Made some vaults, have some questions


If you are interested in helping with tiles, vaults, patches or documentation, this is the place for that.

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Temple Termagant

Posts: 7

Joined: Saturday, 1st July 2017, 04:41

Post Sunday, 2nd July 2017, 10:16

Made some vaults, have some questions

Hi

This is my first time trying to make vaults. I succeeded with a few, but then I started running into problems...

Here are the ones that worked as intended when I tested them in Wizmode:
  Code:
NAME:   wb_arrival_chamber
TAGS:   arrival no_monster_gen no_item_gen no_pool_fixup
ORIENT: float
MAP
   xxxxxxx
 xxxwwwwwxxxx
xxx........Gxxx
xx..{.........+@
xxx........Gxxx
 xxxwwwwwxxxx
   xxxxxxx
ENDMAP

  Code:
NAME:   wb_arrival_desolate
TAGS:   arrival no_monster_gen no_item_gen
ORIENT: float
FTILE:  . = floor_pebble_brown / floor_pebble_darkgray / none
MAP
  .....
 .......
....A....
.........
....{....
.........
..V...V..
.........
 .......
ENDMAP

  Code:
NAME:   wb_arrival_estate
TAGS:   arrival no_monster_gen no_item_gen
ORIENT: float
MONS:   butterfly
MAP
.................
.......T.T.......
.....1..%..1.....
.................
......1...1......
..ccccc...ccccc..
..c...ccncc...c..
..c.G.......G.c..
..c...........c..
..ccc.......ccc..
... c...{...c....
....c.......c....
....c.......c....
....c.......c....
....c.......c....
....ccc...ccc....
......c+++c......
.................
.....t.....t.....
.................
.....t.....t.....
.................
.....t.....t.....
.................
.....t.....t.....
.................
........@........
ENDMAP

  Code:
NAME:   wb_arrival_terrifying_dragon_lair
TAGS:   arrival no_monster_gen
ORIENT: float
MONS:   frilled lizard
ITEM:   human skeleton, human corpse
MAP
  ................
 ...xxxxxxxxxxxx...
...xxx.........xx...
..xxx..xxxxxx...xx...
.xxx..xxxxxxxx.d.xx..
.xx..xxxxxxxxx...xx..
.xx....xxxxxxx...xx..
.x.......xxxxx...xx..
.x...$$$.xxxxx...xx..
.xe..$1$.xxxx....xx..
.xx..$$$dxxx....xxx..
.xxx...exxx...dxxx...
.xxxxxxxx....xxxx....
..xxxxxd....xxxx.....
...xxxx....xxxx......
.....xxx..xxx........
.....................
..........d..........
.......d...{.........
.....................
.....................
ENDMAP

  Code:
NAME:    wb_arrival_undead_gaol
TAGS:    arrival no_monster_gen no_item_gen
ORIENT:  float
MONS:    skeleton, zombie
ITEM:    human skeleton
SHUFFLE: {%12d
MAP
.......@@.......
...cccc++cccc...
..ccG......Gcc..
..cxxx....xxxc..
..cx{=....=%xc..
..cxxx....xxxc..
..cG........Gc..
..cxxx....xxxc..
..cx1=....=dxc..
..cxxx....xxxc..
..cG........Gc..
..cxxx....xxxc..
..cx2=....=2xc..
..cxxx....xxxc..
..ccG......Gcc..
...cccc++cccc...
.......@@.......
ENDMAP

  Code:
NAME:   wb_arrival_tranquil_lake
TAGS:   arrival no_monster_gen
ORIENT: float
SUBST:  W = W:15 w
MONS:   plant
SUBST:  1 = .:30 t:5 1
MAP
.........................
.........................
.........................
.........1111111.........
........1WWWWWWW1........
......1WWWWWWWWWWW1......
......1WWWWWWWWWWW1......
....1WWWWWWWWWWWWWWW1....
....1WWWWWWWWWWWWWWW1....
....1WWWWWWWWWWWWWWW1....
...1WWWWWWWWWWWWWWWWW1...
...1WWWWWWW111WWWWWWW1...
...1WWWWWWW1{1WWWWWWW1...
...1WWWWWWW111WWWWWWW1...
...1WWWWWWWWWWWWWWWWW1...
....1WWWWWWWWWWWWWWW1....
....1WWWWWWWWWWWWWWW1....
....1WWWWWWWWWWWWWWW1....
......1WWWWWWWWWWW1......
......1WWWWWWWWWWW1......
........1WWWWWWW1........
.........1111111.........
.........................
.........................
.........................
ENDMAP


