Attached Files |
v.txt [^] (14,398 bytes) 2012-09-03 22:57 [Show Content] [Hide Content]
-- Stuff for st's various vaults.
-- : st_zot_vaults_setup(_G)
function st_zot_vaults_setup(e)
e.tags("no_item_gen")
e.depth("Zot:1-4")
e.kmons("D = mottled dragon / dragon w:25 / ice dragon w:25 /\
storm dragon w:20 / shadow dragon w:20 / golden dragon /\
iron dragon w:5 / quicksilver dragon w:5 / bone dragon w:5 /\
lindwurm w:2 / fire drake w:2 / death drake w:2 /\
swamp dragon w:5")
e.kmons("d = base draconian / nonbase draconian")
e.kmons("Y = patrolling golden dragon")
e.kitem("Y = |")
end
#################
# Dragon hoards.
#
# These range from small, essentially just flavour vaults,
# to large vaults with many dragons.
NAME: st_single_dragon_hoard_1
TAGS: extra
: st_zot_vaults_setup(_G)
MAP
xxxxx
xx$x$xx
xx**xxx
x$xY*$x
xx$*$xx
xx@xx
ENDMAP
NAME: st_single_dragon_hoard_2
TAGS: extra
: st_zot_vaults_setup(_G)
MAP
xxxxx
xx*Yx
x.$*x
x.xxx
x..xx
xx@xx
ENDMAP
NAME: st_single_dragon_hoard_3
TAGS: extra
: st_zot_vaults_setup(_G)
MAP
xxxxxxxx
xxxx$*xx
xx.$$Y*x
x...$*$x
xx.xx$xx
x...xxxx
xxx..xxx
xxxx@xxx
ENDMAP
NAME: st_single_dragon_hoard_4
TAGS: extra
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxx
@.xxx**xx
xx..x$Y*x
x.xx.$$xx
xxx.xx$xx
xxxxxxxxx
ENDMAP
NAME: st_small_dragon_hoard_1
TAGS: extra
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxxxxxxx
xxx*$xDx
xx*Y*x$x
xxx*$$xx
xD$$$x.x
xx$...xx
x.x....x
xx....xx
xxx..xxx
xxx@xxxx
ENDMAP
NAME: st_small_dragon_hoard_2
TAGS: extra
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxxx
xxx$$$xxxx
xx$x*$$xxx
x*$*Y*xDxx
xD$x*$$$*x
xxx$$$$xxx
xxxx@xxxxx
ENDMAP
NAME: st_small_dragon_hoard_3
TAGS: extra
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxxxxxxxxx
xxD$$xxD..xxx$xx
xx$x$$xx.x.x$x*x
x$*Y*$...xx.$$Yx
xx$*x$xx...xx$*x
xxxDxxx..xxxD$xx
xxxxxxx@x.xxxxxx
ENDMAP
NAME: st_small_dragon_hoard_4
TAGS: extra
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxx@x.xxxxxxxxxxxx
xx.x.xxxxxxxxx.$xx
xxx..xxxxxxx..x$Dx
xxxx...xxx..xx$**x
xDxxxx....xxxDxYxx
x**x$x.x.x..xxxx*x
xxY$..xxxxx..xxxxx
xD*$xxxxxxxx...xxx
xxxxxxxxxxxx.xx@xx
ENDMAP
NAME: st_small_dragon_hoard_5
TAGS: extra
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xx..xxxxxxxxxxxxxx
x.xxxxxxxD*lxD*xxx
@x.xxxxx$xl$$l$**x
xx...xxx*$lllllYxx
..xx..xxx$.llll*Dx
xxxxx.xxxxx.llllxx
xxxxx...xx..lxllxx
xxxxxxx....xxlxxxx
xxxxxxxxxxxxxxxxxx
ENDMAP
NAME: st_large_dragon_hoard_1
SUBST: D = DD$
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxxxxxx@xxxxxxxx
xxxx.x...lxxlxxx
xxx|x.llllxl.xxx
xxD$llxlllllx..x
xDxllxl|DDll....
