###############################################################################
# necropolis.des
#
# The portal version of 0.22 through 0.32's take on ghost vaults.
# This time, rather than letting people delay them indefinitely or taking up
# the vault highlight for a floor, this packs together three ghost vaults
# together in discrete subvaults to a portal as one can't revisit.
#
# Up to three Necropolises can spawn each game across most of a 3-rune game,
# and each scales heavily across said floors. As with before, subvaults are
# still somewhat themed per-branch based on the Necropolis entry location. Past
# the Lair branches, the four remaining branches pair up on vault contents due
# to their various overlaps as well as comparative necessity versus Desolation
# and Wizlabs.
#
# As entirely optional and discrete challenges, many players will opt out of
# bothering to open any ghost subvaults. This is somewhat fine, but ideally
# rewards (ideally thematic and build-specific) can provide enough of an
# incentive for people to risk fights for known rewards compared to normal
# portal unknown rewards.
#
# <<1>>          Necropolis entry vaults
# <<2>>          Necropolis layout vaults
# <<3>>          Ghost subvaults
#     <<3.1>>        Generic subvaults with allow_dup
#     <<3.2>>        Themed subvaults without allow_dup
#
###############################################################################

: crawl_require("dlua/dungeon.lua")
: crawl_require('dlua/vault.lua')
: crawl_require('dlua/ghost.lua')

# Lua code exclusive to setting up Necropolis contents is kept here.
# One-off and two-off ghost vault code has been moved to ghost.lua.

{{
function necropolis_tag()
    if you.in_branch("D") or you.in_branch("Lair") or you.in_branch("Orc") then
      return "uniq_necropolis_early"
    elseif you.in_branch("Swamp") or you.in_branch("Snake") or
           you.in_branch("Shoals") or you.in_branch("Spider") or
           you.in_branch("Vaults") then
      return "uniq_necropolis_mid"
    else
      return "uniq_necropolis_late"
    end
end

-- Due to the order vaults are assigned tags versus the generation at the
-- start of the game, we have to manually use vetos instead of uniq tags.
function necropolis_veto()
    return dgn.uniq_tag_used(necropolis_tag())
end

function necropolis_portal_entry(e)
    local timeout_turns = crawl.random_range(900, 1200)

    local messager = timed_msg {
        initmsg = { "You hear the solemn chanting of funerary rites.",
                    "There is an entrance to the Necropolis on this level. "
                    .. "Hurry and find it before the portal closes!" },
        finalmsg = "The funeral rites reach a fever pitch!",
        verb = '',
        noisemaker = 'funeral chant',
        ranges = {
            { 7500, 'lone wailing' },  { 6000, 'small ensemble' },
            { 3250, 'gathering chorus' }, { 2250, 'rising multitudes' },
            { 0, 'full choir' }
        }
    }
    dgn.persist.necropolis_difficulty = necropolis_difficulty()

    e.lua_marker('O',
        timed_marker {
          disappear = "The funeral rites fall silent, " ..
                      "and the phantasmal passage disappears!",
          entity = 'archway',
          turns = timeout_turns,
          single_timed = true,
          floor = "expired_portal",
          feat_tile = "dngn_necropolis_gone",
          msg = messager })
    -- Roughly corresponding to the average (if hardly the median) number of
    -- ghost vaults one got per game previously. Early Necropolis spawns are
    -- quite hard though (player ghosts are too above the curve), so lower
    -- their odds on the earliest floors. Vaults:1-4 Neccropolis entries are
    -- placed seperately via vaults_default_options() and pick_room().
    e.chance(350)
    e.depth_chance("D:5-7", 275)
    e.depth_chance("Vaults", 0)
    if crawl.game_started() then
      e.tags(necropolis_tag())
    end
    e.tags("vaults_necropolis no_monster_gen no_item_gen no_trap_gen chance_necropolis")
    e.kfeat("O = enter_necropolis")
    e.kfeat("a = x")
    e.kfeat("t = t")
    necropolis_default_appearance(e)
    e.colour("' = lightmagenta")
    e.colour("a = white")
    e.tile("a = wall_catacombs")
    if you.in_branch("Depths") then
      e.tile("G = dngn_statue_depths_zot_angel")
    else
      e.tile("G = dngn_statue_angel")
    end
    e.tile("w = dngn_starwater")
    e.set_feature_name("tree", "tree of woe")
    e.set_feature_name("metal_wall", "archival metal wall")
    e.ftile("'On = floor_necropolis_squares")
    e.ftile("` = floor_necropolis_square_grass")
    e.ftile("Gt = floor_necropolis_grass")
end

function necropolis_difficulty()
  if you.in_branch("D") then
    if you.depth() < 8 then
      return "pre_temple_d"
    elseif you.depth() < 12 then
      return "pre_lair_d"
    else
      return "post_lair_d"
    end
  elseif you.in_branch("Lair") or you.in_branch("Orc") or
         you.in_branch("Swamp") or you.in_branch("Snake") or
         you.in_branch("Shoals") or you.in_branch("Spider") then
    return you.branch():lower()
  elseif you.in_branch("Vaults") or you.in_branch("Elf") then
    return "vaults_elf"
  else -- Depths, Crypt.
    if not you.in_branch("Depths") and not you.in_branch("Crypt") then
      crawl.mpr("<red>Location " .. you.where() .. " is not a valid " ..
                "Necropolis depth, deploying a Depths Necropolis.</red>")
    end
    return "depths_crypt"
  end
end

function necropolis_in_lair_branch()
  local br = dgn.persist.necropolis_difficulty
  return br == "snake" or br == "swamp" or br == "shoals" or br == "spider"
end

-- Save lines while doing some highly specific subvault tagging.
function necropolis_depth_tagging(e, array)
  e.tags("unrand")
  if array[1] == "all" then
    local all_tags = { "pre_temple_d", "pre_lair_d", "post_lair_d", "lair",
                       "orc", "snake", "swamp", "shoals", "spider",
                       "vaults_elf", "depths_crypt" }
    for i, listing in ipairs(all_tags) do
      e.tags("necropolis_subvault_" .. listing)
    end
  else
    for i, depth_tag in ipairs(array) do
      e.tags("necropolis_subvault_" .. depth_tag)
    end
  end
end

-- This mixes in a light amount of undead into a relatively flattened list
-- for all Necropolis-spawning branches to make given ghost vaults more
-- reliable in their generic branch spawn pulls.
-- TODO: Adding no_convoke vault content flags could allow using druids here.
function necropolis_generic_spawns(e, _0, _9, _8)
  if _0 == nil then
    _0 = "0"
  end
  if _9 == nil then
    _9 = "9"
  end
  if _8 == nil then
    _8 = "8"
  end
  if dgn.persist.necropolis_difficulty == "pre_temple_d" then
    e.kmons(_0 .. " = orc wizard / white imp / hound / scorpion / \
                      howler monkey / clockroach w:5 / bombardier beetle w:5 / \
                      jelly w:5 / ufetubus / shadow imp / \
                      spectral scorpion / spectral hound")
    e.kmons(_9 .. " = gnoll bouda / black bear / water moccasin / iguana / \
                      sleepcap / drude / phantom / wight / bes kemwar w:5")
    e.kmons(_8 .. " = ogre / orc priest / kobold geomancer / bullfrog / \
                      ice beast / yak / spectral water moccasin / \
                      spectral ogre w:5 / wraith w:2")
  elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
    e.kmons(_0 .. " = kobold brigand / gnoll sergeant / orc warrior / \
                      orc priest / ogre w:5 / wyvern / steam dragon / \
                      acid dragon / howler monkey / bullfrog / yak / \
                      killer bee / vampire mosquito / drude / wight / \
                      spectral bullfrog / spectral killer bee")
    e.kmons(_9 .. " = kobold geomancer / arcanist / deep elf pyromancer / \
                      tengu warrior / troll / centaur / yaktaur / \
                      hornet / basilisk / ugly thing / \
                      vampire / marrowcuda w:15 / wraith")
    e.kmons(_8 .. " = kobold demonologist w:5 / two-headed ogre / \
                      tengu conjurer / gargoyle w:15 / rakshasa / catoblepas / \
                      spectre place:D:15 w:5 / shadowghast / freezing wraith")
  elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
    e.kmons(_0 .. " = place:D:12 w:40 / \
                      simulacrum place:D:12 / spectre place:D:12 / \
                      zombie place:D:12 / laughing skull")
    e.kmons(_9 .. " = ogre mage / boggart / \
                      freezing wraith / gargoyle /  / necromancer")
    e.kmons(_8 .. " = very ugly thing / deep troll / phantasmal warrior / \
                      shadow dragon w:5 / spectral fire dragon / \
                      spectral ice dragon / flayed ghost")
  elseif dgn.persist.necropolis_difficulty == "lair" then
    e.kmons(_0 .. " = bullfrog / water moccasin / wyvern / basilisk / yak / \
                      polar bear / spectral bullfrog w:20 / spectral yak w:20")
    e.kmons(_9 .. " = cane toad / black mamba / elephant / death yak / \
                      rime drake / lindwurm / dream sheep / raven w:2")
    e.kmons(_8 .. " = skyshark / anaconda / manticore / wolf spider / \
                      alligator / dire elephant / catoblepas / mountainshell / \
                      anaconda zombie w:5 / wolf spider zombie w:5 / \
                      skyshark zombie w:5 / alligator zombie w:5")
  elseif dgn.persist.necropolis_difficulty == "orc" then
    e.kmons(_0 .. " = place:Orc:1 w:15 / two-headed ogre / \
                      spectral orc warrior / warg zombie w:5")
    e.kmons(_9 .. " = kobold blastminer / orc knight / \
                      orc high priest / orc sorcerer")
    e.kmons(_8 .. " = ogre mage / obsidian bat / orc warlord w:14")
  elseif dgn.persist.necropolis_difficulty == "snake" then
    -- No undead in the non-unholy Lair branches.
    e.kmons(_0 .. " = naga w:15 / salamander w:15 / black mamba / \
                      mana viper / anaconda")
    e.kmons(_9 .. " = naga warrior / naga ritualist / \
                      naga sharpshooter / salamander mystic")
    e.kmons(_8 .. " = nagaraja / guardian serpent / \
                      salamander tyrant / shock serpent")
  elseif dgn.persist.necropolis_difficulty == "swamp" then
    e.kmons(_0 .. " = swamp dragon / goliath frog / swamp worm / bog body / \
                      alligator / spectral swamp dragon / spectral alligator")
    e.kmons(_9 .. " = spriggan rider / will-o-the-wisp / bunyip / hydra")
    e.kmons(_8 .. " = spriggan air mage w:5 / spriggan berserker / \
                      fenstrider witch / thorn hunter / shambling mangrove / \
                      ghost crab / tentacled monstrosity")
  elseif dgn.persist.necropolis_difficulty == "shoals" then
    e.kmons(_0 .. " = merfolk w:15 / merfolk siren w:15 / \
                      water elemental w:15 / cyclops / faun / \
                      harpy / wind drake / sea snake / skyshark")
    e.kmons(_9 .. " = merfolk impaler / merfolk avatar / water nymph / satyr")
    e.kmons(_8 .. " = merfolk javelineer / merfolk aquamancer / \
                      alligator snapping turtle / sphinx marauder / \
                      formless jellyfish")
  elseif dgn.persist.necropolis_difficulty == "spider" then
    e.kmons(_0 .. " = culicivora / tarantella / redback / wolf spider / \
                      jumping spider / wolf spider simulacrum")
    e.kmons(_9 .. " = radroach / entropy weaver / demonic crawler / \
                      steelbarb worm / torpor snail w:5 / \
                      pharaoh ant / jorogumo / death scarab w:15 / \
                      spectral emperor scorpion / broodmother zombie")
    e.kmons(_8 .. " = moth of wrath / sun moth / emperor scorpion / \
                      broodmother / orb spider / spark wasp / \
                      emperor scorpion zombie")
  elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
    e.kmons(_0 .. " = vault sentinel / yaktaur w:5 / ironbound preserver / \
                      orc knight w:5 / orc warlord / sphinx marauder w:5 / \
                      deep elf zephyrmancer / deep elf knight / \
                      deep elf archer / crawling flesh cage / \
                      guardian sphinx draugr")
    e.kmons(_9 .. " = ironbound mechanist / ironbound frostheart / \
                      ironbound thunderhulk / yaktaur captain / ettin w:5 / \
                      guardian sphinx / peacekeeper / crystal guardian / \
                      war gargoyle / air elemental / thermic dynamo w:15 / \
                      dancing weapon w:25 / deep elf annihilator w:15 / \
                      deep elf high priest")
    e.kmons(_8 .. " = vault warden / war gargoyle / titan / iron dragon / \
                      quicksilver dragon / undying armoury / \
                      deep elf death mage / deep elf elementalist / \
                      deep elf blademaster / deep elf master archer")
  elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
    e.kmons(_0 .. " = frost giant / fire giant / rakshasa / hell knight / \
                      deep troll earth mage / spriggan berserker / \
                      very ugly thing / kobold fleshcrafter w:5 / \
                      necromancer w:5 / cognitogaunt w:5 / \
                      phantasmal warrior / laughing skull band / jiangshi")
    e.kmons(_9 .. " = spriggan air mage / spriggan defender / spark wasp / \
                      glass eye / shadow dragon / walking earthen tome / \
                      walking frostbound tome / vampire knight / vampire mage / \
                      vampire knight / flayed ghost w:5 / eidolon w:5 / lich")
    e.kmons(_8 .. " = walking crystal tome / walking divine tome w:5 / \
                      alderking / caustic shrike w:5 / juggernaut / wyrmhole / \
                      golden dragon / ancient lich w:15 / dread lich w:15 / \
                      vampire bloodprince w:5 / revenant soulmonger w:5 / \
                      curse skull w:5")
  end
end

function necropolis_portal_setup(e)
  e.tags("no_monster_gen no_pool_fixup")
  e.kfeat("<> = exit_necropolis")

  -- Not actually used outside of summoning;
  -- see the generic_spawns function above.
  if dgn.persist.necropolis_difficulty == "pre_temple_d" then
    e.set_random_mon_list("phantom / spectre place:D:6")
  elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
    e.set_random_mon_list("bes kemwar / wraith / spectre place:D:9")
  elseif dgn.persist.necropolis_difficulty == "lair" then
    e.set_random_mon_list("wraith / shadowghast / spectral cane toad")
  elseif dgn.persist.necropolis_difficulty == "orc" then
    e.set_random_mon_list("shadowghast / spectral two-headed ogre")
  elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
    e.set_random_mon_list("wraith w:5 / shadowghast w:5 / vampire / \
                           freezing wraith w:5 / spectre place:D:12")
  elseif necropolis_in_lair_branch() then
    e.set_random_mon_list("vampire w:5 / freezing wraith w:5 / \
                           flayed ghost / phantasmal warrior / \
                           spectral wolf spider / spectral shock serpent / \
                           spectral alligator / spectral sea snake")
  elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
    e.set_random_mon_list("flayed ghost / eidolon / death knight w:5 / \
                           deep elf death mage w:15 / vampire mage / \
                           spectral storm dragon / spectral guardian sphinx")
  elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
    e.set_random_mon_list("flayed ghost / eidolon / revenant soulmonger /\
                           phantasmal warrior / vampire knight / \
                           vampire mage / place:Depths:$ draugr w:25")
  end

  e.set_feature_name("tree", "tree of woe")
  e.set_feature_name("metal_wall", "archival metal wall")
end

-- What's a sad ghost town without ambient (untouchable) ghosts as well?
function necropolis_sea_ghosts(e)
  local mons = "weeping skull w:120 att:neutral / lost soul w:79 att:neutral /\
                poltergeist w:1 att:neutral"

  if dgn.persist.necropolis_difficulty == "pre_temple_d" then
    mons = mons .. " / spectral kobold att:neutral"
  elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
    mons = mons .. " / spectral ogre att:neutral"
  elseif dgn.persist.necropolis_difficulty == "lair" then
    mons = mons .. " / spectral human att:neutral"
  elseif dgn.persist.necropolis_difficulty == "orc" then
    mons = mons .. " / spectral orc att:neutral"
  elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
    mons = mons .. " / spectral centaur att:neutral"
  elseif dgn.persist.necropolis_difficulty == "snake" then
    mons = mons .. " / spectral naga att:neutral"
  elseif dgn.persist.necropolis_difficulty == "shoals" then
    mons = mons .. " / spectral merfolk att:neutral"
  elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
    mons = mons .. " / spectral elf att:neutral"
  elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
    mons = mons .. " / spectral spriggan att:neutral"
  end
  e.kmons("W = " .. mons)
  e.kfeat("W = w")
  e.nsubst("w = 10 : WWWw / 10 = Ww / *:w")
  e.tile("wW = dngn_starwater")
  e.kprop("wW = no_tele_into")
end

function necropolis_default_appearance(e)
  e.tile("c = wall_stone_necropolis")
  e.tile("v = metal_wall_necropolis")
  e.tile("o = clear_permarock_necropolis")
  e.tile("t = dngn_tree_of_woe")
  e.tile("G = dngn_necropolis_gravestone")
  e.tile("A = dngn_necropolis_gone")
  e.colour("t = blue")
end

-- This function should be called by every ghost vault: it sets the common tags
-- needed for ghost vaults and cleans up some other line bits. See the ghost
-- vault guidelines in docs/develop/levels/guidelines.md.

-- @bool[opt=true] default_tiles If false, this vault will not use the same
-- tiles most Necropolis vaults use for statues, walls, or trees.
function necropolis_ghost_setup(e, default_tiles)
    if default_tiles == nil then
        default_tiles = true
    end

    -- Tags common to all ghost vaults.
    e.tags("no_trap_gen no_monster_gen patrolling")

    if default_tiles then
        necropolis_default_appearance(e)
    end

    e.kitem("$ = $ level:" .. you.absdepth() + 2 .. " no_pickup")
end

-- Without this, using &~ on a fresh character will crash going here.
function necropolis_wizmode_handling(e)
  if not dgn.persist.necropolis_difficulty then
    crawl.mpr("<red>Going directly to Necropolis without placing an entry " ..
              "vault is buggy. Placing a Depths / Crypt Necropolis.</red>")
    dgn.persist.necropolis_difficulty = "depths_crypt"
  end
end

-- Basic loot scale for extra loot for lone ghosts. Takes none_glyph to use
-- when it would like no item and adds depth appropriate items to d and e
-- glyphs.
function lone_ghost_extra_loot(e, none_glyph)
    if dgn.persist.necropolis_difficulty == "pre_temple_d" or
       dgn.persist.necropolis_difficulty == "pre_lair_d" then
        e.subst("d = %$*" .. none_glyph)
        e.subst("e = " ..none_glyph)
    elseif dgn.persist.necropolis_difficulty == "lair" then
        e.subst("d = %*")
        e.subst("e = %$" .. none_glyph .. none_glyph)
    elseif dgn.persist.necropolis_difficulty == "orc" or
       dgn.persist.necropolis_difficulty == "post_lair_d" then
        e.subst("d = *|")
        e.subst("e = $%")
    else
        e.subst("de = |*")
    end
end

-- Basic loot scale for ghost "guarded" loot for lone ghost vaults. KITEMS this
-- loot to ghost_glyph.
function lone_ghost_guarded_loot(e, ghost_glyph)
    if dgn.persist.necropolis_difficulty == "pre_temple_d" then
        e.kitem(ghost_glyph .. " = star_item / any")
    elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
        e.kitem(ghost_glyph .. " = star_item")
    else
        e.kitem(ghost_glyph .. " = superb_item / star_item")
    end
end

-- Randart weaker weapons of spectral or reaping in the more generic & sparse
-- ghost vaults for very early on, to bump up the earliest visits. Two-handers
-- are currently unpopular vs shields, so mostly lean towards those.
function generic_ghost_weapon_loot(e, subglyph, wglyph)
    local t1 = { "dire flail", "war axe", "halberd",
                 "quarterstaff", "short sword", "long sword" }
    local t2 = { "great mace", "battleaxe", "glaive",
                 "lajatang", "rapier", "great sword" }
    local ego = ""
    local wp = ""
    if crawl.x_chance_in_y(10, 11) then
        local ego = util.random_from({ "ego:spectral", "ego:reaping" })
    end

    if dgn.persist.necropolis_difficulty == "pre_temple_d" or
       dgn.persist.necropolis_difficulty == "pre_lair_d" or
       (dgn.persist.necropolis_difficulty == "lair" and crawl.coinflip()) or
       (dgn.persist.necropolis_difficulty == "orc" and crawl.coinflip()) then
        wp = util.random_from(t1) .. " randart " .. ego
    else
        wp = util.random_from(t2) .. " randart " .. ego
    end

    e.kitem(wglyph .. " = " .. wp)
    e.nsubst(subglyph .. " = 1:" .. wglyph .. " / *:" .. subglyph)
end

function ghost_flavour_unrand_chance(e, subglyph, unglyph, unrand)
    e.kitem(unglyph .. " = " ..unrand)
    if crawl.one_chance_in(100) then
        e.nsubst(subglyph .. " = 1:" .. unglyph .. " / *:" .. subglyph)
    end
end

