NSUBST: W = 4:t / 3:w / *:W
NSUBST: ' = 2:0 / 1=.0 / 9:t / *=.W
MARKER: O = lua:fog_machine { \
pow_min = 8, pow_max = 12, delay = 25, \
size = 2, walk_dist = 1, spread_rate= 33 }
MAP
'''''
''WWW''
'WWnWW'
'WnOnW'
'WWnWW'
''WWW''
'''''
ENDMAP
NAME: skrybe_vaults_entry_preservation
TAGS: vaults_entry transparent
ORIENT: float
MONS: vault guard
SHUFFLE: AI , BJ , CK , DL
SUBST: A = v , B = v , C = v , D = v
SUBST: I = + , J = + , K = + , L = +
SUBST: E = vvm , F = vvm, G = vvm, H = vvm
SUBST: ' = 1.
KFEAT: O = enter_vaults
KMONS: O = ironheart preserver
NSUBST: $ = 1:O / *=.$%
MAP
@@
vvvvvvv..vvvvvvv
v$....v..v....$v
v.'...E..F...'.v
v..0..v..v..0..v
v...0.A..B.0...v
v.....A..B.....v
vvEvIIv..vJJvFvv
@................@
@................@
vvGvKKv..vLLvHvv
v.....C..D.....v
v...0.C..D.0...v
v..0..v..v..0..v
v.'...G..H...'.v
v$....v..v....$v
vvvvvvv..vvvvvvv
@@
ENDMAP
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