x.lllD|Y*Dlllx.x
.xlxllD*Dlll$$xx
xx.llxllllxx*Dxx
xxx...xll.$Dxxxx
xxxxxx...xxxxxxx
xxxxxxx@xxxxxxxx
ENDMAP
NAME: st_large_dragon_hoard_2
SUBST: D = D$
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxxxxxxxxxxxxxxxx
xxxxD$$Dxxxxxxxxxxxxxxx
xxxY*xx$$D$$xxxx...xxxx
xxx|$$|D$x*$$.x..x...xx
xxD$x|Y|D$Y*$...xxx.$$x
xxx$$D*$x$|$xx..xxx*$xx
xx$D$|$D$*xxxx.xxD|Y*xx
xxx$xY*$*Dxxx..xx$x|xDx
xxxxx|$D$xxx....xxD$Dxx
xxxxxxxxxxx..xx.xxxxxxx
xxxxxxxxxx..xxx...xxxxx
xxxxxxxx..x@xxxx.x..xxx
ENDMAP
NAME: st_large_dragon_hoard_3
SUBST: D = DDD$
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
x.xx@xxxxxx.xxxxxxxxxxx
.xx...xxxxxx.xxxxxxxxxx
...xx..x......xxx....xx
xxxxxxx...xxxx....xx..x
xD$*xx..xxxx...xxxx$$xx
xxD$xxxx.x..xxxxxx$*$xx
xDx$$.x...x...xxxD*Y*Dx
xxxxxx..xxxxx..xxx$|$xx
xxxlx.x.lxlxxx.xxxx$$*x
xxlxll.lllxlxx..xxxDxDx
xxllxl$$Dlllxxx..xxx*xx
xxxlllxD*Dlxlxxx..xxxxx
xxlllDD|Y*llxxxxxx.xxxx
xxxxlx*D|Dxlllxxx....x.
xlllllD|Dlllxlxxx.xxx..
xxlxllllxllllllxxx.x.xx
xxxllxxlllxxlxxxxx..xxx
xxxxxxxxxxxxxxxx@.xxxxx
ENDMAP
# draconians are a bit more organised with their hoards.
NAME: st_large_dragon_hoard_4
SUBST: D = DDD$
KITEM: D = $
KMONS: 1 = nonbase draconian band
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
x$$$$xxxx.......xxxxxxxxxxxxxxxx
x$$$$xx......1....x*$*xxxx...xxx
xxx+xx..x.........+$|$xxx.....xx
xxx....xxxx......xx*$*xxx.xx...x
xx..xxxxxxxxxx..xxxxxxxx.xxx..xx
xxx..xxxD*Dxxxx...xxxxx..xxxx..x
xDxx.xx$*Y*$Dxxxx..x....xxxx..xx
xD$x.xxD$|D$$*xxxx...xxxxxxx..xx
xxx..xxx*$$$$$xxxxxxx$Dxxxx..xxx
xx.xxxxxxD$.1..x|*|xD|Dxx...xxxx
xxx..xxxxxx....+*|*xxDxx.x.xxxxx
xxxx.....x....xx|*|xxxx.x.xxxxxx
xxxxxx......xxxxxxxxx..x...xxxxx
xxxxxxxxxxxxxxxxxxxx.xxx@xx.xxxx
ENDMAP
# A mighty hoard indeed...
# Intented to be an extreme visual spectacle.
# Obviously lowering the amount of gold in stacks in necessary.
# There's about 800 gold.
NAME: st_grand_hoard_of_tiamat
TAGS: no_monster_gen
KMONS: 1 = patrolling Tiamat w:100 / patrolling golden dragon w:1
SUBST: D = DDD$
KITEM: D = $
KITEM: $ = gold q:1
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxx*x$$x$x$$xxxxxxxxx
xxxxx*xxD*$xxD$$$xD$x$xxxxx
xxx$xD$x$$$$$$x$*$$$$x$$xxx
xx$$x$$$*xx$$$$*Yx$$$$$xxxx
xx$x*$x*Y*$D$$$$*$$xD$x$*xx
xxxxD$x$*$$$D|DD$$$x$$$$Dxx
xx$$x$$$$$DD*|*$DD$$$x$$xx.
xxx$$$$D$$$||1||$$$$$$$$$..
xx$x$x$$$$$D*|*$D$D$x$$$x.@
xxxD*$$x$*$D$|DD$$x*$$$xxx.
xx*xx$$$xY*xxD$$$$*Y*xxD$xx
xxx$$$x$$*$$$$Dx$xx*$x$$xxx
xxxxx$$xDxx$$x$$x$$x$$xxxxx
xxxxxxxxx$$x$$xx*Dxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
#########################
# Minivaults based on the old orb chambers.
#
NAME: zot_minivault_1
WEIGHT: 20
DEPTH: Zot:1-4
MAP
...............
..xxxxxxxxxxx..
.xxx...0...xxx.
.xx..0...0..xx.
.x0.........0x.
....0..0..0....
.x0.........0x.
.xx..0...0..xx.
.xxx...0...xxx.
..xxxxxxxxxxx..
...............