-- Loot scaling that gradually upgrades items on glyphs 'd' and 'e' with depth
-- of placement. Starting from D:8, 'd' has a chance to become a good potion or
-- scroll item (according to dgn.loot_potions and dgn.loot_scrolls), an
-- auxiliary armour item, or a jewellery item. The latter two can be good_item
-- and then randart with increasing depth.
--
-- This function is used by the more challenging ghost vaults that place many
-- additional monsters as a way to make attempting the vault more worthwhile.
--
-- @tparam table e environment
-- @tparam string kglyphs If nil, use 'd' and 'e' item slots. Otherwise, define
--                        KITEMs on the two characters supplied in kglyphs.
function ghost_good_loot(e, kglyphs)

    local item1fn, item2fn

    -- XXX: it hurts vault readability a fair bit to not use explicit glyphs;
    -- probably this should just be standardized to always define some on
    -- non-default-item glyphs.
    if kglyphs == nil then
        item1fn = e.item
        item2fn = e.item
    else
        item1fn = function(def) e.kitem(kglyphs:sub(1, 1) .. " = " .. def) end
        item2fn = function(def) e.kitem(kglyphs:sub(2, 2) .. " = " .. def) end
    end

    -- Possible loot items.
    local jewellery = "any jewellery"
    local good_jewellery = "any jewellery good_item"
    local randart_jewellery = "any jewellery randart"
    local aux = dgn.aux_armour

    local first_item = true
    local second_item = false
    if dgn.persist.necropolis_difficulty == "pre_temple_d" or
       dgn.persist.necropolis_difficulty == "pre_lair_d" then
        if crawl.coinflip() then
            first_item = false
        end
    elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
        aux = dgn.good_aux_armour
        jewellery = good_jewellery
        if crawl.one_chance_in(4) then
            aux = dgn.randart_aux_armour
            jewellery = randart_jewellery
        end
        if crawl.coinflip() then
            second_item = true
        end
    elseif dgn.persist.necropolis_difficulty == "lair" then
        if crawl.one_chance_in(3) then
            aux = dgn.good_aux_armour
            jewellery = good_jewellery
        end
        if crawl.one_chance_in(4) then
            second_item = true
        end
    elseif dgn.persist.necropolis_difficulty == "orc" then
        if crawl.coinflip() then
            aux = dgn.good_aux_armour
            jewellery = good_jewellery
        end
        if crawl.one_chance_in(3) then
            second_item = true
        end
    elseif dgn.persist.necropolis_difficulty == "swamp"
      or dgn.persist.necropolis_difficulty == "snake"
      or dgn.persist.necropolis_difficulty == "shoals"
      or dgn.persist.necropolis_difficulty == "spider" then
        aux = dgn.good_aux_armour
        jewellery = good_jewellery
        if crawl.one_chance_in(3) then
           aux = dgn.randart_aux_armour
           jewellery = randart_jewellery
        end
        second_item = true
    elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
        aux = dgn.good_aux_armour
        jewellery = good_jewellery
        if crawl.coinflip() then
           aux = dgn.randart_aux_armour
           jewellery = randart_jewellery
        end
        second_item = true
    else
        aux = dgn.randart_aux_armour
        jewellery = randart_jewellery
        second_item = true
    end

    -- Define loot tables of potential item defs.
    -- TODO: add a low chance of talismans to the second_loot list?
    local first_loot = {
                   {name = "scrolls", def = dgn.loot_scrolls, weight = 20},
                   {name = "potions", def = dgn.loot_potions, weight = 20},
                   {name = "aux", def = aux, weight = 10},
                   {name = "jewellery", def = jewellery, weight = 10},
                   {name = "manual", def = "any manual", weight = 5} }
    local second_loot = {
                    {name = "scrolls", def = dgn.loot_scrolls, weight = 10},
                    {name = "potions", def = dgn.loot_potions, weight = 10} }

    -- If we're upgrading the first item , choose a class, define the item
    -- slot, otherwise the slot becomes the usual '|*' definition.
    if first_item then
        chosen = util.random_weighted_from("weight", first_loot)
        item1fn(chosen["def"])
    else
        item1fn("superb_item / star_item")
    end
    if second_item then
        chosen = util.random_weighted_from("weight", second_loot)
        item2fn(chosen["def"])
    else
        item2fn("superb_item / star_item")
    end
end

--[[
One-off and two-off vault functions left in ghost.lua:
 * setup_hydra_weapon
 * wrathful_weapon
 * setup_gozag_gold
 * setup_xom_dancing_weapon
 * setup_armoury_orcs
 * xom_bazaar_special
]]--
}}

#############################################################################
# <<1>> Necropolis entry vaults
#
# Note: don't place any gravestones in these entry vaults, as
# the point is to be burying the dead only inside the Necropolis.
#############################################################################

default-depth: D:5-, Lair, Orc, Elf, Snake, !Snake:$, Swamp, !Swamp:$, \
               Shoals, !Shoals:$, Spider, !Spider:$, Vaults, !Vaults:$, \
               Depths, Crypt

NAME:    index_necropolis_entry_arbor_square
veto {{ return necropolis_veto() }}
WEIGHT:  10 (Lair, Elf, Depths), 0 (Snake, Spider), 5
: necropolis_portal_entry(_G)
: if you.in_branch("Vaults") then
CLEAR:   c
: else
CLEAR:   -
:   if you.in_branch("Crypt") then
COLOUR:  t = lightblue
TILE:    t = dngn_dead_tree_of_woe
:   end
: end
MAP
   c
nnnn----
nttn...-
nnnn''.-
 -.'O'.-
 -.''nnnn
 -...nttn
 ----nnnn
     c
ENDMAP

NAME:    index_necropolis_entry_arbor_path
veto {{ return necropolis_veto() }}
WEIGHT:  10 (Lair, Elf, Crypt, Depths), 0 (Orc, Snake, Spider, Vaults), 5
: necropolis_portal_entry(_G)
COLOUR:  t = lightblue
FTILE:   A = floor_necropolis_squares
FTILE:   ` = floor_necropolis_square_grass
: if you.in_branch("Shoals") then
FTILE:   .@ = floor_sprouting_ruin
: end
TILE:    t = dngn_dead_tree_of_woe
MAP
xxxxxxxxxx
xccccccccx
xntttt`..@
xntO'```..
xnt''''tnx
..```'Atnx
@..`ttttnx
xccccccccx
xxxxxxxxxx
ENDMAP

NAME:    index_necropolis_entry_crossroads
veto {{ return necropolis_veto() }}
WEIGHT:  0 (D, Spider), 10
: necropolis_portal_entry(_G)
: if you.in_branch("Vaults") then
SUBST:   x = c, @ = .
: elseif (you.in_branch("Lair") or you.in_branch("Depths"))
:   or you.in_branch("Elf") and crawl.coinflip() then
SUBST:   v = t
COLOUR:  t = blue
TILE:    t = dngn_tree_of_woe
: elseif you.in_branch("Swamp")
:   or (you.in_branch("Crypt") and crawl.coinflip()) then
COLOUR:  t = lightblue
TILE:    t = dngn_dead_tree_of_woe
: end
MAP
   .xxx
   .nvxx    .xxx
  ..nvvx.   .nvxx
@..'nnnx'....nvvx
xnnn'..'O'..'nnnx
xvvn....'xnnn'..@
xxvn.   .xvvn..
 xxx.    xxvn.
          xxx.
ENDMAP

NAME:    index_necropolis_entry_wine_dark_sea
veto {{ return necropolis_veto() }}
TAGS:    no_pool_fixup vaults_orient_s
WEIGHT:  20 (Shoals), 10 (D, Orc, Swamp), 0 (Snake, Spider), 5
: if you.in_branch("Vaults") then
CLEAR:   x
: end
: necropolis_portal_entry(_G)
KPROP:   w = no_tele_into
MAP
 xxxxxxxxx
xxcccccccxx
xccwwwwwccx
xcwwwwwwwcx
xcwwnnnwwcx
xcwnnOnnwcx
xccc'''cccx
 ..'''''..
 .........
ENDMAP

NAME:   index_necropolis_entry_etched_script
veto {{ return necropolis_veto() }}
WEIGHT: 10 (Orc, Snake, Shoals, Swamp, Vaults), 0 (D, Lair, Spider), 5
: if you.in_branch("Vaults") then
TAGS:   no_wall_fixup
SUBST:  x = c
: end
: necropolis_portal_entry(_G)
MAP
x.......x
x.a''a'.x
x.'''''vx
x.v''v'.x
x...O...x
x.'v''v.x
xv'''''.x
x.'a''a.x
x.......x
xxxxxxxxx
ENDMAP

NAME:    index_necropolis_entry_repeat_visits
veto {{ return necropolis_veto() }}
: necropolis_portal_entry(_G)
: if not you.in_branch("Vaults") then
CLEAR:   -
: end
: if you.in_branch("Shoals") then
FTILE:   .@= floor_sprouting_ruin
: end
FTILE:   A = floor_necropolis_squares
MAP
      ---
      ...
     ..x'..
     .xcaA..
    ..'aca'.-
 ......Aacx.-
-..x'...'x..-
-.xcaO.....
-.'aca'...
 ..Aacx.
  ..'x..
   ....
    ---
ENDMAP

NAME:    index_necropolis_entry_life_lattice
veto {{ return necropolis_veto() }}
: if you.in_branch("Swamp") then
SUBST:   x = w
: elseif you.in_branch("Shoals") then
FTILE:   . = floor_sprouting_ruin
TILE:    x = wall_lair
: elseif you.in_branch("Vaults") then
SUBST:   x = a
: elseif you.in_branch("Crypt") then
SUBST:   x = v
: end
: necropolis_portal_entry(_G)
MAP
   .       .x
  .x.     .'.
 .'.'.   .x.'.
.'...a.'.'...'.
x.....'O'.....x
.'...'.'.a...'.
 .'.x.   .'.'.
  .'.     .x.
  x.       .
ENDMAP

NAME:    index_necropolis_entry_open_halls
veto {{ return necropolis_veto() }}
TAGS:    vaults_orient_n vaults_orient_s
WEIGHT:  5 (Shoals), 10
: necropolis_portal_entry(_G)
: if you.in_branch("Swamp") then
SUBST:   x = t, z = w
: elseif you.in_branch("Shoals") then
SUBST:   z = w
: elseif you.in_branch("Vaults") or you.in_branch("Crypt") then
SUBST:   z = v
: else
SUBST:   z : xxxaan
: end
MAP
x..... .....x
x..z..z..z..x
x...........x
x....'''....x
.....'c'.....
...z.'c'.z...
x...'OcA'...x
...z.'c'.z...
.....'c'.....
x....'''....x
x...........x
x..z..z..z..x
x..... .....x
ENDMAP

NAME:    index_necropolis_entry_miniature_reverse
veto {{ return necropolis_veto() }}
TAGS:    vaults_orient_n
WEIGHT:  10 (Orc, Elf, Snake, Shoals, Vaults), 0 (Lair, Spider, Swamp), 5
KFEAT:   - = +
SHUFFLE: G` / T'
SUBST:   " = '
: if not you.in_branch("Vaults") then
CLEAR:   ;
: end
FTILE:   +TA = floor_necropolis_squares
: necropolis_portal_entry(_G)
MAP
;;;;;;;;;;;;;
.............
.xxxx...xxxx.
xx``aa-aa``xx
x`G`a...a`G`x
x```+...+```x
xccccc+cccccx
x'''''''''''x
x'''T'''T'''x
x'''''''''''x
cc+ccccccc+cc
c"""c   c"""c
ccOcc   ccAcc
 ccc     ccc
ENDMAP

NAME:    index_necropolis_entry_not_quite_thereafter
veto {{ return necropolis_veto() }}
WEIGHT:  0 (D, Lair, Spider), 5
: necropolis_portal_entry(_G)
SHUFFLE: nGT- / nGT- / nnn" / TGT- / GnG-
FTILE:   '"+ = floor_necropolis_squares
: if you.in_branch("Vaults") then
CLEAR:   x
: end
MAP
  xxxxxxxx...
  xccccccc...
xxxc.nc..+...
xccc..c..c+cx
xc..''c....cx
xcG.'+++...cx
xcccc+O+ccccx
xcT.'+++'.ncx
xc..''c''..cx
xccc..c..cccx
xxxc.TcG.ccxx
  xcccccccx
  xxxxxxxxx
ENDMAP

#############################################################################
# <<2>> Necropolis layouts
#
# Each Necropolis uses the same rough decoration schema of an entry garden
# leading to three seperate 20x20 ghost subvaults. If they have a surrounding
# sea of ghosts, that sea is sealed off by indestructible glass.
#
# TODO: further decorations for future layouts could include:
#   * fountains of ectoplasm (needs lots of write-ups)
#   * altars to Hepliakqana (has to exclude pre-D:11 spawns)
#   * rock and stone tiles from the original branch (needs V/E and U/C tricks)
#   * a transporter entrance seperated from the ghost vaults?
#############################################################################

default-depth: Necropolis

NAME:    regret_index_necropolis_ark
ORIENT:  encompass
PLACE:   Necropolis
KMONS:   f = petrified flower
SHUFFLE: BCD, EF, JKL, MNOPQR, pqrs
SUBST:   BEJ = n, C : nc, K : ncc, DFL = c
SUBST:   M = v, N : vvvcnww, O : vvnwww, PQR = w
SUBST:   p = t, q : tt", r : t""", s = "
FTILE:   ' = floor_necropolis_square_grass
FTILE:   "<tGf = floor_necropolis_grass
: set_feature_name("metal_statue", "iron statue")
: vault_granite_statue_setup(_G, "G", "gravestone")
: decorative_floor(_G, 'V', "mourning vase")
: necropolis_wizmode_handling(_G)
: necropolis_default_appearance(_G)
: subvault('X : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
: subvault('Y : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
: subvault('Z : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
SUBST:   XYZ = .
: necropolis_sea_ghosts(_G)
: necropolis_portal_setup(_G)
MAP
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwQwwQwwwRwwRwwwQwwQwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwoooooooooooooooooooowwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwOwwwOwwwOwwwPwwwPwwwPwwwoocEEcccFFccFFcccEEcoowwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwocc................ccoowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwocc..................ccowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwoooooooooooooooooooooooooocYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwooccccccCCCccccccnnccccccDDcYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwwwwNwwNwwNwwoocc........................cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwocc.........................cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwoB..........................+YYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwwwwooooooooooB..........................+YYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwwwoocccJJJcccccc++ccc...ccc++cccc++ccc..cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwwoocc...............ccVcc............ccVcYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwoocc.................ccc..............cccYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwocc...................c''''''''''''''''ccYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwoc...vv...........vv..c'''''''''''''''''cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwoc....................c'''''''''''''''''cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwoK....................c''''"""""""""''''cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwoKXXXXXXXXXXXXXXXXXXXXc'''"tt"q"rrtt"'''cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwMwoKXXXXXXXXXXXXXXXXXXXXc'''"t"q"r"""t"'''cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwocXXXXXXXXXXXXXXXXXXXXc'''"""""""""""'''cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwocXXXXXXXXXXXXXXXXXXXXc'''""f""f""f""'''cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwocXXXXXXXXXXXXXXXXXXXXc''"""G""G""G"""''cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwMwoLXXXXXXXXXXXXXXXXXXXXc''"""""""""""""''cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwoLXXXXXXXXXXXXXXXXXXXXc''"pp"'''''"ss"''cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwv
vwwwwwwwocXXXXXXXXXXXXXXXXXXXXc''"p""'...'""s"''cc...................cowwwwwwwwv
vwwwwwMwocXXXXXXXXXXXXXXXXXXXXc''"p""'.A.'""s"''ccc.................ccowwwwwwwwv
vwwwwwwwoLXXXXXXXXXXXXXXXXXXXXc''""t"'...'"t""'''ccccccccccccccccccccoowwwwwwwwv
vwwwwwwwoLXXXXXXXXXXXXXXXXXXXXc''""t"'...'"t""'''ccccccccccccccccccccoowwwwwwwwv
vwwwwwMwocXXXXXXXXXXXXXXXXXXXXc''"s""'.>.'""p"''ccc................cccowwwwwwwwv
vwwwwwwwocXXXXXXXXXXXXXXXXXXXXc''"s""'...'""p"''cc..................ccowwwwwwwwv
vwwwwwwwoLXXXXXXXXXXXXXXXXXXXXc''"ss"'''''"pp"''cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwMwoLXXXXXXXXXXXXXXXXXXXXc''"""""""""""""''cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwocXXXXXXXXXXXXXXXXXXXXc''"""G""G""G"""''cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwocXXXXXXXXXXXXXXXXXXXXc'''""f""f""f""'''cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwocXXXXXXXXXXXXXXXXXXXXc'''"""""""""""'''cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwMwoKXXXXXXXXXXXXXXXXXXXXc'''"t"""r"q"t"'''cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwoKXXXXXXXXXXXXXXXXXXXXc'''"ttrr"q"tt"'''cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwoK....................c''''"""""""""''''cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwoc....................c'''''''''''''''''cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwoc...vv...........vv..c'''''''''''''''''cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwocc...................c''''''''''''''''ccZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwoocc.................ccc..............cccZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwwoocc...............ccVcc............ccVcZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwwwoocccJJJcccccc++ccc...ccc++cccc++ccc..cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwwwwooooooooooB..........................+ZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwoB..........................+ZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwocc.........................cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwwwwNwwNwwNwwoocc........................cZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwooccccccCCCccccccnnccccccDDcZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwoooooooooooooooooooooooooocZZZZZZZZZZZZZZZZZZZZcowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwocc..................ccowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwocc................ccoowwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwOwwwOwwwOwwwPwwwPwwwPwwwoocEEcccFFccFFcccEEcoowwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwoooooooooooooooooooowwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwQwwQwwRwwwwRwwQwwQwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
ENDMAP