(Any feedback on these would be appreciated, btw.)
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Temple Termagant

Posts: 7

Joined: Saturday, 1st July 2017, 04:41

Post Sunday, 2nd July 2017, 10:17

Re: Made some vaults, have some questions

Here's where I got stuck:
  Code:
NAME:   wb_arrival_fairy_ring
TAGS:   arrival no_monster_gen no_item_gen
ORIENT: float
MONS:   plant
KFEAT:  T = ?
KMONS:  T = toadstool
FTILE:  ? = floor_grass, \
        . = floor_grass:20 / floor_dirt:15 / none
SUBST:  . = .:20 t:3 1:3
MAP
   .........
  ...........
 .............
.....?????.....
....?T?T?T?....
...?T?????T?...
...?????????...
...?T??{??T?...
...?????????...
...?T?????T?...
....?T?T?T?....
.....?????.....
 .............
  ...........
   .........
ENDMAP

I wanted to make a fairy ring.
One problem was that I couldn't get the floor under the toadstools to turn grass green, even after several tweaks. Is there a way to do this? I thought KFEAT / KMONS would be able to do it.
Another problem is that I wanted to add a couple special spriggans to the vault. They were supposed to spawn perma feared and as temp summoned creatures. The idea is that your appearance startles them, and they immediately flee and despawn. But I have no clue how to do this. My random stab in the dark was
  Code:
MONS:   plant, spriggan perm_ench:fear sum:nas
...but that obviously failed.

And that leads in to my main problem. I was reading the wiki development guide and looking through the game's files, but I couldn't find a complete list of items/monsters/dungeon features/etc that can be used in vaults. For example, that fear enchant I tried probably isn't right - that was just me completely guessing at what it's called. (I wanted whatever causes the little exclamation mark on monsters.)

Could anyone point me in the right direction?
I'd love to be able to use a specific statue tile, for example. 'G' seems to spawn a random one, so if I want to use four of the same statue in a vault, it's not too helpful.

One last question:
Is there a certain type of vault the devs are most in need of at the moment? Or should I just stick to making arrival vaults for now.

Thanks for your patience.
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Temple Termagant

Posts: 7

Joined: Saturday, 1st July 2017, 04:41

Post Monday, 3rd July 2017, 04:33

Re: Made some vaults, have some questions

Small update:

Thanks to some help from ##crawl-dev, the fairy ring looks better now. The toadstools are on grass!
  Code:
NAME:   wb_arrival_fairy_ring
TAGS:   arrival no_monster_gen no_item_gen
ORIENT: float
MONS:   plant
KMONS:  T = toadstool
FTILE:  ? = floor_grass, \
        . = floor_grass:25 / floor_dirt / none, \
        T = floor_grass, \
        { = floor_grass
SUBST:  . = .:20 t:3 1:3
MAP
   .........
  ...........
 .............
.....??T??.....
....?T???T?....
...?????????...
...?T?????T?...
...????{????...
...?T?????T?...
...?????????...
....?T???T?....
.....??T??.....
 .............
  ...........
   .........
ENDMAP

Still don't know how to make those special spriggans, though.

Actually, I heard that monsters can't be in LOS at the start of the game. Is this true? And if so, how does it work when an arrival vault has a monster deliberately placed within the player's LOS? Is it forcibly despawned or something?