ENDMAP
# Based on orb_monky_inset
NAME: zot_minivault_2
WEIGHT: 5
DEPTH: Zot:1-4
SUBST: > = }]}
MAP
...............
..xxxxxxxxxxx..
.xxx0.....0xxx.
.xx....0....xx.
.x0...xxx...0x.
.....xxxxx.....
.x0...xxx...0x.
.xx....0....xx.
.xxx0.....0xxx.
..xxxxx.xxxxx..
.xx...0.0...xx.
.x...........x.
.x.....>.....x.
.xx.........xx.
..xxxxxxxxxxx..
...............
ENDMAP
# Based on orb_two_ways
NAME: zot_minivault_3
WEIGHT: 5
DEPTH: Zot:1-4
SUBST: < = ([{000
MAP
...............
..xxxxxxxxxxx..
.xxxx.....xxxx.
.xx....x...xxx.
.xx.<.xxx..xxx.
..x...xx..xxx..
..xxxxx..xxxx..
.xxxx.....xxxx.
.xxx..0x0..xxx.
.x0...xxx...0x.
....0xxxxx0....
.x0...xxx...0x.
.xxx..0x0..xxx.
.xxxx.....xxxx.
..xxxx..xxxxx..
..xxx..xx...x..
.xxx..xxx.<.xx.
.xxx...x....xx.
.xxxx.....xxxx.
..xxxxxxxxxxx..
...............
ENDMAP
# Based on orb_monky_within_orb
NAME: zot_minivault_4
DEPTH: Zot:1-4
COLOUR: n = magenta
TILE: n = dngn_transparent_wall_magenta
MAP
...............
..xxxxxxxxxxx..
.xxx0.....0xxx.
.xx..nn0nn..xx.
.x..n0...0n..x.
....n.0.0.n....
.x..n0...0n..x.
.xx..nn0nn..xx.
.xxx0.....0xxx.
..xxxxxxxxxxx..
...............
ENDMAP
# Based on orb_monky_twist
NAME: zot_minivault_5
DEPTH: Zot:1-4
COLOUR: n = magenta
TILE: n = dngn_transparent_wall_magenta
MAP
...............
..xxxxxxxxxxx..
.xxxnn...0.xxx.
.xxnn0.0.n..xx.
.xnnn....nn.0x.
...nn0.0.0nn...
.x0.nn....nnnx.
.xx..n.0.0nnxx.
.xxx.0...nnxxx.
..xxxxxxxxxxx..
...............
ENDMAP
# Based on orb_nicolae_swirls
# Guarantees an upstairs and downstairs, and makes sure the player can see
# them both from one side.
# Stone is bordered by rock to make it stand out less and not look ugly.
NAME: zot_minivault_6
DEPTH: Zot:1-4
SUBST: < = ([{
SUBST: > = }]}
COLOUR: n = magenta
TILE: n = dngn_transparent_wall_magenta
MAP
xxxxxxxxxxxxx
xxcccccccccccxx
xccxxxxxxxxxccx
xcxx.......xxcx
xcx0...>...0xcx
xcx.........xcx
xcxx0.....0xxcx
xcxxxxx...xxxxx
xcxxxx..0nnn.
xxxx...0nnn0@
...0nnn....
@0nnn0...xxxx
.nnn...xxxxcx
xxxxx0..xxxxxcx
xcxx.......xxcx
xcx.........xcx
xcx0...<...0xcx
xcxx.......xxcx
xccxxxxxxxxxccx
xxcccccccccccxx
xxxxxxxxxxxxx
ENDMAP
# Based on orb_nicolae_fourfold
NAME: zot_minivault_7
WEIGHT: 5
DEPTH: Zot:1-4
SUBST: > = }]}
MAP
xxxxxxxxx
xx...0...xx
x0.0...0.0x
x..xx.xx..x
x..x...x..x
x..x.0.x..x
x..x...x..x
x..xx.xx..x
x.xx...xx.x
x.x.0.0.x.x
@.x0.>.0x.@
x.x.0.0.x.x
x.xx...xx.x
x..xx.xx..x
x..x...x..x
x..x.0.x..x
x..x...x..x
x..xx.xx..x
x0.0...0.0x
xx...0...xx
xxxxxxxxx
ENDMAP
# Based on orb_grunt_hallway
NAME: zot_minivault_8
WEIGHT: 5
DEPTH: Zot:1-4
SUBST: > = }]}
MAP
xxxxxxxxx
xxxx...xxxx
xxx0...0xxx
xxx..>..xxx
xxx0...0xxx
xxxx...xxxx
xxxx0.0xxxx
x00x...x00x
x..x...x..x
@..x0.0x..@
x..x...x..x
x..x...x..x
x..x0.0x..x
x.0x...x0.x
x.0x...x0.x
x..x0.0x..x
x..x...x..x
x.........x
xx.......xx
xxxxxxxxx
ENDMAP
##################
# Random vaults.
NAME: st_zot_generic_loops
DEPTH: Zot:1-4
: st_zot_vaults_setup(_G)
MAP
..............@@..............