NAME:    regret_index_necropolis_wings
ORIENT:  encompass
PLACE:   Necropolis
KMONS:   f = petrified flower
SHUFFLE: BC, DEF, MNOPQR, pqrs
SUBST:   BD = n, C : nc, E : ncc, F = c
SUBST:   M = v, N : vvvcnww, O : vvnwww, PQR = w
SUBST:   pq = t, r : t""", s = "
FTILE:   ' = floor_necropolis_square_grass
FTILE:   "<tGf = floor_necropolis_grass
: set_feature_name("metal_statue", "iron statue")
: vault_granite_statue_setup(_G, "G", "gravestone")
: decorative_floor(_G, 'V', "mourning vase")
: necropolis_wizmode_handling(_G)
: necropolis_default_appearance(_G)
: subvault('X : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
: subvault('Y : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
: subvault('Z : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
SUBST:   XYZ = .
: necropolis_sea_ghosts(_G)
: necropolis_portal_setup(_G)
MAP
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwRwwwwRwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwQwwQwwQwwRwwRwwQwwQwwQwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwoooooooooooooooooooooooowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwoccccEEccFFccFFccEEccccowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwocv..................vcowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwOwwwwwwwwwwwwwwwwocYYYYYYYYYYYYYYYYYYYYcowwwwwwwwwwwwwwwwOwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwoDYYYYYYYYYYYYYYYYYYYYDowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwOwwOwwwwwPwwPwwPwwoDYYYYYYYYYYYYYYYYYYYYDowwPwwPwwPwwwwwOwwOwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwocYYYYYYYYYYYYYYYYYYYYcowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwNwwwwwwwwwwwwwwwwwwwwwwwocYYYYYYYYYYYYYYYYYYYYcowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwoooooooooooooooooooocYYYYYYYYYYYYYYYYYYYYcoooooooooooooooooooowwwwNwwwv
vwwwwwwwoocccEEccFFccEEcccDDocYYYYYYYYYYYYYYYYYYYYcoDDcccEEccFFccEEcccoowwwwwwwv
vwwwNwwoocc................DccYYYYYYYYYYYYYYYYYYYYccD................DDoowwwwwwv
vwwwwwwoDD..................ccYYYYYYYYYYYYYYYYYYYYcc..................DcowwNwwwv
vwwwwwwoDXXXXXXXXXXXXXXXXXXXXcYYYYYYYYYYYYYYYYYYYYcZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwNwwocXXXXXXXXXXXXXXXXXXXXcYYYYYYYYYYYYYYYYYYYYcZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXcYYYYYYYYYYYYYYYYYYYYcZZZZZZZZZZZZZZZZZZZZcowwNwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXcYYYYYYYYYYYYYYYYYYYYcZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXcYYYYYYYYYYYYYYYYYYYYcZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXcYYYYYYYYYYYYYYYYYYYYcZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXcYYYYYYYYYYYYYYYYYYYYcZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXcYYYYYYYYYYYYYYYYYYYYcZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXcYYYYYYYYYYYYYYYYYYYYcZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXcYYYYYYYYYYYYYYYYYYYYcZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXcYYYYYYYYYYYYYYYYYYYYcZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXcv..................vcZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXcccccccccc++ccccccccccZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXccV................VccZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXc....................cZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXc......''''''''......cZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXX+.....''p"rr"p''.....+ZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXX+.....'"Gf""fG"'.....+ZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXc.....''q"ss"q''.....cZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocXXXXXXXXXXXXXXXXXXXXc......''''''''......cZZZZZZZZZZZZZZZZZZZZcowwwwwwv
vwwwwwwocc..................cc....................cc..................ccowwwwwwv
vwwwwwwoocc................ccccV................Vcccc................ccoowwwwwwv
vwwwwwwwooccccccccccccccccccccccccc++cccccc++cccccccccccccccccccccccccoowwwwwwwv
vwwwwwwwoccc........................................................cccowwwwwwwv
vwwwMwwooB...''''''''''''''''''''''''''''''''''''''''''''''''''''''...BoowwMwwwv
vwwwwwwoBB..'''""""""""""""""""""""""""""""""""""""""""""""""""""'''..BBowwwwwwv
vwwwwwwoC...''"r"qq"""G"qq"G""""q""rG"G"G"G"rsp"p"p"""ss"""s""pp""''...Cowwwwwwv
vwwwMwwoC...''""""qq""f""""f"""q"s"rf"f"f"f"r"""""""rr""rr"""""pp"''...CowwMwwwv
vwwwwwwoc...''"""""qq""""""""r"q"""""""""""""""q""""""ss""""""""p"''...cowwwwwwv
vwwwwwwoc...''"p""""""""ss""""""q"""""""""""""""q"r""""""""qq"""""''...cowwwwwwv
vwwwMwwoC...''"pp"""""rr""rr"""""""r"f"f"f"fr"s"q"""f""""f""qq""""''...CowwMwwwv
vwwwwwwoC...''""pp""s"""ss"""p"p"psr"G"G"G"Gr""q""""G"qq"G"""qq"r"''...Cowwwwwwv
vwwwwwwoBB..'''""""""""""""""""""""""""""""""""""""""""""""""""""'''..BBowwwwwwv
vwwwMwwooB...''''''''''''''''''''''''''''''''''''''''''''''''''''''...BoowwMwwwv
vwwwwwwwoccc........................................................cccowwwwwwwv
vwwwwwwwooocccccccc++++cccccccccccccccccccccccccccccccccc++++ccccccccooowwwwwwwv
vwwwwwwwwwooc................cooooooooooooooooooooc................coowwwwwwwwwv
vwwwwwwwwwwocc..............ccowwwwwwwwwwwwwwwwwwocc..............ccowwwwwwwwwwv
vwwwwwwwwwwoocc..A......A..ccoowwwwwwwwwwwwwwwwwwoocc..>......>..ccoowwwwwwwwwwv
vwwwwwwwwwwwoocn..........ncoowwwwwwwwwwwwwwwwwwwwoocn..........ncoowwwwwwwwwwwv
vwwwwwwwwNwwwoonnccccccccnnoowwwRwwwwwwwwwwwwwwRwwwoonnccccccccnnoowwwNwwwwwwwwv
vwwwwwwwwwwwwwoooooooooooooowwwwwwwwwwwwwwwwwwwwwwwwoooooooooooooowwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwNwwNwwwwwwwwwwwwwwwwRwwRwwwwwwwwwwwwwwRwwRwwwwwwwwwwwwwwwwNwwNwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
ENDMAP

NAME:    regret_index_necropolis_purge
ORIENT:  encompass
PLACE:   Necropolis
KMONS:   f = petrified flower
SHUFFLE: BC, DEF, MNOPQR, prqs
SUBST:   BD = n, C : nc, E : nc, F = c
SUBST:   M = v, N : vvvcnww, O : vvnwww, PQR = w
SUBST:   p = t, q : tt", r : t""", s = "
FTILE:   ' = floor_necropolis_square_grass
FTILE:   "A>tGf = floor_necropolis_grass
: set_feature_name("metal_statue", "iron statue")
: vault_granite_statue_setup(_G, "G", "gravestone")
: decorative_floor(_G, 'V', "mourning vase")
: necropolis_wizmode_handling(_G)
: necropolis_default_appearance(_G)
: subvault('X : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
: subvault('Y : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
: subvault('Z : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
SUBST:   XYZ = .
: necropolis_sea_ghosts(_G)
: necropolis_portal_setup(_G)
MAP
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwMwwMwwMwwNwwNwwNwwOwwOwwOwwwwwwwPwwPwwPwwQwwQwwQwwRwwRwwRwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwooooooooooooooooooooooooooooooooooooooooooooooooooooooooowwRwwwv
vwwwwwocccDDcccccccEEcccccccFFcccncncccFFcccccccEEcccccccDDcccowwwwwwv
vwwwwwocvc....................cccnVnccc....................cvcowwwwwwv
vwwwwwocc......................cc...cc.....................VccowwRwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..Dowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..Dowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwRwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwQwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwQwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..+...+..YYYYYYYYYYYYYYYYYYYY..Eowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..+...+..YYYYYYYYYYYYYYYYYYYY..Eowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwQwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwPwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..cowwPwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..Fowwwwwwv
vwwwwwoc..XXXXXXXXXXXXXXXXXXXX..c...c..YYYYYYYYYYYYYYYYYYYY..Fowwwwwwv
vwwwwwocc......................cc...cc......................ccowwPwwwv
vwwwwwoccc....................ccc...ccc....................cccowwwwwwv
vwwwwwocccccccccccc...ccccccccccv+++vccccccccccc++ccccccccccccowwwwwwv
vwwwwwooooccc'''''ccVcc.............+.......................nnowwwwwwv
vwwwwwwwwocc'''''''ccc''............+.......................Vcowwwwwwv
vwwwwwwwwoc''"""""''c''''''''''''...+.......................nnowwwwwwv
vwwwwwwwwoc''"pAs"''c'''''''''''''..vccccccccccc++ccccccccccccowwwwwwv
vwwwwwwwwoc''"""""''c''"""""""""''..ccc....................cccowwwwwwv
vwwwwwwwwoc''"q"s"''c''"s"r"q"p"''..cc......................ccowwOwwwv
vwwwwwwwwoB''"q"r"''c''""""G""""''..c..ZZZZZZZZZZZZZZZZZZZZ..Fowwwwwwv
vwwwwwwwwoB''""q""''+''"r""f""q"''..c..ZZZZZZZZZZZZZZZZZZZZ..Fowwwwwwv
vwwwwwwwwoB''"r"q"''+''""Gf"fG""''..c..ZZZZZZZZZZZZZZZZZZZZ..cowwOwwwv
vwwwwwwwwoc''"s"q"''c''"q""f""r"''..c..ZZZZZZZZZZZZZZZZZZZZ..cowwwwwwv
vwwwwwwwwoc''"""""''c''""""G""""''..c..ZZZZZZZZZZZZZZZZZZZZ..cowwwwwwv
vwwwwwwwwoc''"sAp"''c''"p"q"r"s"''..c..ZZZZZZZZZZZZZZZZZZZZ..cowwOwwwv
vwwwwwwwwoc''"""""''c''"""""""""'''.c..ZZZZZZZZZZZZZZZZZZZZ..cowwwwwwv
vwwwwwwwwocc'''''''ccc'''''''''''''cc..ZZZZZZZZZZZZZZZZZZZZ..cowwwwwwv
vwwwwwwwwoocc'''''ccccc'''''''''''cc...ZZZZZZZZZZZZZZZZZZZZ..cowwNwwwv
vwwwwwwwwwooccCCCccoocccccc++ccccccV...ZZZZZZZZZZZZZZZZZZZZ..Eowwwwwwv
vwwwwwwwwwwoooooooooocc'''''''''''cc...ZZZZZZZZZZZZZZZZZZZZ..Eowwwwwwv
vwwwwwwwwwwwwwwwwwwocc'''''''''''''cc..ZZZZZZZZZZZZZZZZZZZZ..cowwNwwwv
vwwwwwwwwwwwwwwwwwwoc''"""""""""""''c..ZZZZZZZZZZZZZZZZZZZZ..cowwwwwwv
vwwwwwwwwwwwwwwwwwwoC''"p"qq"rs"s"''c..ZZZZZZZZZZZZZZZZZZZZ..cowwwwwwv
vwwwwwwwwwwwwwwwwwwoC''">"""q""">"''c..ZZZZZZZZZZZZZZZZZZZZ..cowwNwwwv
vwwwwwwwwwwwwwwwwwwoC''"s"sr"qq"p"''c..ZZZZZZZZZZZZZZZZZZZZ..cowwwwwwv
vwwwwwwwwwwwwwwwwwwoc''"""""""""""''c..ZZZZZZZZZZZZZZZZZZZZ..cowwwwwwv
vwwwwwwwwwwwwwwwwwwocc'''''''''''''cc..ZZZZZZZZZZZZZZZZZZZZ..cowwMwwwv
vwwwwwwwwwwwwwwwwwwoocc'''''''''''ccc..ZZZZZZZZZZZZZZZZZZZZ..Dowwwwwwv
vwwwwwwwwwwwwwwwwwwwoocccccBBBccccccc..ZZZZZZZZZZZZZZZZZZZZ..Dowwwwwwv
vwwwwwwwwwwwwwwwwwwwwooooooooooooooocc......................ccowwMwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwoccc....................cvcowwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwoccccccccccccccccccccccccccowwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwoooooooooooooooooooooooooooowwMwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
ENDMAP

NAME:    regret_index_necropolis_trine
ORIENT:  encompass
PLACE:   Necropolis
KMONS:   f = petrified flower
SHUFFLE: BC, DEFH, MNOPQ, prqs
SUBST:   BD = n, C : nc, E : nc, FH = c
SUBST:   M = v, N : vvvcnww, O : vvnwwww, PQ = w
SUBST:   p = t, q : tf", r : t""", s = "
FTILE:   ' = floor_necropolis_square_grass
FTILE:   "A>tGf = floor_necropolis_grass
: set_feature_name("metal_statue", "iron statue")
: vault_granite_statue_setup(_G, "G", "gravestone")
: decorative_floor(_G, 'V', "mourning vase")
: necropolis_wizmode_handling(_G)
: necropolis_default_appearance(_G)
: subvault('X : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
: subvault('Y : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
: subvault('Z : necropolis_subvault_' .. dgn.persist.necropolis_difficulty)
SUBST:   XYZ = .
: necropolis_sea_ghosts(_G)
: necropolis_portal_setup(_G)
MAP
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwQwwQwwwwwwwwwwNwwNwwwwwwwwwwwwwwNwwNwwwwwwwwwwQwwQwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwOwwOwwwwwwwwwwwwwwwwwwwwwwwwwwwwOwwOwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwPwwwwPwwwwwwwwMwwwwMwwwwwwwwwwwwMwwwwMwwwwwwwwPwwwwPwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwoooooooooooooooooooooooowwwwwwwwoooooooooooooooooooooooowwwwwwwwwwwv
vwwwwwwwwwwwocccDDcccFFccHHcccEEcccowwwwwwwwocccEEcccHHccFFcccDDcccowwwwwwwwwwwv
vwwwwwwwwPwwocXXXXXXXXXXXXXXXXXXXXcowwwwwwwwocYYYYYYYYYYYYYYYYYYYYcowwPwwwwwwwwv
vwwwwwwQwwwwocXXXXXXXXXXXXXXXXXXXXcowwwwwwwwocYYYYYYYYYYYYYYYYYYYYcowwwwQwwwwwwv
vwwwwwwwwwwwoHXXXXXXXXXXXXXXXXXXXXcowwwwwwwwocYYYYYYYYYYYYYYYYYYYYHowwwwwwwwwwwv
vwwwwwwwwwwwoHXXXXXXXXXXXXXXXXXXXXcowwwwwwwwocYYYYYYYYYYYYYYYYYYYYHowwwwwwwwwwwv
vwwwwwwQwwwwocXXXXXXXXXXXXXXXXXXXXcoooooooooocYYYYYYYYYYYYYYYYYYYYcowwwwQwwwwwwv
vwwwwwwwwPwwocXXXXXXXXXXXXXXXXXXXXcccccnncccccYYYYYYYYYYYYYYYYYYYYcowwPwwwwwwwwv
vwwwwwwwwwwwocXXXXXXXXXXXXXXXXXXXXcV........VcYYYYYYYYYYYYYYYYYYYYcowwwwwwwwwwwv
vwwwwwwwwwwwoFXXXXXXXXXXXXXXXXXXXXc..........cYYYYYYYYYYYYYYYYYYYYFowwwwwwwwwwwv
vwwwwwwwOwwwoFXXXXXXXXXXXXXXXXXXXXc.''''''''.cYYYYYYYYYYYYYYYYYYYYFowwwOwwwwwwwv
vwwwwwwwwwwwocXXXXXXXXXXXXXXXXXXXX+.'""""""'.+YYYYYYYYYYYYYYYYYYYYcowwwwwwwwwwwv
vwwwwwwwwwwwocXXXXXXXXXXXXXXXXXXXX+.'""pt""'.+YYYYYYYYYYYYYYYYYYYYcowwwwwwwwwwwv
vwwwwwwwOwwwoEXXXXXXXXXXXXXXXXXXXXc.'"p""t"'.cYYYYYYYYYYYYYYYYYYYYEowwwOwwwwwwwv
vwwwwwwwwwwwoEXXXXXXXXXXXXXXXXXXXXc.'"G""G"'.cYYYYYYYYYYYYYYYYYYYYEowwwwwwwwwwwv
vwwwwwwwwwwwocXXXXXXXXXXXXXXXXXXXXc.'"f""f"'.cYYYYYYYYYYYYYYYYYYYYcowwwwwwwwwwwv
vwwwwwwwwMwwocXXXXXXXXXXXXXXXXXXXXc.'""""""'.cYYYYYYYYYYYYYYYYYYYYcowwMwwwwwwwwv
vwwwwwwNwwwwocXXXXXXXXXXXXXXXXXXXXc.'"f""f"'.cYYYYYYYYYYYYYYYYYYYYcowwwwNwwwwwwv
vwwwwwwwwwwwoDXXXXXXXXXXXXXXXXXXXXc.'"G""G"'.cYYYYYYYYYYYYYYYYYYYYDowwwwwwwwwwwv
vwwwwwwwwwwwoDXXXXXXXXXXXXXXXXXXXXc.'"t""p"'.cYYYYYYYYYYYYYYYYYYYYDowwwwwwwwwwwv
vwwwwwwNwwwwocXXXXXXXXXXXXXXXXXXXXc.'""tp""'.cYYYYYYYYYYYYYYYYYYYYcowwwwNwwwwwwv
vwwwwwwwwMwwocXXXXXXXXXXXXXXXXXXXXc.'""""""'.cYYYYYYYYYYYYYYYYYYYYcowwMwwwwwwwwv
vwwwwwwwwwwwocccccccccccccccccccccc.''''''''.ccccccccccccccccccccccowwwwwwwwwwwv
vwwwwwwwwwwwooooooccc''''''''c....................c''''''''cccoooooowwwwwwwwwwwv
vwwwwwwwwwwwwwwwwocc'''''''''+....................+'''''''''ccowwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwoc''""""""''+....................+''""""""''cowwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwoc''"ts"t"''c.......V....V.......c''"t"st"''cowwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwMwwoc''""""""''cccccccccc++cccccccccc''""""""''cowwMwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwoB'""Gf"r""'cZZZZZZZZZZZZZZZZZZZZc'""r"fG""'Bowwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwoB'""""""""'cZZZZZZZZZZZZZZZZZZZZc'""""""""'Bowwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwoB'""q"fG""'cZZZZZZZZZZZZZZZZZZZZc'""Gf"q""'Bowwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwMwwoc''""""""''cZZZZZZZZZZZZZZZZZZZZc''""""""''cowwMwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwoc''"A"pt"''cZZZZZZZZZZZZZZZZZZZZc''"tp">"''cowwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwoc''""""""''cZZZZZZZZZZZZZZZZZZZZc''""""""''cowwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwocc''''''''ccZZZZZZZZZZZZZZZZZZZZcc''''''''ccowwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwoccc''''''cccZZZZZZZZZZZZZZZZZZZZccc''''''cccowwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwooccccCCcccccZZZZZZZZZZZZZZZZZZZZcccccCCccccoowwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwooooooooooocZZZZZZZZZZZZZZZZZZZZcooooooooooowwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwocZZZZZZZZZZZZZZZZZZZZcowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwocZZZZZZZZZZZZZZZZZZZZcowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwMwwMwwocZZZZZZZZZZZZZZZZZZZZcowwMwwMwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwocZZZZZZZZZZZZZZZZZZZZcowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwNwwNwwocZZZZZZZZZZZZZZZZZZZZcowwNwwNwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwocZZZZZZZZZZZZZZZZZZZZcowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwoDZZZZZZZZZZZZZZZZZZZZDowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwoDZZZZZZZZZZZZZZZZZZZZDowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwOwwocZZZZZZZZZZZZZZZZZZZZcowwOwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwocZZZZZZZZZZZZZZZZZZZZcowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwocccEEcccFFccFFcccEEcccowwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwOwwoooooooooooooooooooooooowwOwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwPwwPwwwwwwwwwwPwwPwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwQwwQwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
ENDMAP

#############################################################################
# <<3>> Necropolis subvaults
#
# The subvaults here are placed by the above layouts and tagged according to
# the depth of the Necropolis entry. Subvaults are either 19x19 or 20x20,
# and preferrably always the latter.
#
# Various tags and functions of note:
#  * luniq_necropolis_ghost_minimal: Used for vaults with 2 or less enemies
#    besides the player ghost, ensuring a minimum threat + rewards amount
#    in each Necropolis despite the several less-full ghost subvault options.
#  * luniq_necropolis_ghost_undead_centric: Used for vaults solely containing
#    undead. Ossuary, Crypt, Tartarus, Tomb, and Gloorx's domain are enough
#    undead places as is; undead shouldn't be the only focus in a given spawn.
#
# TODO:
#  * Pre-Temple D and the Lair branches could do with more subvault options.
#    (Some, like Snake, probably need to wait for more monsters first.)
#
#############################################################################

#############################################################################
# <<3.1>> (Generic) Necropolis subvaults with allow_dup
#############################################################################

# A subvaulted subvault for varying the surroundings of several very small
# ghost vaults that each contained nothing else besides a single ghost.
NAME:     necropolis_ghost_nesting_subvaults
: necropolis_depth_tagging(_G, {"all"})
TAGS:     allow_dup luniq_necropolis_ghost_minimal
WEIGHT:   25
SUBVAULT: A : necropolis_ghost_nested_inner_solo
SUBVAULT: B : necropolis_ghost_nested_outer_solo
SUBST:    AB = .
MAP
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBAAAAAAAAAABBBBB
BBBBBAAAAAAAAAABBBBB
BBBBBAAAAAAAAAABBBBB
BBBBBAAAAAAAAAABBBBB
BBBBBAAAAAAAAAABBBBB
BBBBBAAAAAAAAAABBBBB
BBBBBAAAAAAAAAABBBBB
BBBBBAAAAAAAAAABBBBB
BBBBBAAAAAAAAAABBBBB
BBBBBAAAAAAAAAABBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
ENDMAP

NAME:   gammafunk_necropolis_ghost_grave
TAGS:   allow_dup luniq necropolis_ghost_nested_inner_solo no_rotate
KMONS:  O = player ghost
KMONS:  p = withered plant
: lone_ghost_guarded_loot(_G, "O")
: lone_ghost_extra_loot(_G, "`")
: generic_ghost_weapon_loot(_G, "V", "V")
KFEAT:  V = V
SUBST:  t : tp
: vault_granite_statue_setup(_G, "G", "gravestone")
FTILE:  '`-de|*%$OGptV = floor_pebble_brown / floor_pebble_darkgray
KPROP:  '`-de|*%$OGpV = no_tele_into
: necropolis_ghost_setup(_G)
COLOUR: t = lightblue
TILE:   t = dngn_dead_tree_of_woe
MAP
..........
..........
..........
.cccccccc.
.ctGttVtc.
.ccdO`ecc.
..cn==nc..
..........
..........
..........
ENDMAP

NAME:   ebering_necropolis_ghost_rock_garden
TAGS:   allow_dup luniq necropolis_ghost_nested_inner_solo no_rotate
KMONS:  O = player_ghost
: local large_rocks = crawl.random_range(3,7)
: kitem("O = large rock q:" .. large_rocks)
KITEM:  ` = stone q:1 / large rock q:1 w:15
KITEM:  ! = potion of enlightenment pre_id
NSUBST: r = 1:O / 1:d / 1:e / 1:! / 1:tG / 1:t`` / *:`
: lone_ghost_extra_loot(_G, "`")
: generic_ghost_weapon_loot(_G, "`", "z")
COLOUR: '`-O!|*%$tG = yellow, c = white
TILE:   G = dngn_statue_orb
FTILE:  '`-O!$%*|ztG = floor_dirt
KPROP:  '`-O!$%*|ztG = no_tele_into
: necropolis_ghost_setup(_G)
MAP
..........
cccccccccc
c----r-r-c
crr------c
c-----r--c
c--------c
c--r-----c
cr-----r-c
cnn====nnc
..........
ENDMAP