Take this arrival vault, for instance:
  Code:
NAME:    wander_arrival_troll_bridge
TAGS:    arrival no_monster_gen no_item_gen no_pool_fixup
ORIENT:  float
MONS:    troll
SHUFFLE: 1}[]
SUBST:   }=., [=., ]=.
MAP
    @
xxxx+xxxx
x.ww.ww.x
x.ww.ww.x
x.ww.ww.x
x1ww.ww}x
x.ww.ww.x
x.ww.ww.x
x.ww.ww.x
x.ww.ww.x
x.ww.ww.x
x.ww.ww.x
x.ww.ww.x
x.ww.ww.x
x.ww.ww.x
x.ww.ww.x
x[ww.ww]x
x.ww.ww.x
x.ww{ww.x
x.ww.ww.x
x.ww.ww.x
x.ww.ww.x
xxxx+xxxx
    @
ENDMAP

What would happen if the troll is shuffled into the [ or ] positions?

Crypt Cleanser

Posts: 689

Joined: Monday, 29th September 2014, 09:04

Post Monday, 3rd July 2017, 05:55

Re: Made some vaults, have some questions

Monsters in LoS of the player on turn 0 are removed. See this function https://github.com/crawl/crawl/blob/mas ... up.cc#L240 - specifically the call to _zap_los_monsters

For this message the author chequers has received thanks:
WanderingBlade

Crypt Cleanser

Posts: 689

Joined: Monday, 29th September 2014, 09:04

Post Monday, 3rd July 2017, 06:04

Re: Made some vaults, have some questions

Regarding different statue tiles, it's not possible. The game picks one randomly.

Regarding what features can be placed, and what enchantments can be used. There's no proper documentation for this stuff, so you have to source dive. I did it for these two examples:
1. For features, the text in the third field of structures in the feature-data.h file are what you could use in KFEAT lines (this is documented in the feature_def struct).
2. For enchantments, I believe the list used is defined as enchant_names in mon-ench.cc. The order matches the order in enchant-type.h.

For feedback on your arrival vaults, they look good! Some advanced players complain about arrival vaults that don't have a door / chokepoint, since they make it harder to streak if you get unlucky spawns at the start. But I wouldn't worry about it, as so many existing arrival vaults are like this and there's no real desire to change them.

wb_arrival_undead_gaol seems very similar to existing vaults (I know past arrival vaults have been rejected for copying the "monster zoo" gimmick without adding anything new).

For this message the author chequers has received thanks:
WanderingBlade
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Temple Termagant

Posts: 7

Joined: Saturday, 1st July 2017, 04:41

Post Monday, 3rd July 2017, 07:51

Re: Made some vaults, have some questions

chequers wrote:-snip-


Thanks, chequers! You've been a big help!
I really appreciate it.

------

Btw, the floor coloring thing is messing with me again. :(
  Code:
NAME:   arrival_peaceful_grave
TAGS:   arrival no_monster_gen no_item_gen \
        no_rotate no_vmirror
ORIENT: float
TILE:   g = dngn_gravestone
FTILE:  ? = floor_grass, \
        ! = floor_grass:20 / none, \
        t = floor_grass, \
        g = floor_grass, \
        d = floor_grass
ITEM:   short sword mundane / long sword mundane / \
        hand axe mundane / mace mundane / \
        spear mundane / quarterstaff mundane / \
        tomahawk mundane / hunting sling mundane / \
        shortbow mundane / hand crossbow mundane
MAP
.........
..!!!!!..
.!!???!!.
.!?t???!.
.!??g??!.
.!??d??!.
..!???!..
...!!{...
.........
.........
ENDMAP

I've tried several different tweaks, but I can't get the gravestone to sit on floor_grass. Like it's being overwritten.
Do you happen to know what I'm doing wrong?

Sorry for the never-ending string of questions.

Ziggurat Zagger

Posts: 7804

Joined: Sunday, 5th May 2013, 08:25

Post Monday, 3rd July 2017, 07:59

Re: Made some vaults, have some questions

That arrival vault with gold shouldn't have gold. A spoiled player would want to avoid letting the gold into LOS until they find a Gozag or Zin altar, then come back to pick up the gold.

Also can we just remove runed doors, since only like 2% of vaults use them properly?

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WanderingBlade
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Temple Termagant

Posts: 7

Joined: Saturday, 1st July 2017, 04:41

Post Monday, 3rd July 2017, 09:27

Re: Made some vaults, have some questions

duvessa wrote:-snip-

Thanks for the feedback.