..............................
..xxxxxxxxxxxx++xxxxxxxxxxxx..
..x.....dd..........dd.....x..
..x.....dd..........dd.....x..
..x..xxxxxxxxxxxxxxxxxxxx..x..
..x..x|||x...DDDD...x***x..x..
..x00x|||xdd..DD..ddx***x00x..
..x.0x|||+dd......dd+***x0.x..
..x.0x***xdd......ddx|||x0.x..
..x.0x***x..........x|||x0.x..
..x..xxxxxxxxx++xxxxxxxxx..x..
..x.....DD...........DD....x..
..x.....DD...........DD....x..
..xxxxxxxxxxxxxxxxxxxxxxxxxx..
..............................
..............................
ENDMAP
NAME: st_zot_pillared_rooms
DEPTH: Zot:1-4
SUBST: . = 0:1 .:20
: st_zot_vaults_setup(_G)
MAP
................................
.xxxxxxxxxxxxx.DD.xxxxxxxxxxxxx.
.xx.........xx.DD.xx.........xx.
.xx.x.x.x.x.xx....xx.x.x.x.x.xx.
................................
................................
.xx.x.x.x.x.xx....xx.x.x.x.x.xx.
.xx.........xx....xx.........xx.
.xxxxxxxxxxxxxddddxxxxxxxxxxxxx.
.xxxxxxxxxxxxxddddxxxxxxxxxxxxx.
.xx.........xx....xx.........xx.
.xx.x.x.x.x.xx....xx.x.x.x.x.xx.
................................
................................
.xx.x.x.x.x.xx....xx.x.x.x.x.xx.
.xx.........xx.DD.xx.........xx.
.xxxxxxxxxxxxx.DD.xxxxxxxxxxxxx.
................................
ENDMAP
##################
# Stair vaults. They place a few random monsters but are mainly for variety.
NAME: stairs_1
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
MAP
.........
.G.....G.
.........
...'''...
...'''...
...'''...
.........
.G.....G.
.........
ENDMAP
NAME: stairs_2
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
SHUFFLE: abc / abc / abc / abc / abc / ab. / a.c / a.. / .bc / .b. / ..c
SUBST: a=x, b=x, c=x
MAP
.........
.a.b.b.a.
.........
.b.c.c.b.
.........
.b.c.c.b.
.........
.a.b.b.a.
.........
ENDMAP
NAME: stairs_3
TAGS: extra transparent allow_dup ruin_lair
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
MAP
.........
.xxx.xxx.
.x.....x.
.x.'''.x.
...'''...
.x.'''.x.
.x.....x.
.xxx.xxx.
.........
ENDMAP
NAME: stairs_4
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
MAP
x.x.x.x.x
.........
x.......x
...'''...
x..'''..x
...'''...
x.......x
.........
x.x.x.x.x
ENDMAP
NAME: stairs_5
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
MAP
xx..xx..xx
x........x
..........
...''''...
x..''''..x
x..''''..x
...''''...
..........
x........x
xx..xx..xx
ENDMAP
NAME: stairs_6
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1, G : .:10 G:1
MAP
xx..xx
xG..Gx
..''..
..''..
xG..Gx
xx..xx
ENDMAP
NAME: stairs_7
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
MAP
x.xx.x
..xx..
xx''xx
xx''xx
..xx..
x.xx.x
ENDMAP
# I like the way these ones can turn out,
# it reminds me of those rooms in Angband
NAME: stairs_8
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
x.x.x.x
.......
x.x.x.x
.......
x.x.x.x
.......
x.x.x.x
ENDMAP
NAME: stairs_9
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
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
ENDMAP
NAME: stairs_10
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
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
ENDMAP
NAME: stairs_11
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
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
ENDMAP
NAME: stairs_12
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
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
ENDMAP
NAME: stairs_13
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
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
ENDMAP
NAME: stairs_14
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Elf, Crypt, Pan
SUBST: > = }]), . = .:15 0:1
SHUFFLE: abc / bab / cbb / bcb
SUBST: a=x, b=., c:Gx
MAP
.......
.......
..aba..
..b>b..
..aba..
.......
.......