NAME:   ebering_necropolis_ghost_reflecting_pool
TAGS:   allow_dup luniq necropolis_ghost_nested_inner_solo no_rotate
KMONS:  O = player_ghost
: lone_ghost_guarded_loot(_G, "O")
: lone_ghost_extra_loot(_G, "-")
: generic_ghost_weapon_loot(_G, "?", "?")
KFEAT:  O? = shallow_water
FTILE:  -$%*|?O' : floor_pebble_brown / floor_pebble_darkgray
KPROP:  -de$%*|?O' = no_tele_into
: necropolis_ghost_setup(_G)
MAP
..........
..cccccc..
..cdO?ec..
..c-ww-c..
..c-Ww-c..
..c-ww-c..
..c-wW-c..
..c-WW-c..
..cn==nc..
..........
ENDMAP

NAME:   ebering_necropolis_ghost_disaster_area
TAGS:   luniq necropolis_ghost_nested_inner_solo no_rotate
KMONS:  O = player ghost
KFEAT:  A = altar_qazlal
NSUBST: ' = 1:d / 1:e / 8 = wWl / -
: lone_ghost_guarded_loot(_G, "O")
: lone_ghost_extra_loot(_G, "'")
: generic_ghost_weapon_loot(_G, "-", "?")
SUBST:  P = GTVA
: if dgn.persist.necropolis_difficulty == "vaults_elf"
:  or dgn.persist.necropolis_difficulty == "vaults_elf" then
SUBST:  A = T
: end
: necropolis_ghost_setup(_G, false)
TILE:  c = wall_stone_scorched
KPROP: -'TVAOde$%*|? = no_tele_into
MAP
..........
cccccccccc
ccc'cc'ccc
cc''O''c'c
c'c'''''cc
c'''''c'cc
c''c''P'cc
cc'''''''c
ccn====ncc
..........
ENDMAP

##

NAME:    necropolis_nested_single_graves
TAGS:    allow_dup luniq necropolis_ghost_nested_outer_solo
TAGS:    necropolis_ghost_nested_outer_necro no_rotate
KFEAT:   - = open_clear_door
SHUFFLE: G- / gC
SUBST:   C = c, g = '
FTILE:   '-G = floor_pebble_brown / floor_pebble_darkgray
: vault_granite_statue_setup(_G, "G", "gravestone")
: necropolis_default_appearance(_G)
MAP
....................
.ccCcc........ccCcc.
.c'G'c........c'G'c.
.c'g'c........c'g'c.
.cc-cc........cc-cc.
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
.cc-cc........cc-cc.
.c'g'c........c'g'c.
.c'G'c........c'G'c.
.ccCcc........ccCcc.
....................
ENDMAP

NAME:    necropolis_nested_single_reflecting_pool
TAGS:    allow_dup luniq necropolis_ghost_nested_outer_solo
TAGS:    no_pool_fixup no_rotate
WEIGHT:  5
FTILE:   - : floor_pebble_brown / floor_pebble_darkgray
: necropolis_default_appearance(_G)
MAP
....................
..c----......----c..
..cwwwW......Wwwwc..
..c----......----c..
....................
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
.....          .....
....................
..c----......----c..
..cwwwW......Wwwwc..
..c----......----c..
....................
ENDMAP

NAME:    necropolis_nested_rock_garden
TAGS:    allow_dup luniq necropolis_ghost_nested_outer_solo no_rotate
WEIGHT:  5
ITEM:    stone q:1 no_pickup
FTILE:   'd = floor_dirt
: necropolis_default_appearance(_G)
MAP
....................
........cccc........
........''''........
....................
....................
.ccc.          .ccc.
.c''.          .''c.
.c'd.          .d'c.
.....          .....
.....          .....
.....          .....
.....          .....
.c'd.          .d'c.
.c''.          .''c.
.ccc.          .ccc.
....................
....................
........''''........
........cccc........
....................
ENDMAP

NAME:    necropolis_nested_further_trees
TAGS:    allow_dup luniq necropolis_ghost_nested_outer_solo
TAGS:    no_rotate no_pool_fixup
KMONS:   f = petrified flower
FTILE:   . = floor_necropolis_square_grass
FTILE:   'tf = floor_necropolis_grass
: necropolis_default_appearance(_G)
MAP
....................
..'''..''t''........
..'t'..''t''........
.'t'................
.'''................
.....          .....
.....          .....
.....          .'''.
.'''.          .'f'.
.'f'.          .''t.
.t''.          .'f'.
.'f'.          .'''.
.'''.          .....
.....          .....
.....          .....
................'''.
................'t'.
........''t''..'t'..
........''t''..'''..
....................
ENDMAP

NAME:    necropolis_nested_single_deadwoods
TAGS:    allow_dup luniq necropolis_ghost_nested_outer_necro no_rotate
WEIGHT:  30
FTILE:   . = floor_necropolis_square_grass
FTILE:   'Gt = floor_necropolis_grass
: necropolis_default_appearance(_G)
COLOUR:  t = lightblue
TILE:    t = dngn_dead_tree_of_woe
MAP
....................
.'''''........'''''.
.'G't'........'t'G'.
.''t''........''t''.
..''............''..
.'''.          '''..
.''t'          't''.
.'t''          ''t'.
.''t'          ''t'.
.''tt          't''.
.''t'          tt''.
.'t''          't''.
.'t''          ''t'.
.''t'          't''.
..'''          '''..
..''............''..
.''t''........''t''.
.'G't'........'t'G'.
.'''''........'''''.
....................
ENDMAP

####

# The ghost version of gammafunk_sealed_arena.
NAME:    gammafunk_necropolis_ghost_arena
: necropolis_depth_tagging(_G, {"all"})
TAGS:    allow_dup luniq
KMONS:   O = player ghost
: ghost_good_loot(_G)
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
SUBST:   d = *%, e = %, f = %$, ghij = $
NSUBST:  D = 1:0 / 1=009--- / *:-
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
SUBST:   e = *, f = *%,  g = %$$, ij = $
NSUBST:  D = 2:0 / 3=0- / 1:9 / 1=998--- / *:-
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
SUBST:   f = |*, g = *, h = %$, ij = $
NSUBST:  D = 3:0 / 4 = 0- / 1:098- / 1:9 / 1:9- / 2=8- / *:-
: elseif dgn.persist.necropolis_difficulty == "lair" then
SUBST:   f = *, g = %$, hij = de$
NSUBST:  D = 2:0 / 3 = 0- / 1:098- / 2 = 9- / 1:8- / *:-
: elseif dgn.persist.necropolis_difficulty == "orc" then
SUBST:   f = |*, g = *%, h = %$$$, ij = $
NSUBST:  D = 2:0 / 4 = 0- / 1:9 / 1:9- / 2 = 8- / *:-
: elseif necropolis_in_lair_branch() then
SUBST:   fg = |*, h = *%, i = %$$$, j = $
NSUBST:  D = 3:0 / 3 = 0- / 1:098- / 1:9 / 2=9- / 1:8 / 1:8- / *:-
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
SUBST:   fg = |*, h = *, i = %$, j = $
NSUBST:  D = 3:0 / 4 = 0- / 1:9 / 3=9- / 1:8 / 2 = 8- / *:-
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
SUBST:   fgh = |*, i = *, ij = %$
NSUBST:  D = 3:0 / 5 = 0- / 2:9 / 2 = 9- / 1:8 / 3 = 8- / *:-
: end
KITEM:   V = any potion
KFEAT:   V = V
: generic_ghost_weapon_loot(_G, "$", "?")
SHUFFLE: yzYZ / zyYZ / zyZY
SUBST:   r : x-, s : x-, x : cx, yY : cx, zZ = .
NSUBST:  R = 1:R / *:"-"
FTILE:   G = floor_necropolis_grass
FTILE:   R" = floor_necropolis_square_grass
MARKER:  P = lua:transp_loc("necropolis_ghost_arena_entry")
MARKER:  Q = lua:transp_dest_loc("necropolis_ghost_arena_entry")
MARKER:  R = lua:transp_loc("necropolis_ghost_arena_exit")
MARKER:  S = lua:transp_dest_loc("necropolis_ghost_arena_exit")
KPROP:   -QR"VO089de$%*|? = no_tele_into
: necropolis_generic_spawns(_G)
: necropolis_ghost_setup(_G)
MAP
....................
.ycz............ZcY.
.c.c............c.c.
.zcy............YcZ.
.....nnnnnnnnnn.....
....nnRD---DDRnn....
....nG"rsDDsr"Gn....
....n"-sr--rsg"n....
....nDD--DD-Dien....
...Pn-O-DQ-D-Ddn....
....n-D-D-VD-DdnS...
....nDD--DD-Djfn....
....n"-sr--rsh"n....
....nG"rsDDsr"Gn....
....nnRD---DDRnn....
.....nnnnnnnnnn.....
.ZcY............ycz.
.c.c............c.c.
.YcZ............zcy.
....................
ENDMAP

NAME:   gammafunk_necropolis_ghost_split
: necropolis_depth_tagging(_G, {"all"})
TAGS:   allow_dup luniq
KMONS:  O = player ghost
: ghost_good_loot(_G)
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
SUBST:  d = *%, e = %$, fgh = $
NSUBST: D = 2:0 / 2 = 0' / 1:9' / *:'
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
SUBST:  d = *, e = *%, f = %$$$, gh = $
NSUBST: D = 2:0 / 3 = 0' / 1:9' / 1:98'' / *:'
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
SUBST:  e = **|, fg = %$, h = $
NSUBST: D = 2:0 / 4:0' / 1:9 / 2=9' / 1:98 / *:'
: elseif dgn.persist.necropolis_difficulty == "lair" then
SUBST:  f = *%, g = %$$$, h = $
NSUBST: D = 3:0 / 3 = 0' / 2 = 9' / 1:8' / 1:98'' / *:'
: elseif dgn.persist.necropolis_difficulty == "orc" then
SUBST:  f = *, g = %$, h = $
NSUBST: D = 2:0 / 4 = 0' / 1:9 / 1:9' / 2 = 8' / *:'
: else -- Lair branches, Vaults, Elf, Crypt, Depths.
SUBST:  fgh = |*
NSUBST: D = 1:0 / 2 = 0' / 2:9 / 2 = 9' / 1:8 / 2 = 8' / *:'
: end
SUBST:  p : x', q : x', x : xc
: generic_ghost_weapon_loot(_G, "$", "?")
KPROP:  'defgh$%*|?089O = no_tele_into
SUBVAULT: B : necropolis_ghost_nested_outer_solo
SUBST:  B = .
: necropolis_ghost_setup(_G)
: necropolis_generic_spawns(_G)
MAP
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBcccnnnncccBBBBB
BBBBBcD''DD''DcBBBBB
BBBBBc'ge$dfh'cBBBBB
BBBBBn'qp''pq'nBBBBB
BBBBBnDpq'OqpDnBBBBB
BBBBBn'qp''pq'nBBBBB
BBBBBc''D''D''cBBBBB
BBBBBcD''''''DcBBBBB
BBBBBcnn====nncBBBBB
BBBBB..........BBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
ENDMAP

NAME:    gammafunk_necropolis_ghost_cemetery
: necropolis_depth_tagging(_G, {"pre_lair_d", "post_lair_d", "orc", "snake",
:                               "shoals", "spider", "vaults_elf", "depths_crypt"})
TAGS:    allow_dup luniq
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
WEIGHT:  3
: end
KMONS:   DFH = player ghost
KMONS:   p = withered plant
# 1/12 chance for 5 ghosts, 1/6 for 4, 1/4 for 3, 1/2 for 2.
SHUFFLE: FfrHhs / ZyzHhs / ZyzHhs / FfrZyz / FfrZyz / FfrZyz / ZyzZyz / \
         ZyzZyz / ZyzZyz / ZyzZyz / ZyzZyz / ZyzZyz
# 1.5 items per ghost, upgrading quality with depth. 'd' and 'e' get replaced
# with good_items later on.
: ghost_good_loot(_G)
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
NSUBST:  de = 2:* / *%$-, f = * / *%$-, h = 2=* / *%$-
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
NSUBST:  d = 1:d / * = *%$-, e = 1:e / |*--, f = 1:|* / * = |*--
NSUBST:  h = 2 = |* / * = |*--
: else   -- Orc, Shoals, Snake, Spider Vaults, Elf, Depths, Crypt.
NSUBST:  d = 1:d / * = |*%-, e = 1:e / * = |*%-, f = 1:|* / * = |*%-
NSUBST:  h = 2 = |* / * = |*%-
: end
SUBST:   qrs = G, Z = -, y = p, z = V, p : tp
COLOUR:  t = lightblue
TILE:    t = dngn_dead_tree_of_woe
TILE:    c = wall_crypt
KPROP:   -de$%*|DFGHpGVt = no_tele_into
FTILE:   -'de|*%$DFHpGVt = floor_pebble_brown / floor_pebble_darkgray
: necropolis_ghost_setup(_G, false)
MAP
....................
....................
..ccc...cccc...ccc..
..ctc...c''c...ctc..
....................
....................
......cccccccc......
.....ccdf-rfecc.....
....ccq--F---qcc....
....cd-D----D-ec....
....ch--------hc....
....csH------Hsc....
....ch--------hc....
....ccnn====nncc....
....................
....................
..ctc...c''c...ctc..
..ccc...cccc...ccc..
....................
....................
ENDMAP

###############################################################################
# <<3.2>> Ghost subvaults without allow_dup
###############################################################################

# XXX: not super pleased about this being the only Necropolis shop vault,
# but the theme depends pretty heavily on it.
NAME:   ebering_necropolis_ghost_gozag
: necropolis_depth_tagging(_G, {"pre_temple_d", "pre_lair_d",
:                               "post_lair_d", "orc", "snake", "shoals",
:                               "vaults_elf", "depths_crypt"})
TAGS:   luniq_necropolis_ghost_gozag
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
WEIGHT: 5
: end
MONS:   obsidian statue
# If ghost selectors ever happen this should be a Gozag ghost
KMONS:  O = player_ghost
: kitem("DEO = " .. dgn.loot_potions)
# It's golden, these days.
KITEM:  ? = dragon-coil talisman
KITEM:  ! = dragon-coil talisman randart
# D and F place an 8 monster plus potion or shop, E and H place the potion/shop
# without any monster. D, E, and J place an abandoned shop for decor.
KFEAT:  ODEJ = abandoned_shop
KFEAT:  FH = antiques shop
KFEAT:  _ = altar_gozag
KFEAT:  G = metal_statue
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
NSUBST: M = 1:0 / 2 = 0' / 1:9 / 1:J- / *:J
SUBST:  1 = G, ? = ??$
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
NSUBST: M = 1:0 / 2 = 09 / 1:8J / *:J
SUBST:  1 = G, D = DF, E = EH, ? = ?$
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
# The 5th term gives a 33% chance of placing a second potion/shop and an
# independent 50% chance of placing an 8.
NSUBST: M = 1:0 / 2 = 09 / 1:9 / 1:DE / 1:DE88JJ / *:J
SUBST:  1 = 1GG, D = DF, E = EH
: elseif dgn.persist.necropolis_difficulty == "orc" then
NSUBST: M = 0 / 2=09 / 9 / DE / DE88JJ / *:J
SUBST:  1 = 1GG, D = DF, E = EH
: else -- Snake, Shoals, Vaults, Elf, Crypt, Depths.
NSUBST: M = 1:0 / 2 = 009 / 1:98 / 2:D / *:J, ' = 2:E / *:'
SUBST:  D = DF, ? = ?!
: end
: necropolis_ghost_setup(_G, false)
: setup_gozag_gold(_G) -- uses the ' glyph
KPROP:  -_DEFHJ$?!0189OG = no_tele_into
FTILE:  -_DEFHJ$?!0189OG = floor_limestone
TILE:   c = wall_church
TILE:   v = metal_wall_necropolis
TILE:   G = dngn_golden_iron_statue
: necropolis_generic_spawns(_G, "0", "9", "8DF")
MAP
....................
....................
....c..........c....
....c...c..c...c....
........v..v........
...cc..........cc...
......cccccccc......
..cc.ccMG?OGMcc.cc..
.....cM''''''Mc.....
.cv..cG''_'''Gc..vc.
.....cM'''1''Mc.....
..cc.cc''''''cc.cc..
......nn====nn......
...cc..........cc...
....................
..cc...v....v...cc..
.....c.c....c.c.....
.....c........c.....
....................
....................
ENDMAP

NAME:   gammafunk_necropolis_ghost_door_vault
: necropolis_depth_tagging(_G, {"post_lair_d", "vaults_elf", "depths_crypt"})
WEIGHT: 3
: ghost_good_loot(_G, "45")
: if dgn.persist.necropolis_difficulty == "post_lair_d" then
KMONS:  1 = place:D:$ 9
KMONS:  2 = place:D:$ 8
: else
:   necropolis_generic_spawns(_G, "0", "1", "2")
: end
KMONS:  345 = player_ghost
# Ghosts on 4 and 5 will get upgraded loot.
NSUBST: 3 = 1:4 / 1:5 / 3, 1 = 3 = 223 / 1:3 / *:1
: door_vault_setup(_G)
KPROP: '+12345 = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
....................
...aaaaaaaaaaaaaa...
...a''''''''''''a...
...a'aaaaaaaaaa'a...
...a'a++++++++a'a...
...a'a++++++++a'a...
...a'a++1111++a'a...
...a'a++1331++a'a...
...a'a++1331++a'a...
...a'a++1111++a'a...
...a'a++++++++a'a...
...a'a++++++++a'a...
...a'aaaaaaaaaa'a...
...a''''''''''''a...
...aaaaaaaaaaaaaa...
....................
....................
....................
ENDMAP

NAME:    nzn_necropolis_ghost_randoct
: necropolis_depth_tagging(_G, {"pre_lair_d", "lair", "post_lair_d",
:                               "spider", "vaults_elf", "depths_crypt"})
KPROP:   'WwlOQR012345689de|*%$ = no_tele_into
: ghost_good_loot(_G)
KMONS:   O = player_ghost
SHUFFLE: PS, QR
NSUBST:  Q = 1:Q / *:', R = 1:R / *:'
NSUBST:  x = 2:' / *:c
SUBST:   DEFH = ':75 $:5, J = ':50 W:30 0, K = ':50 $ 0
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
MONS:    ice statue / oklob plant
NSUBST:  M = 1:O / 1:9 / 1:e / 1:%, ' = 2:% / 1:$' / *:'
SUBST:   L = $:60 9 0 %, % = %*, * = **e|
SUBST:   y = G:70 1
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:    obsidian statue / orange crystal statue
NSUBST:  M = 1:O / 1:d / * = * 9:1 O:2 8:2, ' = 3:% / 1:$' / *:'
SUBST:   L = $:20 %:50 9:20, % = %**ee, * = **|, f = dde
SUBST:   y = G:70 1
: elseif dgn.persist.necropolis_difficulty == "lair" then
MONS:    ice statue / oklob plant
NSUBST:  M = 1:O / 1:9 / 1:e / *:%, ' = 2:% / 1:%' / *:'
SUBST:   L = $:60 9 0 %, % = %*, * = **e|
SUBST:   y = G:70 1
: elseif dgn.persist.necropolis_difficulty == "spider" then
MONS:    orange crystal statue / oklob plant
MONS:    spark wasp / jorogumo
KFEAT:   ~ = web
NSUBST:  M = 1:O / 1:2 / * = * O:5 8:5, ' = 3:% / 2 = %' / *:'
SUBST:   L = $:40 %:30 9:20, % = %**ee, * = **|, f = dde
SUBST:   y = G:70 1, W' = ':80 ~:20
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:    orange crystal statue
MONS:    titan / golden dragon / deep elf blademaster / deep elf master archer
NSUBST:  M = 1:O / 1:2 / 2:|, ' = 4:% / 2 = %' / *:'
SUBST:   L = $:30 9:20 d:20 8 *, * = *|
SUBST:   y = G:70 1, W = '
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:    orange crystal statue / obsidian statue
MONS:    royal mummy w:20 / curse skull / caustic shrike / \
         juggernaut / alderking w:5 / wyrmhole w:5 / titan w:5
NSUBST:  M = 1:O / 1:2 / 2:|, ' = 5:% / 3 = %' / *:'
SUBST:   L = $:30 9:20 d:20 8 *, * = *|
SUBST:   y = G:70 1, W = '
: end
MARKER:  P = lua:transp_loc("necropolis_ghost_randoct_entry")
MARKER:  Q = lua:transp_dest_loc("necropolis_ghost_randoct_entry")
MARKER:  R = lua:transp_loc("necropolis_ghost_randoct_exit")
MARKER:  S = lua:transp_dest_loc("necropolis_ghost_randoct_exit")
KPROP:   'QR~W$%*|defghijkO12098 = no_tele_into
: necropolis_generic_spawns(_G)
: necropolis_ghost_setup(_G)
MAP
....................
.........P..........
........nccn........
.......cnERnc.......
......ccEnnEcc......
.....ncJKJJKJcn.....
....ccyJJKKJJycc....
...ccJJcKxnKcJJcc...
..nnDKJKxMxxKJKHnn..
..cQnJKnxLLMxKJnHc..
..cDnJKxMLLxnKJnRc..
..nnDKJKxxMxKJKHnn..
...ccJJcKnxKcJJcc...
....ccyJJKKJJycc....
.....ncJKJJKJcn.....
......ccFnnFcc......
.......cnQFnc.......
........nccn........
..........S.........
....................
ENDMAP

