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crystal_crosses_colossus.txt [^] (9,432 bytes) 2013-02-15 01:50 [Show Content] [Hide Content]################################################################################
# A bizarre, imposing crystal construct, radiating great elemental magic
# that lures in and alters enemies often rare, strange, and nasty.
# Vaguely, vaguely inspired by Crawl Alternative's Jade Caves
# and the non-livings sets for the proposed Radiant Caverns.
# Stairs and greater threats are scattered throughout the level:
# anticipating dangers and skipping through the level may be quite difficult.
#
NAME: hangedman_crystal_crosses_colossus
TAGS: no_monster_gen no_item_gen no_pool_fixup
DEPTH: D:16-26
ORIENT: encompass
MONS: deep elf conjurer / deep elf knight w:5 / wizard / ogre mage / \
centaur warrior ; bow ego:flame | bow ego:frost . arrow / \
two-headed ogre w:5 ; great mace ego:freezing ident:type . \
great mace ego:flaming ident:type / efreet w:5 / \
rakshasa w:5 ; wand of flame | wand of frost | nothing
MONS: very ugly thing w:20 / shapeshifter / unseen horror w:15 / \
chaos spawn / fire elemental / water elemental w:5 / \
air elemental / earth elemental w:5 / \
insubstantial wisp / gargoyle w:5 / wolf spider simulacrum w:3 / \
elephant simulacrum w:3 / deep troll simulacrum w:3 / \
lindwurm perm_ench:shapeshifter w:7 / lindwurm w:3 / \
dancing weapon w:5 ; trident ego:flaming | trident ego:freezing | \
war axe ego:flaming | war axe w:15 ego:freezing | \
scimitar w:15 ego:freezing | scimitar ego:flaming | \
dire flail w:5 ego:flaming | dire flail w:5 ego:freezing
MONS: frost giant w:5 / fire giant w:5 / naga mage / hell knight / \
base draconian w:20 / spriggan air mage / deep troll earth mage / \
yaktaur captain ; crossbow ego:flame | crossbow ego:frost . bolt / \
rakshasa w:5 ; wand of fire | wand of cold | \
glaive w:2 ego:flaming | glaive w:2 ego:freezing
MONS: lorocyproca w:5 / dragon perm_ench:shapeshifter w:12 / dragon w:3 / \
ice dragon perm_ench:shapeshifter w:12 / ice dragon w:3 / \
metal gargoyle w:5 / glowing shapeshifter / ghost moth w:1 / \
boulder beetle / anaconda simulacrum w:4 / harpy simulacrum w:4 / \
hydra simulacrum w:4 / dragon simulacrum w:3 / fire crab / \
dancing weapon w:15 ; glaive ego:flaming | glaive ego:freezing | \
battleaxe w:5 ego:flaming | battleaxe ego:freezing | \
great sword ego:flaming | great sword w:5 ego:freezing | \
great mace ego:flaming | great mace ego:freezing
KMONS: A = fire giant ; battleaxe ego:freezing ident:type
KMONS: B = frost giant ; great sword ego:flaming ident:type
KMONS: C = rakshasa ; robe good_item . wand of cold | wand of fire | \
wand of lightning . glaive ego:freezing | glaive ego:flaming . \
potion of heal wounds | potion of might | \
potion of speed | nothing w:20
KMONS: D = lich
KMONS: E = deep elf annihilator ; robe randart | mundane ice dragon armour | \
mundane fire dragon armour | robe w:1 . \
scimitar ego:flaming | scimitar ego:freezing
KMONS: F = ettin ; great mace ego:flaming ident:type . \
great mace ego:freezing ident:type
KMONS: G = deep elf blademaster ; mundane crystal plate armour . \
sabre ego:flaming ident:type . \
sabre ego:freezing ident:type
KMONS: H = ancient lich w:5 / lich
KMONS: I = titan
KMONS: J = golden dragon w:19 / golden dragon perm_ench:shapeshifter w:1 / \
quicksilver dragon w:14 / quicksilver dragon perm_ench:shapeshifter w:1
KMONS: K = glowing shapeshifter hd:16 / glowing shapeshifter hd:15
KMONS: L = crystal golem
KFEAT: V = enter_vaults
SHUFFLE: ABCD
NSUBST: "~ = 1:{ / 1:[ / 1:( / 1:} / 1:] / 1:) / 1:<<. / 1:>>. / 3:T
: if you.absdepth() > 20 then
NSUBST: A = 1:A / 1:F / *:1, B = 1:B / 1:G / *:1
NSUBST: C = 1:CC1 / 1:H / *:1, D = 1:D / 1:II1 / *:1
MARKER: T = lua:props_marker { portal=1 }
: _G.set_random_mon_list("place:D:" .. you.depth() + 1 .. " w:150 / " ..