ENDMAP
v2.txt [^] (14,097 bytes) 2012-09-04 03:03 [Show Content] [Hide Content]
-- Stuff for st's various vaults.
-- : st_zot_vaults_setup(_G)
function st_zot_vaults_setup(e)
e.tags("no_item_gen")
e.depth("Zot:1-4")
e.kmons("D = mottled dragon / dragon w:25 / ice dragon w:25 /\
storm dragon w:20 / shadow dragon w:20 / golden dragon /\
iron dragon w:5 / quicksilver dragon w:5 / bone dragon w:5 /\
lindwurm w:2 / fire drake w:2 / death drake w:2 /\
swamp dragon w:5")
e.kmons("d = base draconian / nonbase draconian")
e.kmons("Y = patrolling golden dragon")
e.kitem("Y = |")
end
#################
# Dragon hoards.
#
# These range from small, essentially just flavour vaults,
# to large vaults with many dragons.
NAME: st_single_dragon_hoard_1
TAGS: extra
: st_zot_vaults_setup(_G)
MAP
xxxxx
xx$x$xx
xx**xxx
x$xY*$x
xx$*$xx
xx@xx
ENDMAP
NAME: st_single_dragon_hoard_2
TAGS: extra
: st_zot_vaults_setup(_G)
MAP
xxxxx
xx*Yx
x.$*x
x.xxx
x..xx
xx@xx
ENDMAP
NAME: st_single_dragon_hoard_3
TAGS: extra
: st_zot_vaults_setup(_G)
MAP
xxxxxxxx
xxxx$*xx
xx.$$Y*x
x...$*$x
xx.xx$xx
x...xxxx
xxx..xxx
xxxx@xxx
ENDMAP
NAME: st_single_dragon_hoard_4
TAGS: extra
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxx
@.xxx**xx
xx..x$Y*x
x.xx.$$xx
xxx.xx$xx
xxxxxxxxx
ENDMAP
NAME: st_small_dragon_hoard_1
TAGS: extra
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxxxxxxx
xxx*$xDx
xx*Y*x$x
xxx*$$xx
xD$$$x.x
xx$...xx
x.x....x
xx....xx
xxx..xxx
xxx@xxxx
ENDMAP
NAME: st_small_dragon_hoard_2
TAGS: extra
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxxx
xxx$$$xxxx
xx$x*$$xxx
x*$*Y*xDxx
xD$x*$$$*x
xxx$$$$xxx
xxxx@xxxxx
ENDMAP
NAME: st_small_dragon_hoard_3
TAGS: extra
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxxxxxxxxx
xxD$$xxD..xxx$xx
xx$x$$xx.x.x$x*x
x$*Y*$...xx.$$Yx
xx$*x$xx...xx$*x
xxxDxxx..xxxD$xx
xxxxxxx@x.xxxxxx
ENDMAP
NAME: st_small_dragon_hoard_4
TAGS: extra
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxx@x.xxxxxxxxxxxx
xx.x.xxxxxxxxx.$xx
xxx..xxxxxxx..x$Dx
xxxx...xxx..xx$**x
xDxxxx....xxxDxYxx
x**x$x.x.x..xxxx*x
xxY$..xxxxx..xxxxx
xD*$xxxxxxxx...xxx
xxxxxxxxxxxx.xx@xx
ENDMAP
NAME: st_small_dragon_hoard_5
TAGS: extra
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xx..xxxxxxxxxxxxxx
x.xxxxxxxD*lxD*xxx
@x.xxxxx$xl$$l$**x
xx...xxx*$lllllYxx
..xx..xxx$.llll*Dx
xxxxx.xxxxx.llllxx
xxxxx...xx..lxllxx
xxxxxxx....xxlxxxx
xxxxxxxxxxxxxxxxxx
ENDMAP
NAME: st_large_dragon_hoard_1
SUBST: D = DD$
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxxxxxx@xxxxxxxx
xxxx.x...lxxlxxx
xxx|x.llllxl.xxx
xxD$llxlllllx..x
xDxllxl|DDll....