#############################################################################
# <<3.2>> Necropolis subvaults without allow_dup
#############################################################################

NAME:   gammafunk_necropolis_ghost_necromancy
: necropolis_depth_tagging(_G, {"all"})
TAGS:   luniq_necropolis_ghost_undead_centric
: ghost_good_loot(_G)
# Daggers are the most thematic for necromancers.
: local sl = 0
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
MONS:   jackal draugr w:2 / adder draugr w:2 / orc draugr w:2 / zombie place:D:7
KITEM:  ? = dagger ego:pain / dagger ego:draining
SUBST:  d = *%, e = %$, f = ?, ghij = $
NSUBST: 1 = 2=1 / 1---
:   sl = 5
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
MONS:   centaur draugr w:2 / ogre draugr w:2 / steam dragon draugr w:2 / \
        manticore draugr w:2 / water moccasin draugr w:2 / zombie place:D:11 / \
        spectre place:D:11 /  simulacrum place:D:11
KITEM:  ? = dagger ego:pain / dagger ego:draining
SUBST:  d = *, e = *%, f = %$$$, ghij = $
NSUBST: 1 = 2:1 / * = 1-
:   sl = 7
: elseif dgn.persist.necropolis_difficulty == "lair" then
MONS:   place:Lair:$ spectre / place:Lair:$ simulacrum
KITEM:  ? = dagger ego:pain good_item / dagger ego:draining good_item
SUBST:  f = *%, g = %$$$, hij = $
NSUBST: 1 = 4:1 / 1-, - = 2=1- / -
:   sl = 10
: elseif dgn.persist.necropolis_difficulty == "orc" then
MONS:   spectral orc knight / orc knight simulacrum / ettin zombie w:5
KITEM:  ? = dagger ego:pain good_item / dagger ego:draining good_item
SUBST:  f = *, g = %$, hij = $
NSUBST: 1 = 5:1 / 1-, - = 3=1- / -
:   sl = 12
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:   place:D:$ zombie w:5 / place:D:$ spectre / place:D:$ simulacrum / \
MONS:   place:Depths:1 zombie / place:Depths:1 spectre / \
        place:Depths:1 simulacrum
KITEM:  ? = dagger ego:pain randart pre_id / \
            dagger ego:spectral randart pre_id
SUBST:  e = **|, fg = %$, hij = $
NSUBST: 1 = 2:1 / 2:2 / * = 1-, - = 1:1- / -
:   sl = 14
: elseif necropolis_in_lair_branch() then
MONS:   alligator zombie / anaconda zombie / \
        harpy simulacrum / hydra simulacrum
MONS:   jorogumo / death scarab
KITEM:  ? = dagger ego:pain randart plus:9 pre_id / \
            dagger ego:spectral randart plus:9 pre_id
SUBST:  f = |*, g = *, h = %$, ij = $
NSUBST: - = 2:1 / 2:2 / 4=1- / -
:   sl = 18
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:   place:Vaults:$ spectre / place:Vaults:$ simulacrum / flayed ghost w:2
MONS:   lich / deep elf death mage w:4
KITEM:  ? = quick blade ego:pain randart pre_id / \
            quick blade ego:spectral randart pre_id
SUBST:  fg = |*, h = *%, i = !, jk = $
:   sl = 21
NSUBST: 1 = 1:12 / *:1, - = 3=1 / 4=1- / .
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:   spriggan defender zombie / spectral caustic shrike / \
        spark wasp simulacrum / quicksilver dragon draugr / rockslime zombie
MONS:   revenant soulmonger / curse skull / \
        bone dragon w:8 / ancient lich w:8 / dread lich w:8
KITEM:  ? = quick blade ego:pain randart pre_id / \
            quick blade ego:spectral randart pre_id
SUBST:  fgh = |*, i = *%, jk = $
NSUBST: 1 = 2 = 122 / *:1, - = 4=1 / 6=1- / -
:   sl = 27
: end
: kitem("! = randbook disc:necromancy slevels:" .. sl)
NSUBST: $ = 1:! / *:$
KMONS:  O = player ghost
FTILE:  -defghijk?!$%*|O12G = floor_pebble_brown / floor_pebble_darkgray
KPROP:  -de?!$%*|O12 = no_tele_into
SUBVAULT: B : necropolis_ghost_nested_outer_necro
SUBST:    B = .
: necropolis_ghost_setup(_G)
MAP
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBB..........BBBBB
BBBBBccccccccccBBBBB
BBBBBccccdOccccBBBBB
BBBBBc1gc$ech1cBBBBB
BBBBBccki--fjccBBBBB
BBBBBc1------1cBBBBB
BBBBBcc------ccBBBBB
BBBBBc1------1cBBBBB
BBBBBcnn====nncBBBBB
BBBBB..........BBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
ENDMAP

NAME:   gammafunk_necropolis_ghost_wraithful
: necropolis_depth_tagging(_G, {"pre_temple_d", "pre_lair_d", "post_lair_d",
:                               "swamp", "vaults_elf", "depths_crypt"})
TAGS:   luniq_necropolis_ghost_undead_centric
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
WEIGHT: 5
: end
KMONS:  O = player ghost
: ghost_good_loot(_G)
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
MONS:   wraith / bes kemwar
SUBST:  d = *, e = *%, f = %$$$, ghi = $
NSUBST: D = 1:1 / *:-
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
MONS:   wraith / shadowghast, freezing wraith
SUBST:  e = *, f = %$, ghi = $
NSUBST: D = 1:1 / 1:112--- / *:-
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:   freezing wraith
MONS:   phantasmal warrior w:20 / shadow wraith / flayed ghost
MONS:   eidolon
SUBST:  f = |*, g = *%, h = %$$$, i = $
NSUBST: D = 1:1 / 2 = 111223 / *:-
: elseif dgn.persist.necropolis_difficulty == "swamp" then
MONS:   ghost crab, will-o-the-wisp
SUBST:  f = |*, g = *%, h = %$$$, i = $
NSUBST: D = 1:1 / 1:2 / 1 = 112-- / *:-
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:   freezing wraith / shadow wraith / phantasmal warrior / flayed ghost w:5
MONS:   eidolon, revenant soulmonger
SUBST:  fg = |*, h = *%, i = %$$$, - = -----1
NSUBST: D = 3 = 2223 / 1:2223-- / *:-
# Crypt
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:   freezing wraith w:5 / shadow wraith / phantasmal warrior / flayed ghost
MONS:   eidolon, revenant soulmonger
SUBST:  fg = |*, h = *, i = %$, - = ---1
NSUBST: D = 1:2233 / * = 2233--
: end
: necropolis_default_appearance(_G)
: generic_ghost_weapon_loot(_G, "$", "?")
FTILE:    -de?|*%$O1234G = floor_pebble_brown / floor_pebble_darkgray
KPROP:    -de?|*%$O1234G = no_tele_into
SUBVAULT: B : necropolis_ghost_nested_outer_necro
SUBST:    B = .
: necropolis_ghost_setup(_G)
TILE:     c = wall_crypt
MAP
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBB..........BBBBB
BBBBBccccccccccBBBBB
BBBBBcccGdOGcccBBBBB
BBBBBcDg$iefhDcBBBBB
BBBBBcc------ccBBBBB
BBBBBcD------DcBBBBB
BBBBBcc------ccBBBBB
BBBBBcD------DcBBBBB
BBBBBcnn====nncBBBBB
BBBBB..........BBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBB
ENDMAP

NAME:    advil_necropolis_ghost_lines
TAGS:    necropolis_subvault_vaults_elf luniq_necropolis_ghost_minimal
MONS:    vault guard / vault sentinel / ironbound preserver / vault warden
MONS:    vault warden, player ghost
MONS:    deep elf annihilator / deep elf high priest / deep elf death mage
: ghost_good_loot(_G, "!?")
SHUFFLE: 1234
KPROP:   $!?1234 = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
.vvvvvvvv++vvvvvvvv.
........+..+........
........+..+........
.vvvvvvvv++vvvvvvvv.
....................
....................
.vvvvvvvv==vvvvvvvv.
.n?$$$$$=12=$$$$$$n.
.n$$$$$$=34=$$$$$!n.
.vvvvvvvv==vvvvvvvv.
....................
....................
.vvvvvvvv++vvvvvvvv.
........+..+........
........+..+........
.vvvvvvvv++vvvvvvvv.
....................
....................
ENDMAP

NAME:   gammafunk_necropolis_ghost_ooze
: necropolis_depth_tagging(_G, {"pre_lair_d", "lair", "post_lair_d",
:                               "vaults_elf", "depths_crypt"})
KMONS:  O = player ghost
MONS:   jelly, slime creature, glowing orange brain / great orb of eyes
MONS:   eye of devastation / azure jelly / void ooze
MONS:   glass eye / shining eye / golden eye band
MONS:   rockslime / acid blob
KMONS:  P = pile of debris
: ghost_good_loot(_G)
KITEM:  ! = potion of mutation q:1 pre_id
KFEAT:  + = broken_clear_door
KFEAT:  _ = altar_jiyva
SUBST:  + : ++P
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
SUBST:  d = *, e = *%, f = %, k = !, ghij = -
NSUBST: - = 3:1 / 2 = 1- / 1:2 / 1 = 2- / *:-
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
SUBST:  fg = |*, h = *%, i = %$$$, j = !, k = $
NSUBST: - = 3:2 / 4 = 2- / 1:3- / 1:4 / 2 = 4- / 1:5- / 1:6---
: elseif dgn.persist.necropolis_difficulty == "lair" then
SUBST:  f = |*, g = *%, h = %$$, i = !, jk = -
NSUBST: - = 1:1 / 3:1- / 2:2 / 2 = 2- / 1:3- / 1:4 / 1:4-
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
SUBST:  fgh = |*, i = *, j = %$, k = !
NSUBST: - = 3:2 / 4 = 2. / 1:3- / 2:4 / 2 = 4- / 1:5- / 1:6 / 2 = 6-
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
SUBST:  fghi = |*, j = %*, k = !
NSUBST: - = 1:3 / 3- / 4=4 / 4=4- / 5- / 2=6 / 4=6-
: end
SUBST:  A : xP., B : xP., C : xP.
COLOUR: c = lightgreen
KPROP:  -defgjijk!_123456 = no_tele_into
: necropolis_ghost_setup(_G, false)
MAP
......ccccc.........
.....ccf_ecc..C.....
....ccjhdgicc.......
....c---k---c.......
....c---O---c..B....
....c-------c.......
....cc-----cc.......
.....cn===nc...A....
....................
.............P......
......P.............
....................
....A...cn+++nc.....
.......cc.....cc....
.......c.......c....
....B..c.......c....
.......c.......c....
.......cc.....cc....
.....C..cc...cc.....
.........ccccc......
ENDMAP

NAME:   gammafunk_necropolis_ghost_hydra_chop
: necropolis_depth_tagging(_G, {"pre_lair_d", "lair",
:                               "post_lair_d", "swamp"})
: if dgn.persist.necropolis_difficulty ~= "swamp" then
TAGS:   luniq_necropolis_ghost_minimal
: end
KMONS:  O = player ghost
KMONS:  pqPQ = plant
: ghost_good_loot(_G)
: setup_hydra_weapon(_G)
KITEM:  ? = potion of lignification pre_id q:3
KITEM:  ! = randbook spells:summon_hydra
KFEAT:  qQ = W
NSUBST: ' = 1:d / 1:e / 1:f / 1:g / 1:h / *:-
: local max_heads = 9
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
:   max_heads = 10
SUBST:  d = *, e = *%, f = !, g = $?, h = $
NSUBST: - = 1:1 / *:-
: elseif dgn.persist.necropolis_difficulty == "lair" then
:   max_heads = 13
SUBST:  e = *, f = !, g = ?, h = $
NSUBST: - = 1:1 / 1 = 1-- / *:-
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
:   max_heads = 14
SUBST:  f = %$, g = !, h = ?
NSUBST: - = 1:1 / 1 = 111- / *:-
: elseif dgn.persist.necropolis_difficulty == "swamp" then
:   max_heads = 16
SUBST:  f = |*, g = !, h = ?
NSUBST: - = 1:1 / 3=11--- / *:-
: end
{{
-- Set up hydra monster entry with a range of possible extra heads based on
-- depth.
local hydra_def
for h = 9, max_heads do
    if hydra_def == nil then
        hydra_def = h .. "-headed hydra"
    else
        hydra_def = hydra_def .. " / " .. h .. "-headed hydra"
    end
end
mons(hydra_def)
}}
SUBST:  t = tttWpq', s = tttwPQ`, R : ct..., S : ct..., T : P```
FTILE:  =-`pPtdefg$%*|O1 = floor_necropolis_grass
KPROP:  -Wpdefg$%*|O1 = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
.......cccccc.......
......ccttttcc......
.....cct''''tcc.....
.....ct''--''tc.....
.....ct'-O--'tc.....
.....ct'----'tc.....
..R..cc------cc..R..
......nn====nn......
...S............S...
....................
...nnTTnn..nnTTnn...
..cc````cccc````cc..
..cs````sccs````sc..
..ccs``sccccs``scc..
...ccsscc..ccsscc...
....cccc....cccc....
....................
....................
ENDMAP

NAME:   gammafunk_necropolis_ghost_fury_of_okawaru
: necropolis_depth_tagging(_G, {"post_lair_d", "orc",
:                               "vaults_elf", "depths_crypt"})
KFEAT:  O = altar_okawaru
KMONS:  O = player ghost
# Both pre-rework bad Oka gifts plus better weapon and armour gifts.
: local d = "damaged pre_id"
: kitem("O = hat " .. d .. " / cloak " .. d .. " / robe " .. d .. " / " ..
:           "animal skin " .. d .. " / leather armour " .. d .. " / " ..
:           "whip " .. d .. " / spear " .. d .. " / short sword " .. d .. " / " ..
:           "dagger " .. d .. " / hand axe " .. d .. " / sling " .. d .. " / " ..
:           "robe plus:-8 randart pre_id")
ITEM:    quick blade good_item w:5 / rapier good_item / scimitar good_item / \
         double sword good_item w:5 / demon blade good_item w:5 / \
         triple sword good_item w:5 /  morningstar good_item / \
         eveningstar good_item w:5 / demon whip good_item w:5 / \
         dire flail good_item / great mace good_item / broad axe good_item / \
         battleaxe good_item / executioner's axe good_item w:5 / \
         demon trident good_item w:5 / partisan good_item w:5 / \
         glaive good_item / bardiche good_item w:5 / lajatang good_item w:5
ITEM:    any armour good_item / any armour randart
KITEM:   r = boomerang q:1 no_pickup
: if dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:    orc warrior / centaur warrior / tengu warrior
MONS:    orc knight / naga warrior / merfolk impaler
MONS:    merfolk javelineer / deep elf knight / deep elf archer
SUBST:   e = |*e, f = |*, g = *%, h = %$$$, ij = -
NSUBST:  - = 2=1 / 4 = 1- / 12-- / 2 / 2=2- / 3- / -
: elseif dgn.persist.necropolis_difficulty == "orc" then
MONS:    orc warrior / centaur warrior / tengu warrior / orc knight
MONS:    naga warrior / merfolk impaler / merfolk javelineer / \
         deep elf knight / deep elf archer
MONS:    minotaur / stone giant / orc warlord
SUBST:   e = |*e, f = |*, g = *, h = %$$$, ij = -
NSUBST:  - = 2:1 / 3 = 1- / 1 = 12-- / 1:2 / 2 = 2- / 1:33--- / *:-
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:    centaur warrior / orc knight / naga warrior / merfolk impaler / \
         merfolk javelineer / deep elf knight / deep elf archer
MONS:    minotaur / stone giant / orc warlord
MONS:    fire giant / frost giant / deep elf blademaster / \
         deep elf master archer / titan
SUBST:   fg = |*, h = *, i = %$, j = $
NSUBST:  - = 3=1 / 4=1- / 2=2 / 2=2- / 2=3- / 3--- / -
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
# Note to self: add draconian knights to Okawaru wrath. Maybe also juggernauts?
MONS:    tengu warrior / naga warrior / merfolk impaler / \
         merfolk javelineer / base draconian w:15
MONS:    minotaur / stone giant / fire giant / frost giant
MONS:    titan / draconian knight w:15
SUBST:   fgh = |*, i = *%, j = %$$$
NSUBST:  - = 3=1 / 4=1- / 12-- / 2=2 / 2=2- / 3 / 3- / -
: end
: ghost_flavour_unrand_chance(_G, "$", "Z", "victory")
SHUFFLE: ABCD
SUBST:   A = v, B : v., C : v..., D = .
KPROP:   -123Odefghijkr%$*|Z = no_tele_into
: vault_metal_statue_setup(_G, "I", "iron statue")
TILE:    I = dngn_oka_iron_statue
: necropolis_ghost_setup(_G)
MAP
....................
....................
..B..A.C.DD.C.A..B..
....................
....cccccccccccc....
..A.cGvvvvvvvvGc.A..
....crigvOdvhjrc....
....c----ef----c....
..D.c-vI----Iv-c.D..
....c----------c....
....c-vI----Iv-c....
..A.c----------c.A..
....cnnn====nnnc....
....................
..D..A.I....I.A..D..
....................
..B..B.C.DD.C.B..B..
....................
....................
ENDMAP

NAME:   muffindrake_necropolis_ghost_dual_entry
: necropolis_depth_tagging(_G, {"post_lair_d", "depths_crypt"})
TAGS:   luniq_necropolis_ghost_undead_centric
KMONS:  O = player_ghost
: if dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:   skeletal warrior / vampire
MONS:   wraith / simulacrum place:D:$
MONS:   necromancer, lich
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:   vampire knight / vampire mage
MONS:   flayed ghost / juggernaut simulacrum
MONS:   deep elf death mage / bone dragon w:2, ancient lich / dread lich
: end
KMONS:  P = withered plant
: necropolis_generic_spawns(_G)
: ghost_good_loot(_G)
NSUBST: - = 2:1 / 2 = 1- / 1:2 / 2 = 2- / 1:3 / *:-, P = 1:t / * = tPGx
FTILE:  'PGtO123498$*|- = floor_pebble_brown / floor_pebble_darkgray
KPROP:  tO123498$*|- = no_tele_into
: necropolis_ghost_setup(_G)
COLOUR: t = lightblue
TILE:   t = dngn_dead_tree_of_woe
MAP
...................
...................
..............'''..
.....cccc.ccc.'P'..
.....cd-n.n-cc'''..
.....c-$nnn-eccc...
..'''c-|cGc$$-*c...
..'P'cc-cOc-cc$c...
..'''cG-G4G-Gc-c...
....cc---9-----c...
....ct8-nnn-8--c...
...cc--nn.nn-t-c...
...c---n...n---c...
...c-t-n.T.nt-cc...
...cc--c...c--c'''.
.'''c=cc...cc=c'P'.
.'P'...........'''.
.'''...............
...................
ENDMAP

NAME:    muffindrake_necropolis_ghost_three_little_ghosts
TAGS:    necropolis_subvault_depths_crypt
KMONS:   O = player ghost
MONS:    deep troll shaman band
MONS:    stone giant / deep troll earth mage / golden dragon
MONS:    iron troll / iron dragon, iron giant
KMONS:   pP = pile of debris
KFEAT:   ~ = broken_door
SHUFFLE: xP~ / 'P' / '''
SUBST:   ' = .
TILE:    b = dngn_crystal_cyan
: ghost_good_loot(_G)
NSUBST:  2 = 2:2 / 2 = 2. / *:., 3 = 2:3 / 2 = 3. / *:.
: necropolis_ghost_setup(_G)
KPROP:   '+1234$%*|de = no_tele_into
MAP
....................
....................
..bbbbbbb.vvvvvvv...
..b'*|$'bvv'''$$v.v.
..b'2O2'b'n''33dv...
..b'2.2'+'=''4O|v...
..b'''''b'n''33ev...
..b'''''bvv'''$$v.v.
..bbn=nbb.vvvvvvv...
...b'''b............
..ccc+ccc.PPx~xPP...
..c'*|$'c.P.....P...
..c''O''c.x.....x.p.
..c''1''c.~.....P...
..c'''''c.x.....x.p.
..c'''''c.P.....P...
..ccn=ncc.PPxPxPP...
....................
...c...c....p.p.....
....................
ENDMAP