You're right that I wasn't using the runed doors properly.
Combined with what chequers said about it, I changed the vault:
  Code:
NAME:    wb_arrival_abandoned_jail
TAGS:    arrival no_monster_gen no_item_gen
ORIENT:  float
MONS:    rat
ITEM:    human skeleton / orc skeleton, \
         goblin skeleton / gnoll skeleton, \
         kobold skeleton / ogre skeleton
SHUFFLE: {%def
MAP
.......@@.......
...cccc++cccc...
..ccG......Gcc..
..cxxx....xxxc..
..cx{+....+%xc..
..cxxx....xxxc..
..cG........Gc..
..cxxx....xxxc..
..cx1+....+dxc..
..cxxx....xxxc..
..cG........Gc..
..cxxx....xxxc..
..cxe+....+fxc..
..cxxx....xxxc..
..ccG......Gcc..
...cccc++cccc...
.......@@.......
ENDMAP


I also reduced the gold in the dragon lair vault with "KITEM: $ = q:3 gold". Hopefully that lessens the problem you mentioned?

As soon as I can figure out what's wrong with the gravestone and floor_grass in the peaceful grave vault, I think I'll try submitting my stuff. :)

Ziggurat Zagger

Posts: 7804

Joined: Sunday, 5th May 2013, 08:25

Post Monday, 3rd July 2017, 17:47

Re: Made some vaults, have some questions

It's going to have the problem no matter how little or how much gold you put in it. Put nothing there or put stones or clubs there or something, gold is literally the only item that has this problem. (You should avoid putting anything good enough to encourage startscumming, of course).
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Snake Sneak

Posts: 94

Joined: Thursday, 16th May 2013, 12:57

Post Tuesday, 4th July 2017, 23:25

Re: Made some vaults, have some questions

chequers wrote:Regarding different statue tiles, it's not possible.

Actually, this can be done:
  Code:
TILE: G = dngn_statue_elephant

This will make all "G"s use the elephant statue tile. Replace "dngn_statue_elephant" with whatever tile you want to use. I don't know the other statue tile names off the top of my head; the elephant one was just easy to find because it's used in the Jungle Book Lair end.

For this message the author Skrybe has received thanks: 2
chequers, WanderingBlade
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Temple Termagant

Posts: 7

Joined: Saturday, 1st July 2017, 04:41

Post Wednesday, 5th July 2017, 07:29

Re: Made some vaults, have some questions

Skrybe wrote:-snip-

Awesome, thanks!

I did a search and found this:
https://github.com/crawl/crawl/blob/7b5 ... c-feat.txt
  Code:
# dungeon statues
%weight 5
statue_dwarf DNGN_GRANITE_STATUE
statue_archer
statue_tengu
statue_centaur
%syn DNGN_STATUE_CENTAUR
statue_snail
%syn DNGN_STATUE_SNAIL
statue_cat
%syn DNGN_STATUE_CAT
statue_princess
%weight 8
statue_mermaid
%syn DNGN_STATUE_MERMAID
statue_naga
%syn DNGN_STATUE_NAGA
statue_dragon
%syn DNGN_STATUE_DRAGON
statue_hydra
%weight 3
statue_angel
%syn DNGN_STATUE_ANGEL
statue_elephant
%syn DNGN_STATUE_ELEPHANT
statue_wraith
%syn DNGN_STATUE_WRAITH
statue_imp
%syn DNGN_STATUE_IMP
statue_orb
statue_cerebov
statue_demonic_bust
%syn DNGN_STATUE_DEMONIC_BUST
statue_twins
statue_orb_guardian
statue_sword
%weight 1
statue_sigmund
statue_ancient_hero
%syn DNGN_STATUE_ANCIENT_HERO
statue_ancient_evil
%syn DNGN_STATUE_ANCIENT_EVIL
statue_triangle


I tried out a couple (naga & angel) and they worked! I'll make good use of this in the future. :)
--------------------

Update: I fixed those issues I was having and submitted the vaults. Thank you to everyone who helped!
I might use this thread again when I get around to making another batch (assuming I come across more problems).

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