x.lllD|Y*Dlllx.x
.xlxllD*Dlll$$xx
xx.llxllllxx*Dxx
xxx...xll.$Dxxxx
xxxxxx...xxxxxxx
xxxxxxx@xxxxxxxx
ENDMAP
NAME: st_large_dragon_hoard_2
SUBST: D = D$
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxxxxxxxxxxxxxxxx
xxxxD$$Dxxxxxxxxxxxxxxx
xxxY*xx$$D$$xxxx...xxxx
xxx|$$|D$x*$$.x..x...xx
xxD$x|Y|D$Y*$...xxx.$$x
xxx$$D*$x$|$xx..xxx*$xx
xx$D$|$D$*xxxx.xxD|Y*xx
xxx$xY*$*Dxxx..xx$x|xDx
xxxxx|$D$xxx....xxD$Dxx
xxxxxxxxxxx..xx.xxxxxxx
xxxxxxxxxx..xxx...xxxxx
xxxxxxxx..x@xxxx.x..xxx
ENDMAP
NAME: st_large_dragon_hoard_3
SUBST: D = DDD$
KITEM: D = $
: st_zot_vaults_setup(_G)
MAP
x.xx@xxxxxx.xxxxxxxxxxx
.xx...xxxxxx.xxxxxxxxxx
...xx..x......xxx....xx
xxxxxxx...xxxx....xx..x
xD$*xx..xxxx...xxxx$$xx
xxD$xxxx.x..xxxxxx$*$xx
xDx$$.x...x...xxxD*Y*Dx
xxxxxx..xxxxx..xxx$|$xx
xxxlx.x.lxlxxx.xxxx$$*x
xxlxll.lllxlxx..xxxDxDx
xxllxl$$Dlllxxx..xxx*xx
xxxlllxD*Dlxlxxx..xxxxx
xxlllDD|Y*llxxxxxx.xxxx
xxxxlx*D|Dxlllxxx....x.
xlllllD|Dlllxlxxx.xxx..
xxlxllllxllllllxxx.x.xx
xxxllxxlllxxlxxxxx..xxx
xxxxxxxxxxxxxxxx@.xxxxx
ENDMAP
# draconians are a bit more organised with their hoards.
NAME: st_large_dragon_hoard_4
SUBST: D = DDD$
KITEM: D = $
KMONS: 1 = nonbase draconian band
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
x$$$$xxxx.......xxxxxxxxxxxxxxxx
x$$$$xx......1....x*$*xxxx...xxx
xxx+xx..x.........+$|$xxx.....xx
xxx....xxxx......xx*$*xxx.xx...x
xx..xxxxxxxxxx..xxxxxxxx.xxx..xx
xxx..xxxD*Dxxxx...xxxxx..xxxx..x
xDxx.xx$*Y*$Dxxxx..x....xxxx..xx
xD$x.xxD$|D$$*xxxx...xxxxxxx..xx
xxx..xxx*$$$$$xxxxxxx$Dxxxx..xxx
xx.xxxxxxD$.1..x|*|xD|Dxx...xxxx
xxx..xxxxxx....+*|*xxDxx.x.xxxxx
xxxx.....x....xx|*|xxxx.x.xxxxxx
xxxxxx......xxxxxxxxx..x...xxxxx
xxxxxxxxxxxxxxxxxxxx.xxx@xx.xxxx
ENDMAP
# A mighty hoard indeed...
# Intented to be an extreme visual spectacle.
# Obviously lowering the amount of gold in stacks in necessary.
# There's about 800 gold.
NAME: st_grand_hoard_of_tiamat
TAGS: no_monster_gen
KMONS: 1 = patrolling Tiamat w:100 / patrolling golden dragon w:1
SUBST: D = DDD$
KITEM: D = $
KITEM: $ = gold q:1
: st_zot_vaults_setup(_G)
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxx*x$$x$x$$xxxxxxxxx
xxxxx*xxD*$xxD$$$xD$x$xxxxx
xxx$xD$x$$$$$$x$*$$$$x$$xxx
xx$$x$$$*xx$$$$*Yx$$$$$xxxx
xx$x*$x*Y*$D$$$$*$$xD$x$*xx
xxxxD$x$*$$$D|DD$$$x$$$$Dxx
xx$$x$$$$$DD*|*$DD$$$x$$xx.
xxx$$$$D$$$||1||$$$$$$$$$..
xx$x$x$$$$$D*|*$D$D$x$$$x.@
xxxD*$$x$*$D$|DD$$x*$$$xxx.