NAME:   muffindrake_necropolis_ghost_dead_mans_drink
TAGS:   necropolis_subvault_depths_crypt luniq_necropolis_ghost_undead_centric
MONS:   stone giant zombie / stone giant simulacrum / spectral stone giant
MONS:   titan zombie / titan simulacrum / spectral titan
MONS:   juggernaut zombie / juggernaut simulacrum / spectral juggernaut
KMONS:  O = player_ghost
KMONS:  p = fungus col:brown
: ghost_good_loot(_G)
NSUBST: 1 = 3:1 / 4 = 1-, 2 = 2:2 / 4 = 2-, 3 = 2:3 / 4 = 3-
: dgn.delayed_decay(_G, "'%", "felid corpse")
KPROP:  -p123O$'*|+ = no_tele_into
: necropolis_ghost_setup(_G)
KITEM:  $ = $, any potion q:1
MAP
....................
....................
....................
..cccccccc.p.p.p.p..
..c---+*Tc.p.p.p.p..
..cT1-xxxc..........
..n---+3Tccccncccc..
..cT-2xxxc|$$-2--c..
..c---+3Tcd$$-3--c..
..c+ccccccvvvccc+c..
..c-----'vTOe--+-c..
..c------ppppppp-c..
..c3p-'----3--2--c..
..c-p1-1----2----c..
..c2p--p2--3p-1p2c..
..c-1--1-'-----1-c..
..ccncccnn=ncccncc..
............%.......
....................
....................
ENDMAP

NAME:   biasface_necropolis_ghost_demon_polymorph
TAGS:   necropolis_subvault_depths_crypt
MONS:   any common demon
MONS:   balrug / blizzard demon / reaper / \
        sin beast / shadow demon / green death
MONS:   brimstone fiend / tzitzimitl / ice fiend / hell sentinel
KMONS:  O = player ghost
KITEM:  O = wand of polymorph pre_id
KITEM:  ? = demon trident randart / demon blade randart / demon whip randart / \
            broad axe randart ego:reaping pre_id / \
            quick blade randart ego:pain pre_id / \
            lajatang randart ego:vampirism pre_id
: ghost_good_loot(_G)
: ghost_flavour_unrand_chance(_G, "$", "Z", "obsidian_axe")
SUBST:  f = |*, H : G., I : G., L : l., M : l., N : l., Q : v., R : q.
NSUBST: - = 4=1 / 6=1. / 2=2. / *:-
KPROP:  $defg*|Z123Ol = no_tele_into
: necropolis_ghost_setup(_G, false)
TILE:   v = metal_wall_necropolis_red
: vault_metal_statue_setup(_G, "G", "iron statue")
MAP
....................
....................
.....vvvvvvvvvv.....
..H..vGffdeffGv..H..
.....v$$$232$$v.....
.LLL.v?-llll-?v.LLL.
.LLL.v--llll--v.LLL.
.LLL.v--llll--v.LLL.
.....v----O---v.....
.....vnn====nnv.....
.....G........G.....
..v..............v..
.....I........I.....
....................
.....v..M..N..v.....
..Q..v...MN...v...Q.
.....v..N..M..v.....
.....v........v.....
..Q...............Q.
.....R.v....v.R.....
....................
ENDMAP

NAME:   ebering_necropolis_ghost_funeral_grove
: necropolis_depth_tagging(_G, {"pre_lair_d", "lair",
:                               "post_lair_d", "swamp", "shoals"})
TAGS:   luniq_necropolis_ghost_forest
: if dgn.persist.necropolis_difficulty == "shoals" then
WEIGHT: 5
: end
KITEM:  O = potion of lignification pre_id
KMONS:  O = player ghost
MONS:   wolf / black bear / polar bear
MONS:   spriggan ; spear | trident, spriggan ; spear randart | trident randart
MONS:   spriggan rider, spriggan rider ; spear randart | trident randart
MONS:   boggart, spriggan druid
# Place the loot glyphs randomly in the loot area.
NSUBST: ' = 1:d / 1:e / 1:f / 1:g / 1:$ / 2:? / '
: ghost_good_loot(_G)
KITEM:  ? = potion of lignification q:1 pre_id
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
SUBST:  d = *, e = *%, fg = $
NSUBST: ' = 1:1 / 1:1- / 1:2 / 1:2- / 1:3 / *:-
: elseif dgn.persist.necropolis_difficulty == "lair" then
SUBST:  e = *, f = %$$$, g = $
NSUBST: ' = 1:1 / 1:1- / 1:2 / 1:2- / 1:3 / 1:4- / *:-
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
SUBST:  f = *%, g = %$$$
NSUBST: ' = 1:1 / 1:1122 / 1:244. / 1:5 / 1:6 / *:.
: elseif dgn.persist.necropolis_difficulty == "swamp" then
KMONS:  0 = place:Swamp w:11 / tarantella w:1 / faun w:1
KMONS:  9 = place:Swamp:$ w:11 / orb spider w:1 / satyr w:1
KMONS:  8 = place:Swamp:$ 8 band w:11 / sun moth w:1 / sphinx marauder w:1
SUBST:  fg = |*
NSUBST: ' = 1:098 / 1:098- / 1:444- / 1:5 / 1:7 / *:-
: elseif dgn.persist.necropolis_difficulty == "shoals" then
KMONS:  0 = faun / spriggan rider w:1 / tarantella w:1
KMONS:  9 = satyr / hydra w:1 / orb spider w:1
KMONS:  8 = sphinx marauder / will-o-the-wisp w:1 / sun moth w:1
SUBST:  fg = |*
NSUBST: ' = 1:098 / 1:098- / 1:444- / 1:5 / 1:7 / *:-
: end
KMONS:  p = withered plant / fungus
: if crawl.one_chance_in(4) then
COLOUR: t = lightblue
TILE:   t = dngn_dead_tree_of_woe
: end
SUBST:  - = pt-, P : tc..., Q : tc..., R : tc..., S : GV
COLOUR: .pO012345689de?|*$ = green
FTILE:  tGVApO012345689defg?|*$-`` = floor_necropolis_grass
KPROP:  tGVApO012345689defg?|*$-`` = no_tele_into
FTILE:  . = floor_necropolis_square_grass
: necropolis_ghost_setup(_G)
MAP
....................
....................
.....cccccccccc.....
....ccttttttttcc....
....ctt'''`--ttc....
....ct'-t-```-tc....
...cctt-'O`--`tcc...
...ctt-``t---`ttc...
...ct-'-`--`-t'tc...
...ct-cn=nn=nc'tc...
...cccnS....Snccc...
....................
..t..............t..
.tt.P..........P.tt.
..t...Q......Q...t..
.tct....R..R....tct.
..tct..........tct..
...tttttttttttttt...
....................
....................
ENDMAP

NAME:   ebering_necropolis_ghost_inner_flame
TAGS:   luniq_necropolis_ghost_minimal
: necropolis_depth_tagging(_G, {"all"})
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
WEIGHT: 5
: end
KMONS:  O = player_ghost
KMONS:  P = pile of debris
KITEM:  O = scroll of immolation pre_id
KITEM:  d = randbook numspells:2 spells:inner_flame&forge_blazeheart_golem
KFEAT:  C = c
NSUBST: ' = 1:|* / 1:|*d / 1:998 / ', F = 2 = F' / *:'
SUBST:  l : ll., P : PP.
: ghost_flavour_unrand_chance(_G, "|*", "Z", "firestarter")
MARKER: F = lua:fog_machine { cloud_type = "black smoke", \
            pow_min = 10000, pow_max = 10000, delay = 1, \
            size = 1, walk_dist = 0, start_clouds = 1 }
FTILE:  'Fd*|Z98 = floor_pebble_darkgray
FTILE:  O = floor_pebble_red
TILE:   cC = wall_stone_scorched
KPROP:  Cn'O = w:5 bloody / nothing
KPROP:  'Fd*O|Z98 = no_tele_into
: necropolis_generic_spawns(_G)
: necropolis_ghost_setup(_G, false)
MAP
....................
....................
.....ccc....ccc.....
....c...cPPc...c....
...c............c...
..c..............c..
..c...l......l...c..
..c....CCCCCC....c..
...c...CFFFFC...c...
...P..lCFFOFCl..P...
...P..lC''''Cl..P...
...c...C''''C...c...
..c....Cn==nC....c..
..c...l......l...c..
..c..............c..
...c............c...
....c...cPPc...c....
.....ccc....ccc.....
....................
....................
ENDMAP

NAME:   biasface_necropolis_ghost_orc_armoury
: necropolis_depth_tagging(_G, {"pre_temple_d", "pre_lair_d",
:                               "post_lair_d", "orc", "vaults_elf"})
KMONS:  O = player ghost
MONS:   orc, orc ; any weapon good_item | any weapon randart . \
            leather armour good_item | leather armour randart | \
            ring mail good_item | ring mail randart | scale mail good_item | \
            scale mail randart | chain mail good_item | chain mail randart
MONS:   orc priest, warg, orc warrior, orc knight, orc high priest
KMONS:  H = stone giant
KMONS:  J = orc warlord
KMONS:  K = undying armoury
: setup_armoury_orcs(_G)
: item(dgn.aux_armour)
: item(dgn.good_aux_armour)
ITEM:   any armour, any armour good_item, any weapon, any weapon good_item
ITEM:   any jewellery, any jewellery good_item
: kitem("p = " .. dgn.loot_potions .. " / " .. dgn.loot_scrolls)
KITEM:  O = scroll of enchant armour q:1 pre_id w:5 / nothing
KFEAT:  _ = altar_beogh
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
SUBST:  h = h-, jp = $
NSUBST: - = 2:1 / 4 = 1- / 1:2 / 1:3 / 1:3- / 1:D--- / *:-
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
SUBST:  d = e, f = g, jp = $
NSUBST: - = 3:1 / 6 = 1- / 1:3 / 1:3- / 1:4--- / 1:D / 2 = 5- / *:-
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
SUBST:  d = e, f = g, h = i, j = k, p = $
NSUBST: - = 3=1 / 4=1- / 1:3 / 2 = 3. / 1:4. / 1:DDDEF / \
            2 = 556 / 2:5 / 2 = 57- / *:-
: elseif dgn.persist.necropolis_difficulty == "orc" then
SUBST:  d = e, f = g, h = i, j = k, p = $
NSUBST: - = 3=1 / 4 = 1- / 1:3 / 1:3. / 1:4- / 2=5 / \
            2 = 5- / 1:EEEF / 2:6 / 2=6- / 1:7- / *:-
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
SUBST:  d = e, f = g, h = i, j = k
NSUBST: - = 3:6 / 2 = 6- / 1:7 / 1:7- / 1:F / 1:H / \
            2 = H- / 1:7JKK- / 1:7J--
: end
SUBST:  K : n., L : c., M : c., N : c.
KPROP:  '-_$defghjkpO1234567HJK = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
..cccccccccccccccc..
..cI$--hdppfj--$Ic..
..c$------------$c..
..c-cIc--I_--cIc-c..
..c-cnc--O---cnc-c..
..c----ccnncc----c..
..c''''''''''''''c..
..cnnnnn====nnnnnc..
..I..............I..
....................
...KK.K........KK...
..M.....LnnL.....M..
..M.cnc......cnc.M..
....cIc......cIc....
....................
...cc..N.NN.N..cc...
....................
....................
ENDMAP

NAME:   gammafunk_necropolis_ghost_icy
: necropolis_depth_tagging(_G, {"pre_temple_d", "pre_lair_d", "post_lair_d",
:                               "lair", "vaults_elf", "depths_crypt"})
KMONS:  O = player ghost
MONS:   white imp, ice beast, rime drake, ice devil
MONS:   ice dragon, blizzard demon, frost giant
KMONS:  D = ironbound frostheart / deep elf elementalist
KMONS:  E = ice fiend / walking frostbound tome w:5
: ghost_good_loot(_G)
KITEM:  ~ = great sword randart ego:flaming artprops:rC:-1 pre_id
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
KMONS:  0 = place:D:5 simulacrum
KITEM:  o = ring of protection from fire pre_id
KITEM:  P = mundane fire dragon scales
KITEM:  ? = rimehorn talisman
KITEM:  ! = wellspring talisman
SUBST:  d = *%, e = %, f = ~~~??, ghij = $
NSUBST: - = 2=0 / 2=01'' / 1:12 / 1:12'' / *:'
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
KMONS:  0 = place:D:9 simulacrum
KITEM:  o = ring of protection from fire pre_id / ring of protection from fire randart pre_id w:5
KITEM:  P = fire dragon scales
KITEM:  ? = rimehorn talisman
KITEM:  ! = wellspring talisman
SUBST:  d = *, e = *%, f = %, g = ~?, ghij = $
NSUBST: - = 3 = 001 / 4 = 01'' / 1:2 / 3 = 2' / 1:34'''''' / *:'
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
KMONS:  0 = place:D:13 simulacrum
KITEM:  o = ring of protection from fire pre_id / ring of protection from fire randart pre_id
KITEM:  P = fire dragon scales good_item
KITEM:  ? = rimehorn talisman / rimehorn talisman randart
KITEM:  ! = wellspring talisman / wellspring talisman randart
SUBST:  f = |*, g = *%$, h = ~?, ij = $
NSUBST: - = 4:0 / 6 = 0' / 2=34 / 3=34'' / 1:56 / 1:7''' / *:'
: elseif dgn.persist.necropolis_difficulty == "lair" then
KMONS:  0 = place:Lair:$ simulacrum
KITEM:  o = ring of protection from fire pre_id / ring of protection from fire randart pre_id
KITEM:  P = fire dragon scales good_item
KITEM:  ? = rimehorn talisman / rimehorn talisman randart
KITEM:  ! = wellspring talisman / wellspring talisman randart
SUBST:  f = *%, g = ~?, hij = $
NSUBST: - = 4:0 / 5 = 0' / 2=3 / 2=3' / 1:5''' / *:'
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
KMONS:  0 = place:Vaults:$ simulacrum
KITEM:  o = ring of protection from fire randart pre_id
KITEM:  P = fire dragon scales randart
KITEM:  ? = rimehorn talisman randart
KITEM:  ! = wellspring talisman randart
SUBST:  fghi = |*, j = ?PP
NSUBST: - = 4=0 / 6=0' / 2=57 / 2=57'' / 2:D / 1:D' / *:'
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
KMONS:  0 = place:Depths:$ simulacrum
KITEM:  o = ring of protection from fire randart pre_id
KITEM:  P = fire dragon scales randart
KITEM:  ? = rimehorn talisman randart
KITEM:  ! = wellspring talisman randart
SUBST:  fghi = |*, j = ?PPPP
NSUBST: - = 4:0 / 6=0' / 2=4' / 6 / 2=6' / 2=57 / 2=57'' / E' / '
: end
NSUBST: $ = 1:PP! / *:$, X : 3:x / 3:. / * = x.
: ghost_flavour_unrand_chance(_G, "$", "Z", "amulet_of_elemental_vulnerability")
KPROP:  O01234567DEdeP$%*|~?!o' = no_tele_into
COLOUR: x = white
COLOUR: O01234567DEdeP$%*|~?!o' = blue
TILE:   x = wall_ice_block
TILE:   c = wall_icy_stone
FTILE:  =cnO01234567DEdeP$%*|~?!o' = floor_ice
: necropolis_ghost_setup(_G, false)
MAP
....................
......X...X..X......
....X...........X...
......cnn===nnc.....
..X..cc'''''''cc.X..
..X.cc'''''''''c....
....c''''''''''cc.X.
.X.cc''''xxxx'''c...
...c'''xxxdexx''cc..
...c''xxhfijgxx''c..
...n''x--oO---x''n..
..cc''x------xx''c..
..c'''-----xxx''cc..
..cc''--------''c...
...ccc--cnnc--'cc.X.
.X...cccc..ccccc....
...X.............X..
......X..X..X..X....
....................
ENDMAP

NAME:   maelrawn_necropolis_ghost_gauntlet_escape
: necropolis_depth_tagging(_G, {"post_lair_d", "lair", "orc"})
MONS:   minotaur
KMONS:  O = player ghost
KITEM:  ? = any misc
KITEM:  ! = any weapon good_item
KFEAT:  O = expired_portal
KFEAT:  C = c
: ghost_good_loot(_G)
NSUBST: ' = 1 / -
: if dgn.persist.necropolis_difficulty == "post_lair_d" then
SUBST:  f = |**, g = *%%$, h = $
NSUBST: - = 2:0 / 3 = 0- / 1:99- / 1:9-- / -
: elseif dgn.persist.necropolis_difficulty == "lair" then
SUBST:  f = *%, g = %$$$, h = $
NSUBST: - = 2:0 / 2 = 0- / 1 = 9- / 1 = 8-- / -
: elseif dgn.persist.necropolis_difficulty == "orc" then
SUBST:  f = *, g = %$, h = $
NSUBST: - = 2:0 / 2 = 0- / 2 = 899--- / -
: end
SUBST:  a = C-
NSUBST: $ = 1:?! / *:$
KPROP:  x = bloody
KPROP:  -0981Odefgh$%*|?! = no_tele_into
TILE:   O = dngn_portal_gauntlet_gone
TILE:   x = wall_lab_rock
TILE:   C = wall_lab_stone
: necropolis_ghost_setup(_G)
: necropolis_generic_spawns(_G)
MAP
....................
....................
...cccccc.ccc.c.....
....c.c.c.c.cccc....3
........c.c.........
...c.nnccnccnn.c....
...c.n-gxOxh-n.c.c..
..cc.cC$edf$Cccccc..
.cc..c-C'''C-c......
..ccccac-caa-c.c....
...c.c-a---caccccc..
.....c-cc--c-c...c..
..cccc-------c.c.c..
...c.cnn===nnc.c....
.....c.......cccc...
...c.c.......c..c...
..cccccc...cccc.....
..c..c.......c......
....................
....................
ENDMAP

NAME:   ebering_necropolis_ghost_xom
: necropolis_depth_tagging(_G, {"pre_lair_d", "post_lair_d", "orc",
:                               "vaults_elf", "depths_crypt"})
TAGS:   luniq_necropolis_ghost_xom
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
WEIGHT: 5
: end
: lone_ghost_guarded_loot(_G, "*")
: setup_xom_dancing_weapon(_G, "1")
# Almost all monsters from the 0.32 rework's longer summon list.
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
KMONS:   2 : crimson imp / phantom / swamp drake / weeping skull
SUBST:   % = %%de
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
KMONS:   2 : chaos spawn / large abomination / kobold demonologist / tarantella
SUBST:   % = %de
: elseif dgn.persist.necropolis_difficulty == "orc" then
KMONS:   2 : chaos spawn / obsidian bat / worldbinder
SUBST:   % = %de
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
KMONS:   2 : laughing skull band / guardian sphinx / \
             great orb of eyes / radroach
SUBST:   % = dde
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
KMONS:   2 : hellephant / sin beast / apocalypse crab / \
             reaper ; halberd itemname:scythe \
                      tile:wpn_scythe wtile:scythe ego:chaos
SUBST:   % = d
: end
KMONS:   O = player_ghost
KMONS:   P : demonic plant w:30 / toadstool
ITEM:    potion of mutation pre_id / potion of lignification pre_id / \
         potion of berserk rage pre_id w:2 / any ally scroll q:1 pre_id w:2
ITEM:    any weapon randart ego:chaos pre_id
: xom_bazaar_special(_G, "f")
KFEAT:   1QX = altar_xom
KFEAT:   _+ = open_clear_door
KFEAT:   T = demonic_tree
KFEAT:   z = c
SHUFFLE: ABCDHIJK
SUBST:   A : cv, B : cvn, CD : TTPPPPn., HI : +.., JK = .
FTILE:   `-$%*|defOQ12 : floor_pebble_brown / floor_pebble_darkgray
KPROP:   `-$%*|defOQ12 = no_tele_into
TILE:    z = wall_crypt
: single_cloud(_G, "X", "seething chaos", false)
: necropolis_ghost_setup(_G)
MAP
....................
......cnnnc...HH.JJ.
.CC...z2*Oz...IH.KJ.
.CD..cccfccc........
.....n2%Q%2n...cnc..
..AA.ccc=ccc.czc.czc
..AB..zd1ez..n.c.c.n
......cn=nc..+.+X..n
.............n.c.c.n
..cnc........czc.czc
czc.czc........cnc..
n.c.c.n.............
n..X+.+..cn+nc......
n.c.c.n..z...z..BA..
czc.czc.ccc+ccc.AA..
..cnc...n..X..n.....
........ccc.ccc..DC.
.JK.HI...z...z...CC.
.JJ.HH...cn+nc......
....................
ENDMAP