: "fire giant / frost giant / base draconian w:5 / rakshasa w:5 / " ..
: "glowing shapeshifter w:8 / large simulacrum w:5 / dancing weapon w:2 / " ..
: "fire crab w:5 / boulder beetle / chaos spawn / very ugly thing band w:5")
: else
NSUBST: A = 1:A / *:1, B = 1:B / *:1, C = 1:C / *:1, D = 1:DD3 / *:1
: _G.set_random_mon_list("place:D:" .. you.depth() + 1 .. " w:130 / " ..
: "deep elf conjurer / deep elf knight w:5 / rakshasa w:5 / " ..
: "shapeshifter w:5 / small simulacrum w:5 / air elemental w:5 / " ..
: "lindwurm w:5 / boulder beetle w:5 / chaos spawn / ugly thing band")
: if you.where() == dgn.level_name(dgn.br_entrance("Vaults")) then
NSUBST: T = 1:V / *:T
: end
: end
SHUFFLE: ABCDEF, GHIJKL, "X / ~Y / ^Z, +-=
SUBST: "X = bX..., ~Y = bbY.., ^Z = b., v : v:3 b:2, c : c:3 b:2, d = c
SUBST: + = +:14 .:1, - = +:4 .:1, = = +:2 .:3, * = *:9 |:1, % = %:14 *:5 .:1
SHUFFLE: XY
SUBST: X : w:60 l., Y : l:40 w., l = lll., 1 : 1:99 .:1
KPROP: l = no_cloud_gen
: local Z = you.depth()
: if you.depth() * 4 - 74 <= 0 then
: subst("1 = 1:" .. math.max(72 - Z * 3, 3) ..
: " 2:" .. math.max(52 - Z * 2, 3))
: elseif you.depth() * 4 - 78 <= 0 then
: subst("1 = 1:" .. math.max(72 - Z * 3, 3) ..
: " 2:" .. math.max(52 - Z * 2, 3) ..
: " 3:" .. Z * 4 - 74)
: else
: subst("1 = 1:" .. math.max(72 - Z * 3, 3) ..
: " 2:" .. math.max(52 - Z * 2, 3) ..
: " 3:" .. Z * 4 - 74 .. " 4:" .. Z * 4 - 78)
: end
TILE: b = wall_emerald
TILE: c = wall_crystal_squares
TILE: v = dngn_metal_wall_darkgray
LFLOORTILE: floor_pebble_green
LFLOORCOL: white
MAP
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bb......1....b.%.b...b....D......b...b
bY.Y...Y...~%b.Z.b.Z.b%Z...Z...Z.=.X.b
bb....1......b...b...b......1....b...b bbb
bb=bb...bbbbb...b+d+vbbbb...bbbbb...bbbbbbXbb
b...b...b......C....b.%.b...b....1......b...b
b.Y.b.~.b%Z...Z...Z.b.".b.Z.b%"...X...X.=.X.b
b...b.%.b....1......b...b.%.b......1....b...b
bbbbb...bbbbvbbbb...bbbbb...bbbbvbbbb...bbbbb...cbbbb
bb......1....b.%.b...b....1......b.%.b...b...........bb
bY.Y...Y...~%b.Y.b.Z.+.X...X..."%b.".b.".b%X1..X..DX%Xb
bb....1......b...b...b......1....b...b.%.b...........bb
bb=bb...bbbbb...bb=bbbbbb...bbbbb...bbbbvbbbb...cbbbb
b...b...b......1....bb b...b....1......b.%.b...b
b.Y.b.~.b%~...Y...~.Yb b.X.=.X...X..."%b.X.b.X.b
b...b.%.b....1......bb b...b......1....b.1.b...b
bbbbc...bbbbvbbbb...bbbbb bbXbbbbbb...bbbbb...bb=bb
bb...........b.%.b...b bbb b...b...........bb
bY%YC..Y..1Y%b.Y.b.Y.b b.X.=.X...X...X.Xb
bb...........b.1.b...b b...b...........bb
bbbbc...bbbbb...bb=bb bbXbbbbbc...cbbbb
b...b...........bb bbb b.D.b
b.Y.=.Y...Y...Y.Yb b.X.b
b...b...........bb b.%.b
bbYbbbbbc...cbbbb bbXbb
bbb b.C.b bbb
b.Y.b
b.%.b
bbYbb
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ENDMAP
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