xx*xx$$$xY*xxD$$$$*Y*xxD$xx
xxx$$$x$$*$$$$Dx$xx*$x$$xxx
xxxxx$$xDxx$$x$$x$$x$$xxxxx
xxxxxxxxx$$x$$xx*Dxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
#########################
# Minivaults based on the old orb chambers.
#
NAME: zot_minivault_1
WEIGHT: 20
DEPTH: Zot:1-4
MAP
xxxxxxxxxxx
xxx...0...xxx
xx..0...0..xx
x0.........0x
@..0..0..0..@
x0.........0x
xx..0...0..xx
xxx...0...xxx
xxxxxxxxxxx
ENDMAP
# Based on orb_monky_inset
NAME: zot_minivault_2
WEIGHT: 5
DEPTH: Zot:1-4
SUBST: > = }]}
MAP
xxxxxxxxxxx
xxx0.....0xxx
xx....0....xx
x0...xxx...0x
@...xxxxx...@
x0...xxx...0x
xx....0....xx
xxx0.....0xxx
xxxxx.xxxxx
xx...0.0...xx
x...........x
x.....>.....x
xx.........xx
xxxxxxxxxxx
ENDMAP
# Based on orb_two_ways
NAME: zot_minivault_3
WEIGHT: 5
DEPTH: Zot:1-4
SUBST: < = ([{000
MAP
xxxxxxxxxxx
xxxx.....xxxx
xx....x...xxx
xx.<.xxx..xxx
xx...xx..xxxx
xxxxxx..xxxxx
xxxx.....xxxx
xxx..0x0..xxx
x0...xxx...0x
@..0xxxxx0..@
x0...xxx...0x
xxx..0x0..xxx
xxxx.....xxxx
xxxxx..xxxxxx
xxxx..xx...xx
xxx..xxx.<.xx
xxx...x....xx
xxxx.....xxxx
xxxxxxxxxxx
ENDMAP
# Based on orb_monky_within_orb
NAME: zot_minivault_4
DEPTH: Zot:1-4
COLOUR: n = magenta
TILE: n = dngn_transparent_wall_magenta
MAP
xxxxxxxxxxx
xxx0.....0xxx
xx..nn0nn..xx
x..n0...0n..x
@..n.0.0.n..@
x..n0...0n..x
xx..nn0nn..xx
xxx0.....0xxx
xxxxxxxxxxx
ENDMAP
# Based on orb_monky_twist
NAME: zot_minivault_5
DEPTH: Zot:1-4
COLOUR: n = magenta
TILE: n = dngn_transparent_wall_magenta
MAP
xxxxxxxxxxx
xxxnn...0.xxx
xxnn0.0.n..xx
xnnn....nn.0x
@.nn0.0.0nn.@
x0.nn....nnnx
xx..n.0.0nnxx
xxx.0...nnxxx
xxxxxxxxxxx
ENDMAP
# Based on orb_nicolae_swirls
# Guarantees an upstairs and downstairs, and makes sure the player can see
# them both from one side.
# Stone is bordered by rock to make it stand out less and not look ugly.
NAME: zot_minivault_6
DEPTH: Zot:1-4
SUBST: < = ([{
SUBST: > = }]}
COLOUR: n = magenta
TILE: n = dngn_transparent_wall_magenta
MAP
xxxxxxxxxxxxx
xxcccccccccccxx
xccxxxxxxxxxccx
xcxx.......xxcx
xcx0...>...0xcx
xcx.........xcx
xcxx0.....0xxcx
xcxxxxx...xxxxx
xcxxxx..0nnn.
xxxx...0nnn0@
...0nnn....
@0nnn0...xxxx
.nnn...xxxxcx
xxxxx0..xxxxxcx
xcxx.......xxcx
xcx.........xcx
xcx0...<...0xcx
xcxx.......xxcx
xccxxxxxxxxxccx
xxcccccccccccxx
xxxxxxxxxxxxx
ENDMAP
# Based on orb_nicolae_fourfold
NAME: zot_minivault_7
WEIGHT: 5
DEPTH: Zot:1-4
SUBST: > = }]}
MAP
xxxxxxxxx
xx...0...xx
x0.0...0.0x
x..xx.xx..x
x..x...x..x
x..x.0.x..x
x..x...x..x
x..xx.xx..x
x.xx...xx.x
x.x.0.0.x.x
@.x0.>.0x.@
x.x.0.0.x.x
x.xx...xx.x
x..xx.xx..x
x..x...x..x
x..x.0.x..x
x..x...x..x
x..xx.xx..x
x0.0...0.0x
xx...0...xx
xxxxxxxxx
ENDMAP
# Based on orb_grunt_hallway
NAME: zot_minivault_8
WEIGHT: 5
DEPTH: Zot:1-4
SUBST: > = }]}
MAP
xxxxxxxxx
xxxx...xxxx
xxx0...0xxx
xxx..>..xxx
xxx0...0xxx
xxxx...xxxx
xxxx0.0xxxx
x00x...x00x
x..x...x..x
@..x0.0x..@
x..x...x..x
x..x...x..x
x..x0.0x..x
x.0x...x0.x
x.0x...x0.x
x..x0.0x..x
x..x...x..x
x.........x
xx.......xx
xxxxxxxxx
ENDMAP
##################
# Random vaults.
NAME: st_zot_generic_loops
DEPTH: Zot:1-4
: st_zot_vaults_setup(_G)
MAP
..............@@..............