# Based on sewer_entry_d
NAME:   ebering_necropolis_ghost_sewer_d
TAGS:   necropolis_subvault_pre_temple_d uniq_necropolis_sewer
TAGS:   luniq_necropolis_ghost_minimal
KMONS:  O = player_ghost
KMONS:  1 = adder
KMONS:  2 = bullfrog
KITEM:  % = gold, any potion
KFEAT:  O = expired_portal
KFEAT:  %$*12~ = W
KFEAT:  - = open_clear_door
: lone_ghost_guarded_loot(_G, "O")
NSUBST: d = 1:%%%* / * = %, 1 = 1:1 / 1:2$ / 1:122$$$ / *:~
COLOUR: 12*%$W = lightgreen / cyan w:5
KPROP:  $%*O12~ = no_tele_into
FTILE:  O = dngn_portal_sewer_rusted
TILE:   c = wall_stone_mossy
: necropolis_ghost_setup(_G, false)
MAP
...................
...................
.....ccccccnn......
.....cWWWWWW-......
.....ccccccnn......
...................
...................
........nncccccc...
........-WWWWWWc...
........nncccccc...
...ccccccnn........
...cdOd111=........
...ccccccnn........
...................
...................
......nncccccc.....
......-WWWWWWc.....
......nncccccc.....
...................
...................
ENDMAP

# based on sewer_entry_f
NAME:   ebering_necropolis_ghost_sewer_f
TAGS:   necropolis_subvault_pre_temple_d uniq_necropolis_sewer
KMONS:  O = player_ghost
KMONS:  1 = dart slug / clockroach / rat / ball python
KMONS:  2 = adder / ribbon worm / river rat
KMONS:  3 = bullfrog / brain worm w:5
KITEM:  d = any potion
KFEAT:  O = expired_portal
KFEAT:  123d%$~ = W
KFEAT:  - = open_clear_door
: lone_ghost_guarded_loot(_G, "O")
NSUBST: d = 1:d / * = %$$
NSUBST: W = 1:1 / 2 = 112WWW / 1:23 / 1:2W / 1:3WW / *:W
COLOUR: 123d%$W~ = lightgreen
TILE:   O = dngn_portal_sewer_rusted
TILE:   c = wall_stone_mossy
KPROP:  W$%dO123 = no_tele_into
: necropolis_ghost_setup(_G, false)
MAP
...................
...................
...................
...ccccccnn........
...c~~~~~~-........
...cccccccccccccc..
......nWWWWdWWWWn..
......=WWWdOdWWW=..
......nWWWWdWWWWn..
......ccccccccccc..
..ccccccccccc......
..n~~~~~~~~~n......
..-~~~~~~~~~-......
..n~~~~~~~~~n......
..cccccccccccccc...
........-~~~~~~c...
........nncccccc...
...................
...................
...................
ENDMAP

NAME:    hellmonk_necropolis_ghost_happy_afterlife
: necropolis_depth_tagging(_G, {"all"})
TAGS:    luniq_necropolis_ghost_minimal
KMONS:   O = player ghost
ITEM:    any potion
: item(dgn.loot_potions)
ITEM:    any scroll
: item(dgn.loot_scrolls)
KFEAT:   O = cache_of_baked_goods
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
SUBST:   h = $
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
SUBST:   d = de, f = fg, h = df$$
: elseif dgn.persist.necropolis_difficulty == "lair" or
:        dgn.persist.necropolis_difficulty == "orc" or
:        dgn.persist.necropolis_difficulty == "post_lair_d" then
SUBST:   d = e, f = g, h = df
: else
SUBST:   d = e, f = g, h = eg
: end
SHUFFLE: ABCDEFGH
SUBST:   A : cc., B : cc., C : c., D : c.., E : c..., FGH = .
COLOUR:  -$defgO = green
FTILE:   -$defgOTt = floor_necropolis_grass
KPROP:   -$defgOTt = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
.......DD..DD.......
......CC....CC......
.....BB......EE.....
....AA........FF....
...BA...nnnn...FE...
..GB...nn-Tnn...EG..
.HG...nn----nn...GH.
.H...nn-dh---nn...H.
.....nT-$tf---n.....
.....n---Ot$-Tn.....
.H...nn---$d-nn...H.
.HG...nn----nn...GH.
..GE...nn--nn...BG..
...EF...n==n...AB...
....FF........AA....
.....EE......BB.....
......CC....CC......
.......DD..DD.......
....................
ENDMAP

NAME:   ploomutoo_gammafunk_necropolis_ghost_potion_laboratory
: necropolis_depth_tagging(_G, {"pre_lair_d", "post_lair_d",
:                               "vaults_elf", "depths_crypt"})
MONS:   ugly thing, neqoxec, shapeshifter, glowing orange brain
MONS:   very ugly thing, glowing shapeshifter, zykzyl
KMONS:  C = crawling flesh cage
KMONS:  D = tentacled monstrosity
KMONS:  K = kobold fleshcrafter
KMONS:  O = player ghost
ITEM:   potion of mutation pre_id q:1
: item(dgn.loot_potions)
ITEM:   hat / robe good_item / pair of gloves / pair of boots / cloak
ITEM:   hat good_item / robe good_item / pair of gloves good_item / \
        pair of boots good_item / cloak good_item
ITEM:   hat randart / robe randart / pair of gloves randart / \
        pair of boots randart / cloak randart
KITEM:  O = potion of cancellation q:2 pre_id
NSUBST: - = 2:P / 2 = P; / *:;, ' = 2 = P` / *:'
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
NSUBST: ; = 1:d~ / 2:e / 2:1 / 2 = 1; / 1:6; / *:;
NSUBST: " = 1:d / 1:d" / 1:f / *:", ` = 2:3 / 2 = 3` / 1:2 / 1:2` / *:`
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
NSUBST: ; = 1:d; / 2:e / 1:e; / 3:1 / 4 = 1; / 1:4; / 1:6 / *:;
NSUBST: " = 2:d / 1:ffg / * = ", ` = 2:3 / 3 = 3` / 1:2 / 1 = 2` / 1:7D`` / *:`
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
NSUBST: ; = d / d~ / 4=e / 2:C / 3 = C; / 1:4 / 1:4; / 4:6 / 3 = 6; / *:;
NSUBST: " = 3:d / 1:d~ / 1:e / 1:h / *:"
NSUBST: ` = 4=3 / 4=3` / 1:6 / 3=6` / 1:4 / 2=4` / *:`
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
NSUBST: ; = 1:d / 1:d; / 5:e / 2:5 / 2:K / 2 = 5; / 2:4 / 1:4; / 2:D / 1 = D; / *:;
NSUBST: " = 4:d / 1:d" / 1:e / 1:h / *:"
NSUBST: ` = 4:3 / 4 = 3` / 2:6 / 3 = 6` / 2:7 / 2 = 7` / *:`
: end
MARKER: P = lua:fog_machine { cloud_type = "mutagenic fog", pow_min = 3, \
                pow_max = 5, delay = 5, start_clouds = 3, size = 1, \
                spread_rate = 0, excl_rad = 0 }
MARKER: U = lua:fog_machine { cloud_type = "mutagenic fog", pow_min = 3, \
                pow_max = 5, delay = 5, start_clouds = 3, size = 2, \
                spread_rate = 0, excl_rad = 0 }
KPROP:  -;`'"~defghPU1234567DO = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
..bbbbbbbbbc.....c..
..bbU"P"Ubbnn...nn..
..b"""O"""b.........
..b'''''''b.c...c...
..b'b'''b'b...c.....
..b```````b.c...c...
..bnn===nnbc.c.c.c..
..c-------c.c...c...
..c-c---c-c.........
..cc-c-c-ccnn...nn..
..c-c---c-c.........
..c;;;c;;;c.b...b...
..c;c;;;c;c.........
..c;;;;;;;c.........
..cnn===nncbT...Tb..
..c.......cbbb.bbb..
....................
....................
ENDMAP

NAME:    ebering_necropolis_ghost_davey_jones
TAGS:    necropolis_subvault_shoals no_pool_fixup
KMONS:   O = player_ghost
KMONS:   1 = snapping turtle / sea snake / goliath frog
KMONS:   2 = spectral snapping turtle / spectral sea snake
KMONS:   E = water elemental
{{
local quality = crawl.one_chance_in(3) and "randart" or "good_item"
kmons("F = merfolk ; " .. dgn.monster_weapon("merfolk", "draining") .. " . " ..
           "throwing net w:3 | nothing w:9")
kmons("3 = merfolk aquamancer ; " ..
           dgn.monster_weapon("blademaster", "electrocution", quality) .. " . " ..
           "robe good_item")
kmons("4 = merfolk impaler ; " ..
           dgn.monster_weapon("impaler", "draining", quality) .. " . " ..
           "robe good_item | leather armour good_item")
}}
KMONS:   5 = kraken
KMONS:   6 = spectral kraken
: kitem("- = " .. vault_species_skeletons(_G, "late"))
KITEM:   O = any ring randart w:20 / ring of the octopus king w:1
KITEM:   ? = wellspring talisman / wellspring talisman randart w:3
KFEAT:   O = W
KFEAT:   123456EF = w
KFEAT:   ~ = W
NSUBST:  - = 2:- / 4 = s- / *:s, D = 2:1 / 4 = 1w / 2=E / 3 = Ew / 1:3 / *:w
# Either the normal or spectral set. Also randomize wall patterns.
SHUFFLE: 1E35 / 2F46, pq
SUBST:   d = |*, r = w~, p = x, q = s, s = ~-
NSUBST:  * = 1:?** / *:*
# TODO: themed gravestone tiles? Or _another_ iron statue variant?
# TILE:    G = dngn_statue_mermaid
MARKER:  P = lua:transp_loc("necropolis_davey_jones_entry")
MARKER:  Q = lua:transp_dest_loc("necropolis_davey_jones_entry")
MARKER:  R = lua:transp_loc("necropolis_davey_jones_exit")
MARKER:  S = lua:transp_dest_loc("necropolis_davey_jones_exit")
KPROP:   -QR~wd*|O123456EF = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....WWWWWWWWWWWW....
...WWWWW.S.WWWWWW...
..WWccccccccccccWW..
..WccG----Q---GccW..
..WcGspqpqqpqpsGcW..
..Wc-sqqrpprqqs-cW..
..Wc-srDDDDDDrs-cW..
..Wn-prDDDDDDrp-nW..
..Wn-qpDD5DDDpq-nW..
..Wn-qpDDDDDDpq-nW..
..Wn-prDDDDDDrp-nW..
..Wc-srDDDDDDrs-cW..
..Wc-sqqrpprqqs-cW..
..WcGspqp~OpqpsGcW..
..WccG-ddR$dd-GccW..
..WWccccnnnnccccWW..
...WWWWWW.P.WWWWW...
....WWWWWWWWWWWW....
....................
ENDMAP

NAME:    gammafunk_necropolis_ghost_smash
: necropolis_depth_tagging(_G, {"pre_temple_d", "pre_lair_d", "post_lair_d",
:                               "orc", "depths_crypt"})
KMONS:   O = player ghost
# In each branch, one monster gets a fancy randart weapon (or two).
# TODO: crunch down this down with lua variables.
MONS:    ogre
MONS:    ogre ; dire flail good_item | dire flail randart \
            | great mace good_item | great mace randart \
            | giant club good_item w:3 | giant club randart w:3 \
            | giant spiked club good_item w:2 | giant spiked club randart w:2
MONS:    two-headed ogre
MONS:    two-headed ogre ; dire flail good_item \
            | dire flail randart | great mace good_item | great mace randart \
            | giant club good_item w:3 | giant club randart w:3 \
            | giant spiked club good_item w:2 | giant spiked club randart w:2 \
            . dire flail good_item | dire flail randart \
            | great mace good_item | great mace randart \
            | giant club good_item w:3 | giant club randart w:3 \
            | giant spiked club good_item w:2 | giant spiked club randart w:2
MONS:    ettin
MONS:    ettin ; great mace good_item w:20 | great mace randart w:20 \
            | giant club good_item w:3 | giant club randart w:3 \
            | giant spiked club good_item w:2 | giant spiked club randart w:2 \
            .  great mace good_item w:20 | great mace randart w:20 \
            | giant club good_item w:3 | giant club randart w:3 \
            | giant spiked club good_item w:2 | giant spiked club randart w:2
KMONS:   E = fire giant ; great mace ego:flaming w:20 \
            | giant club ego:flaming w:3 \
            | giant spiked club ego:flaming w:2
KMONS:   F = fire giant ; great mace ego:flaming randart w:20 \
            | giant club ego:flaming randart w:3 \
            | giant spiked club ego:flaming randart w:2
KMONS:   H = frost giant ; great mace ego:freezing w:20 \
            | giant club ego:freezing w:3 \
            | giant spiked club ego:freezing w:2
KMONS:   J = frost giant ; great mace ego:freezing randart w:20 \
            | giant club ego:freezing randart w:3 \
            | giant spiked club ego:freezing randart w:2
KMONS:   K = iron giant ; great mace ego:heavy randart w:20 \
            | giant club ego:heavy randart w:3 \
            | giant spiked club ego:heavy randart w:2
KITEM:   ? = potion of might q:1 pre_id
KITEM:   ! = scroll of enchant weapon q:1 pre_id
KFEAT:   ?TU = T
KFEAT:   + = closed_clear_door
# Use one of the two inner wall patterns.
SHUFFLE: xzXZ / zxZX
SUBST:   xX : xcbv, z = -, Z = .
: ghost_good_loot(_G)
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
SUBST:   d = **%, e = %, fghij = $
NSUBST:  - = 1 = 1-- / 1:2 / *:-, R = 1:R / 1:? / *:T, $ = 1:! / *:$
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
SUBST:   d = *, e = *%, f = %$$$, ghij = $
NSUBST:  - = 1:1 / 1 = 1- / 1:24 / -, R = 1:R / 1:? / *:T, $ = 1:! / *:$
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
SUBST:   f = *, g = *%, h = %$$$, hij = $
NSUBST:  - = 3:3 / 4 = 3- / 1:46 / 1:5EH--- / -, R = 1:R / 2:? / *:T
NSUBST:  $ = 2:! / *:$
: elseif dgn.persist.necropolis_difficulty == "orc" then
SUBST:   f = *, g = %$, hij = $
NSUBST:  - = 2:3 / 4 = 3- / 46 / -, R = 1:R / 2:? / *:T, $ = 2:! / *:$
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
SUBST:   fgh = |*, i = *%, j = !
NSUBST:  - = 5 = 5EH / 5 = 5EH--- / 6FJ / K- / -, R = 1:R / *:?
: end
: ghost_flavour_unrand_chance(_G, "$", "Z", "dark_maul")
MARKER:  P = lua:transp_loc("necropolis_smash_entry")
MARKER:  Q = lua:transp_dest_loc("necropolis_smash_entry")
MARKER:  R = lua:transp_loc("necropolis_smash_exit")
MARKER:  S = lua:transp_dest_loc("necropolis_smash_exit")
KPROP:  -QR$%*|?!ZT123456EFHJKO = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
.....+++++++++++++..
.....cU.........Uc..
.....c.ZXXZ.ZXXZ.c..
XZZX.+.XZZX.XZZX.+..
ZXXZ.+.XZZX.XZZX.+..
ZXXZ.c.ZXXZ.ZXXZ.c..
XZZX.cU.........Uc..
.....ccccccccccccc..
..ccccccccccccc.....
..cR----Q----Rc.XZZX
..c-zxxz-zxxz-c.ZXXZ
..c-xzzx-xzzx-c.ZXXZ
..c-xzzx-xzzx-c.XZZX
..c-zxxzOzxxz-c.....
..cR-jhfdegi-Rc.....
..nnnnnnnnnnnnn.....
.......S.P..........
....................
ENDMAP

NAME:   gammafunk_necropolis_ghost_nasty_kobolds
: necropolis_depth_tagging(_G, {"pre_temple_d", "pre_lair_d", "post_lair_d"})
MONS:   kobold, kobold brigand, kobold demonologist
KMONS:  D = kobold ; dart ego:poisoned . dagger | short sword | whip
KMONS:  E = kobold geomancer ; wand of flame | wand of mindburst | \
                wand of polymorph | any hex wand \
                . dagger | short sword | whip
KMONS:  F = kobold brigand ; dart ego:poisoned | dart ego:curare w:5 \
                . wand of flame | any beam wand | any blast wand \
                | wand of mindburst | wand of polymorph | any hex wand \
                . dagger | short sword | whip
# Define some kobolds with more general nasty ego weapons.
{{
    local egos = {["chaos"] = 10, ["venom"] = 10, ["draining"] = 10,
                  ["pain"] = 5, ["electrocution"] = 5, ["distortion"] = 5}
    local basic_def = dgn.monster_weapon("kobold", egos)
    local good_def = dgn.monster_weapon("kobold", egos,
                     crawl.coinflip() and "randart" or "good_item")
    kmons("H = kobold ; " .. dgn.monster_weapon("kobold", "distortion"))
    kmons("J = kobold brigand ; dart ego:poisoned | dart ego:curare w:5 . " ..
          dgn.monster_weapon("kobold", "distortion"))
    kmons("K = kobold ; " .. basic_def)
    kmons("L = kobold brigand ; dart ego:poisoned | dart ego:curare w:5 . " ..
          basic_def)
    kmons("M = kobold brigand ; dart ego:poisoned | dart ego:curare w:5 . " ..
          good_def)
}}
KMONS:  O = player ghost
KMONS:  pq = plant / fungus
KFEAT:  q = W
KFEAT:  _ = open_clear_door
# 50% of time put statue/tree/fountain with plants and vertical wall, otherwise
# add some diagonal wall instead. The second shuffle makes any statue sometimes
# be fountain + water plants.
SHUFFLE: Gprs / Zrsr, Gp / Tq
SUBST: r = -, Z = T, s = x, G : GGt, T : TTUV, x : xcbv
: ghost_good_loot(_G)
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
SUBST:  d = *%, e = %, fg = %$$
NSUBST: - = 2:1 / 2 = 1. / 1:DDE / 1:DE-- / 1:1H / 2 = K- / 1:M / *:-
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
SUBST:  e = *, f = %, dg = %$
NSUBST: - = 2:2 / 2 = 2. / 1:F / 2 = F. / 1:J / 3 = L- / 1:M / 1:3 / 2 = 3- / *:-
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
SUBST:  f = |, g = %
NSUBST: - = 1:2 / 1:F / 2 = F- / 2:M / 2:J / 3 = L- / 2:3 / 3 = 3- / -
: end
KPROP:  -$%*|pq123DEFHJKLMO = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
.......cccccc.......
......ccgedfcc......
.....cc------cc.....
.....cprs--srpc.....
.....cG-x-Ox-Gc.....
.....cprs--srpc.....
.....cn------nc.....
......nn====nn......
....................
....n___n..n___n....
...cn...nccn...nc...
...c.....cc.....c...
...cGx.xGccGx.xGc...
...c.....cc.....c...
...cc...cccc...cc...
....ccccc..ccccc....
....................
....................
ENDMAP

NAME:   gammafunk_necropolis_ghost_hive
: necropolis_depth_tagging(_G, {"pre_temple_d", "pre_lair_d", "lair",
:                               "post_lair_d", "spider", "depths_crypt"})
: if dgn.persist.necropolis_difficulty == "depths_crypt" then
WEIGHT: 5
: end
KMONS:  O = player ghost
MONS:   killer bee, queen bee, hornet, meliai band, spark wasp
KITEM:  ? = potion of ambrosia pre_id q:1
KITEM:  ! = hive talisman
KITEM:  & = hive talisman randart
# Chance to make a partial wall in each of the full cells. Add 0-4 ambrosias.
NSUBST: p = x- / -, q = x- / -, r = x- / -, s = x- / -
NSUBST: - = 1:! / 4='- / -
: ghost_good_loot(_G)
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
SUBST:  de = *%, f = %$, g = %!, hi = -
NSUBST: - = 4:1 / 4 = 1- / 1:3--- / *:-
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
SUBST:  de = *, f = *%, g = %$!!, hi = -
NSUBST: - = 4:1 / 4 = 1- / 1:2- / 1:3- / *:-
: elseif dgn.persist.necropolis_difficulty == "lair" then
SUBST:  e = |*, f = *, gh = %$, i = *!!, - : --~
NSUBST: - = 4:1 / 4=1- / 2 / 3=3. / *:-
NSUBST: ~ = 3:1 / 3 = 1. / 1:2 / 1:4 / *:-
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
SUBST:  fg = |*, h = *%, i = *!!!&
NSUBST: - = 2:1 / 4 = 1- / 1:2 / 1:3 / 1:3- / 1:4 / *:.
: elseif dgn.persist.necropolis_difficulty == "spider" then
SUBST:  fg = |*, h = *%%, i = *!!&
NSUBST: - = 1:2 / 1:4 / 1:5 / 2 = 5- / 4:? / *:-
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
SUBST:  fg = ||*, h = *%, i = *!&&
NSUBST: - = 1:2 / 2:4 / 4:5 / 2 = 5- / 4:? / *:-
: end
SUBST:  A : aa., a : xx., B : bb., b : xx., Y : yy., y : xx., Z : zz., Z : xx.
COLOUR: x = yellow
TILE:   x = wall_wax
MARKER: P = lua:transp_loc("necropolis_ghost_hive_entry")
MARKER: Q = lua:transp_dest_loc("necropolis_ghost_hive_entry")
MARKER: R = lua:transp_loc("necropolis_ghost_hive_exit")
MARKER: S = lua:transp_dest_loc("necropolis_ghost_hive_exit")
KPROP:  -QRdefghijk$%*|12345O = no_tele_into
: necropolis_ghost_setup(_G)
MAP
.......Y....Z.......
..A...Y......Z...B..
...A...yy..zz...B...
.aa..............bb.
..........P.........
...cccccnnnnccccc...
..cnxxxfdReg-xxxnc..
.cnx-q-x-hOix-p-xnc.
.cx--x--xxxx--x--xc.
.cnx-q-x----x-p-xnc.
..cnxxx-x--x-xxxnc..
.cnx-r-x----x-s-xnc.
.cx--x--xxxx--x--xc.
.cnx-r-x----x-s-xnc.
..cnxxx--Q---xxxnc..
...cccccnnnnccccc...
..........S.........
.bb..............aa.
...B...zz..yy...A...
..B...Z......Y...A..
.......Z....Y.......
ENDMAP