..............................
..xxxxxxxxxxxx++xxxxxxxxxxxx..
..x.....dd..........dd.....x..
..x.....dd..........dd.....x..
..x..xxxxxxxxxxxxxxxxxxxx..x..
..x..x|||x...DDDD...x***x..x..
..x00x|||xdd..DD..ddx***x00x..
..x.0x|||+dd......dd+***x0.x..
..x.0x***xdd......ddx|||x0.x..
..x.0x***x..........x|||x0.x..
..x..xxxxxxxxx++xxxxxxxxx..x..
..x.....DD...........DD....x..
..x.....DD...........DD....x..
..xxxxxxxxxxxxxxxxxxxxxxxxxx..
..............................
..............................
ENDMAP
NAME: st_zot_pillared_rooms
DEPTH: Zot:1-4
SUBST: . = 0:1 .:20
: st_zot_vaults_setup(_G)
MAP
................................
.xxxxxxxxxxxxx.DD.xxxxxxxxxxxxx.
.xx.........xx.DD.xx.........xx.
.xx.x.x.x.x.xx....xx.x.x.x.x.xx.
................................
................................
.xx.x.x.x.x.xx....xx.x.x.x.x.xx.
.xx.........xx....xx.........xx.
.xxxxxxxxxxxxxddddxxxxxxxxxxxxx.
.xxxxxxxxxxxxxddddxxxxxxxxxxxxx.
.xx.........xx....xx.........xx.
.xx.x.x.x.x.xx....xx.x.x.x.x.xx.
................................
................................
.xx.x.x.x.x.xx....xx.x.x.x.x.xx.
.xx.........xx.DD.xx.........xx.
.xxxxxxxxxxxxx.DD.xxxxxxxxxxxxx.
................................
ENDMAP
##################
# Stair vaults. They place a few random monsters but are mainly for variety.
NAME: stairs_1
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
MAP
.........
.G.....G.
.........
...'''...
...'''...
...'''...
.........
.G.....G.
.........
ENDMAP
NAME: stairs_2
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
SHUFFLE: abc / abc / abc / abc / abc / ab. / a.c / a.. / .bc / .b. / ..c
SUBST: a=x, b=x, c=x
MAP
.........
.a.b.b.a.
.........
.b.c.c.b.
.........
.b.c.c.b.
.........
.a.b.b.a.
.........
ENDMAP
NAME: stairs_3
TAGS: extra transparent allow_dup ruin_lair
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
MAP
.........
.xxx.xxx.
.x.....x.
.x.'''.x.
...'''...
.x.'''.x.
.x.....x.
.xxx.xxx.
.........
ENDMAP
NAME: stairs_4
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
MAP
x.x.x.x.x
.........
x.......x
...'''...
x..'''..x
...'''...
x.......x
.........
x.x.x.x.x
ENDMAP
NAME: stairs_5
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
MAP
xx..xx..xx
x........x
..........
...''''...
x..''''..x
x..''''..x
...''''...
..........
x........x
xx..xx..xx
ENDMAP
NAME: stairs_6
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1, G : .:10 G:1
MAP
xx..xx
xG..Gx
..''..
..''..
xG..Gx
xx..xx
ENDMAP
NAME: stairs_7
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: ' = 1:> / *:.
SUBST: > = }]), . = .:15 0:1
MAP
x.xx.x
..xx..
xx''xx
xx''xx
..xx..
x.xx.x
ENDMAP
# I like the way these ones can turn out,
# it reminds me of those rooms in Angband
NAME: stairs_8
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
x.x.x.x
.......
x.x.x.x
.......
x.x.x.x
.......
x.x.x.x
ENDMAP
NAME: stairs_9
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
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
ENDMAP
NAME: stairs_10
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
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
ENDMAP
NAME: stairs_11
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
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
ENDMAP
NAME: stairs_12
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
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
ENDMAP
NAME: stairs_13
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Lair, Elf, Crypt, Pan
NSUBST: . = 1:> / *:.
SUBST: > = ([{}]), . = .:15 0:1
MAP
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
ENDMAP
NAME: stairs_14
TAGS: extra transparent allow_dup
DEPTH: D, Zot, Snake, Elf, Crypt, Pan
SUBST: > = }]), . = .:15 0:1
SHUFFLE: abc / bab / cbb / bcb
SUBST: a=x, b=., c:Gx
MAP
.......
.......
..aba..
..b>b..
..aba..
.......
.......
ENDMAP
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