NAME:   gammafunk_necropolis_ghost_tricky_traps
: necropolis_depth_tagging(_G, {"snake", "shoals", "spider",
:                               "vaults_elf", "depths_crypt"})
: kitem("O = " .. dgn.randart_aux_armour)
KMONS:  O = player ghost
: ghost_good_loot(_G)
: if necropolis_in_lair_branch() then
:   if dgn.persist.necropolis_difficulty == "spider" then
MONS:   jumping spider
:   elseif dgn.persist.necropolis_difficulty == "shoals" then
MONS:   merfolk aquamancer
:   elseif dgn.persist.necropolis_difficulty == "snake" then
MONS:   guardian serpent
:   end
SUBST:  f = |*, g = *%, h = %$--, i = -
NSUBST: ^ = 4:^ / 3:. / * = ^., ' = 3:' / 2:- / * = ''-
NSUBST: - = 1:1 / 2=1- / 4=0 / 6=09-- / -
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:   boggart, deep elf archer
NSUBST: ^ = 4:~ / 4:. / * = ~., ' = 3:' / 2:- / * = ''-
SUBST:  f = |*, g = *, h = %$, i = -
NSUBST: - = 1:1 / 2 = 1. / 4:0 / 6 = 09.. / 2:2 / *:-
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:   rakshasa, vampire knight
NSUBST: ^ = 4:~ / 2:. / * = ~., ' = 4:" / 2:- / * = ""-
SUBST:  fg = |*, h = *, i = %$
NSUBST: - = 1:1 / 2=1. / 5:0 / 8 = 009--- / 1:2 / *:-
: end
# These used to be a lot meaner, but now that ghost vaults are tagged as
# patrolling, it's fairly hard to not end up fighting monsters by the traps.
KFEAT:  ^ = tyrant's trap / dispersal trap / zot trap / alarm trap w:5 / web w:5
KFEAT:  ~ = zot trap / dispersal trap w:5 / archmage's trap w:1
KFEAT:  ' = tyrant's trap / dispersal trap w:5 / zot trap w:5 / web w:1
KFEAT:  " = harlequin's trap / dispersal trap w:5 / zot trap w:1
SUBST:  G : GGU
KPROP:  -'"defghi$%*|O1209U = no_tele_into
: necropolis_generic_spawns(_G)
: necropolis_ghost_setup(_G)
MAP
....................
....................
.......n.nn.n.......
....................
.....n.n.nn.n.n.....
....................
....................
..cccccccccccccccc..
...cG-$hfdOegi-Gc...
...c-n-n-nn-n-n-c...
...c'-'-'--'-'-'c...
...c-'-n-nn-n-'-c...
...cG-'-'--'-'-Gc...
..ccccnn====nncccc..
....^.^......^.^....
...^.^.^.^^.^.^.^...
....^.^.^..^.^.^....
...^n^.^.^^.^.^n^...
....................
....................
ENDMAP

NAME:     gammafunk_necropolis_ghost_crypt
: necropolis_depth_tagging(_G, {"vaults_elf", "depths_crypt"})
: if dgn.persist.necropolis_difficulty == "vaults_elf" then
TAGS:     luniq_necropolis_ghost_undead_centric
: end
KMONS:    DEF = player ghost
KMONS:    HJ1 = lich
KMONS:    KL2 = ancient lich / dread lich
: item(dgn.loot_scrolls .. " / " .. dgn.loot_potions)
# Always place one randart aux, one randart jewel, and one nice book, each
# using the possible ghost locations.
: kitem("D = " .. dgn.randart_aux_armour)
KITEM:    EHK = $, any jewellery randart
KITEM:    FJL = randbook owner:Kikubaaqudgha disc:necromancy numspells:6 / \
                necronomicon / manual of necromancy
KITEM:    1 = $, superb_item / star_item
KITEM:    2 = $, superb_item w:9 / star_item / talisman of death w:1
KFEAT:    U = V
KFEAT:    _ = altar_kikubaaqudgha
KFEAT:    ~ = closed_clear_door
# 1/7 chance for 3 ghosts, 2/7 chance for 2 ghosts, 4/7 chance for 1 ghost.
# Any ghost that doesn't place will place a depth-appropriate lich instead.
SHUFFLE: EF / EJ / EJ / HJ / HJ / HJ / HJ
: if dgn.persist.necropolis_difficulty == "vaults_elf" then
SUBST:    H = HHHK, J = JJJL
NSUBST:   1 = 1:2 / *:1112
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
SUBST:    H = HHK, J = JJL
NSUBST:   1 = 1:2 / *:112
: end
# 1.5 loot items per ghost/lich total. Mix in good loot scrolls and potions.
SUBST:   d = dd|*$$$$, V : VY
SHUFFLE: pqrPQRS
SUBST:   pq = c, r : cc., P : cc., QRS = .
FTILE:   -d|*%$ODEFHJKL12VY_ = floor_pebble_brown / floor_pebble_darkgray
KPROP:   -d|*%$ODEFHJKL12VY_ = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
.....SS......RR.....
.....SS......RR.....
........ccc.........
......cccDccc...QQ..
....cccEcdcFccc.QQ..
....c1ddV_Vdd1c.....
....cc-------cc.....
.....cnn===nnc..PP..
................PP..
..PP................
..PP..cnn~~~nnc.....
.....cc.......cc....
.....p.........p....
..QQ.cqc.U.U.cqc....
..QQ...crc.crc......
.........ccc........
.....RR......SS.....
.....RR......SS.....
....................
ENDMAP

NAME:   gammafunk_necropolis_ghost_berserking_beasts
: necropolis_depth_tagging(_G, {"all"})
KMONS:  DEFH = player ghost
MONS:   moth of wrath
: ghost_good_loot(_G)
: local j = ""
# Moths of wrath as individual monsters are reasonably scary very early, so
# the pre-Lair sets set them behind grates instead of letting them free.
: if dgn.persist.necropolis_difficulty == "pre_temple_d" or
:    dgn.persist.necropolis_difficulty == "pre_lair_d" then
SUBST:  M = m, ? = 1
: else
SUBST:  m? = -, M = x
: end
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
MONS:   quokka / hound / iguana
MONS:   water moccasin w:5 / bullfrog / black bear
MONS:   ice beast / yak / wyvern / killer bee
SUBST:  D = DE, d = *, e = *%, f = %$, ghij= -
NSUBST: - = 2:2 / 2 = 2- / 1:34--- / *:-
:   j = "lupine talisman / animal skin randart w:5"
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
MONS:   water moccasin / ice beast / bullfrog / black bear
MONS:   killer bee / yak / water moccasin / wyvern
MONS:   komodo dragon / basilisk / hornet / manticore / acid dragon
SUBST:  D = DE, e = *, f = *%, g = %$--, hij= -
NSUBST: - = 2:2 / 4 = 2- / 1:3 / 1:4--- / *:-
:   j = "lupine talisman w:15"
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:   komodo dragon / hydra / basilisk / manticore / acid dragon
MONS:   redback /  harpy / wolf spider
MONS:   fire dragon / ice dragon / catoblepas
SUBST:  D = DEFH, f = |*, g = **%, h = %$--, ij= -
NSUBST: - = 1:1 / 1:1- / 3=2 / 3 = 2- / 1:3 / 1:3- / 1:4- / *:-
:   j = "lupine talisman / lupine talisman randart w:5"
: elseif dgn.persist.necropolis_difficulty == "lair" then
MONS:   water moccasin / wolf / yak / wyvern / blink frog
MONS:   elephant / black mamba / komodo dragon / polar bear / death yak
MONS:   anaconda / wolf spider / manticore / alligator
SUBST:  D = DEFH, f = *, g = %$, hij= -
NSUBST: - = 1:1 / 1:1- / 2:2 / 4 = 2- / 1:3 / 1:34--- / *:-
:   j = "lupine talisman w:15"
: elseif dgn.persist.necropolis_difficulty == "orc" then
# I hope you like wargs.
MONS:   warg
SUBST:  D = DEFH, f = |*, g = *%, h = %$--, ij= -
NSUBST: - = 1:1 / 1:1. / 4:2 / 5 = 2- / -
:   j = "lupine talisman / lupine talisman randart w:5"
: elseif necropolis_in_lair_branch() then
MONS:   snapping turtle / manticore / mana viper w:15 / redback / tarantella / \
        goliath frog / tyrant leech
MONS:   harpy / sea snake / anaconda w:15 / wolf spider / \
        emperor scorpion / hydra / alligator
MONS:   alligator snapping turtle / shock serpent / \
        torpor snail w:5 / spark wasp w:3 / ghost moth w:2 / bunyip
SUBST:  D = FH, fg = |*, h = *%, i = $%--, j= -
NSUBST: - = 1:1 / 1:1- / 3:2 / 4 = 2- / 1:3 / 2 = 3- / 1:4- / *:-
:   j = "lupine talisman w:7 / lupine talisman randart w:8"
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:   shapeshifter / crawling flesh cage w:1
MONS:   glowing shapeshifter / dire elephant w:5
SUBST:  D = FH, fg = |*, h = *, i = $%, j= -
NSUBST: - = 1:1 / 2=1. / 4=2 / 4=2. / 2:3 / 2=3- / *:-
:   j = "lupine talisman w:5 / lupine talisman randart"
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:   very ugly thing / fire dragon / ice dragon
MONS:   spark wasp / shadow dragon / golden dragon
MONS:   storm dragon / quicksilver dragon / caustic shrike
SUBST:  D = FH, fgh = |*, i = *, j = %$
NSUBST: - = 2:1 / 1:1- / 3:2 / 3 = 2- / 2:3 / 2 = 3- / 1:4 / 1:4- / *:-
:   j = "lupine talisman randart w:15"
: end
KITEM:  D = any jewellery good_item
: kitem("E = " .. dgn.good_aux_armour)
KITEM:  F = any jewellery randart
: kitem("H = " .. dgn.randart_aux_armour)
KITEM:  I = potion of berserk rage pre_id q:1
: local j = j .. " / orb ego:mayhem randart artprops:Rampage pre_id w:2"
: if items.pickable("box of beasts") and not
:  (dgn.persist.necropolis_difficulty == "pre_temple_d" or
:   dgn.persist.necropolis_difficulty == "pre_lair_d") then
:    j = j .. " / box of beasts w:4"
: end
: kitem("J = " .. j)
KFEAT:  m = iron_grate
NSUBST: R = 1:R / *:-
MARKER: P = lua:transp_loc("necropolis_berserking_beasts_entry")
MARKER: Q = lua:transp_dest_loc("necropolis_berserking_beasts_entry")
MARKER: R = lua:transp_loc("necropolis_berserking_beasts_exit")
MARKER: S = lua:transp_dest_loc("necropolis_berserking_beasts_exit")
KPROP:  -QR1234%$*|DEFHIJ = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
....................
....................
.....cncScccc.......
....ccRccc--cccnc...
...cc-----mMm--Rc...
...c----x-m?M---cc..
...c--xx--Mmm----c..
...nR-mMm-Q--xx-Rn..
..cc-xm?m--x-----c..
..c---mMMxDJ-xx-cc..
..cc--xigedfhj--c...
...cccI-cnnnc-Icc...
.....cccc.P.cccc....
....................
....................
....................
....................
ENDMAP

# Map inspired by trog_three_pillars_becter
NAME:    gammafunk_necropolis_ghost_wrathful_warriors
: necropolis_depth_tagging(_G, {"pre_lair_d", "lair", "post_lair_d",
:                               "orc", "snake", "shoals", "swamp",
:                               "vaults_elf", "depths_crypt"})
KMONS:   O = player ghost
MONS:    moth of wrath
# Definitions needed across branches
{{
kmons("D = orc knight; " .. wrathful_weapon("knight", "randart") ..
      "    . chain mail good_item | plate armour good_item")
kmons("E = ettin ; " .. wrathful_weapon("ogre", "randart") ..
      "    . " .. wrathful_weapon("ogre",
                      crawl.coinflip() and "randart" or "good_item"))
kmons("F = orc warlord ; " .. wrathful_weapon("knight", "randart") ..
      "    . kite shield good_item | tower shield good_item w:5" ..
      "    . chain mail good_item | plate armour good_item")
kmons("H = spriggan rider ; " .. wrathful_weapon("rider", "randart") ..
      "    . robe good_item . buckler good_item")
kmons("J = spriggan berserker ; " .. wrathful_weapon("berserker", "randart") ..
      "    . robe good_item | buckler good_item")
kmons("K = spriggan defender ; " .. wrathful_weapon("defender", "randart") ..
      "    . robe good_item  . buckler good_item")
kmons("L = deep elf blademaster ; " ..
       wrathful_weapon("blademaster", "randart") ..
       " . " .. wrathful_weapon("blademaster",
                    crawl.coinflip() and "randart" or "good_item") ..
       " . leather armour good_item")
}}
KITEM:  ? = any weapon
SUBST:  ' = a--, " = aa-
NSUBST: R = 1:R / *:-
: ghost_good_loot(_G)
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
{{
kmons("q = kobold; " .. wrathful_weapon("kobold",
               crawl.one_chance_in(3) and "randart" or "good_item") ..
      "    . dart ego:curare | dart ego:poisoned w:5")
kmons("r = gnoll sergeant ; " .. wrathful_weapon("sergeant",
               crawl.one_chance_in(3) and "randart" or "good_item") ..
      "    . leather armour good_item | ring mail good_item" ..
      "    . buckler good_item | kite shield good_item w:5")
kmons("s = orc warrior ; " .. wrathful_weapon("warrior",
               crawl.one_chance_in(3) and "randart" or "good_item") ..
      "    . chain mail good_item | plate armour good_item")
kmons("u = ogre ; " .. wrathful_weapon("ogre",
               crawl.one_chance_in(3) and "randart" or "good_item"))
kmons("y = two-headed ogre ; " .. wrathful_weapon("ogre",
               crawl.one_chance_in(3) and "randart" or "good_item") ..
      "    . " .. wrathful_weapon("ogre", "good_item"))
}}
MONS:   gnoll sergeant / ogre / orc warrior
MONS:   troll / two-headed ogre
SUBST:  d = *, e = **%, f = %%$, ghij = ?
NSUBST: - = 1:1 / 1:qqrs / 1:2 / 1=2- / 1:3u-- / -
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
: kmons("z = tengu warrior ; " .. wrathful_weapon("warrior-1h", "randart") ..
:     "    . leather armour good_item | ring mail good_item" ..
:     "    . buckler good_item | kite shield good_item")
MONS:   troll / two-headed ogre
MONS:   tengu warrior / orc knight
MONS:   deep troll / stone giant
SUBST:  f = |*, g = **%, h = %$, ij = ?
NSUBST: - = 1:1 / 1:1- / 2=2 / 2=2- / 1:zD / 1:zD-- / 1:4EF-- / *:-
: elseif dgn.persist.necropolis_difficulty == "lair" then
MONS:   spriggan
SUBST:  f = *, g = %$, hij = ?
NSUBST: - = 1:1 / 2:2 / 2 = 2- / 1:H / 1:H- / 1:J--- / *:-
: elseif dgn.persist.necropolis_difficulty == "orc" then
MONS:   orc warrior / troll / two-headed ogre
MONS:   deep troll, stone giant
SUBST:  f = |*, g = *%, h = %$$$, ij= ?
NSUBST: - = 1:1 / 1:1- / 2=2 / 2=2- / 1:D / 1:D3-- / 1:4EF--- / *:-
: elseif necropolis_in_lair_branch() then
{{
kmons("q = naga warrior ; " .. wrathful_weapon("warrior", "randart") ..
      "    . robe good_item w:95 | barding good_item w:5" ..
      "    . kite shield good_item | tower shield good_item / " ..
      "merfolk impaler ; " .. wrathful_weapon("impaler", "randart") ..
      "    . robe good_item | leather armour good_item")
}}
MONS:   naga / salamander / spriggan rider
MONS:   naga warrior / spriggan berserker w:15 / merfolk impaler
SUBST:  fg = |*, h = *%, i = %$$$, j = ?
NSUBST: - = 1:1 / 1:1- / 3:2 / 3 = 2- / 1:q / 2=q- / 2=3- / *:-
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:   deep troll w:5 / vault guard w:5 / ironbound beastmaster w:5
MONS:   ettin / stone giant / deep elf blademaster w:3
SUBST:  fgh = |*, i = *, j = %$
NSUBST: - = 2:1 / 1:1- / 4:2 / 4 = 2- / 1:3 / 2 = 3- / 1:EF / 1:EF-- / *:-
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:   tengu warrior / deep troll / spriggan berserker / stone giant / ettin
MONS:   spriggan defender, juggernaut
SUBST:  fgh = |*, i = *, j= %$
NSUBST: - = 2=1 / 1:1- / 4:2 / 3 = 2- / 2 = KL / 1:KL-- / 1:34 / *:-
: end
KFEAT:  _ = altar_trog
KFEAT:  a = rock_wall
COLOUR: a = lightred
TILE:   a = wall_pebble_red
TILE:   c = dngn_stone_wall_red
KPROP:  c = bloody
: ghost_flavour_unrand_chance(_G, "?", "Z", "necklace_of_bloodlust")
MARKER: P = lua:transp_loc("necropolis_wrathful_warriors_entry")
MARKER: Q = lua:transp_dest_loc("necropolis_wrathful_warriors_entry")
MARKER: R = lua:transp_loc("necropolis_wrathful_warriors_exit")
MARKER: S = lua:transp_dest_loc("necropolis_wrathful_warriors_exit")
KPROP:  -QRdefghijk$%*|ZO12DEFHJKLqrsuy = no_tele_into
: necropolis_ghost_setup(_G, false)
MAP
...................
...................
.........P.........
.......cnnnc.......
.....ccc-R-ccc.....
....cc-----'acc....
....ca''--"aaac....
...cc'aa"-ala'cc...
...n-'aledfaa'-n...
...nR'aag_h---Rn...
...n----iOja'--n...
...cc----"la'-cc...
....c----'aa--c....
....cc----''acc....
.....ccc-Q-ccc.....
.......cnnnc.......
.........S.........
...................
...................
ENDMAP

NAME:   gammafunk_necropolis_ghost_abyssal_escape
: necropolis_depth_tagging(_G, {"all"})
: if dgn.persist.necropolis_difficulty == "pre_temple_d"
:  or dgn.persist.necropolis_difficulty == "pre_lair_d" then
WEIGHT: 3
: end
KMONS:  O = player ghost
KITEM:  N = scroll of teleportation q:3 pre_id w:20 / \
            scroll of blinking pre_id w:20 / \
            dart ego:disjunction q:6 pre_id / \
            book of spatial translocations / book of the warp / \
            there-and-back book / book of displacement / \
            randbook owner:Lugonu disc:translocation pre_id w:5 \
            manual of translocations w:2 / rift w:2
KITEM:  M = any talisman / any talisman randart
KITEM:  ! = scroll of teleportation q:1 pre_id
KFEAT:  O = enter_abyss
KFEAT:  ^ = dispersal trap
KFEAT:  t = demonic_tree
KFEAT:  a = x
SUBST:  c = cccvb, ' = '.
COLOUR: -apQ = magenta
FTILE:  -'apPQncbv = floor_nerves
# Randomize transporter feature placement among set of specific locations on
# 'P', using remaining instances for loot. Also place the ghost.
NSUBST: P = 1:P / *:S, Q = 1:Q / *:R, R = 1:R / *:k, S = 1:S / *:'
NSUBST: k = 1:d / 1:e / 1:f / 1:g / 1:h / 1:i / 1:j / *:-
NSUBST: - = 1:O / 1:N / 1:! / *:-
# Place some rocks and dispersal traps in the inner area and along the inner
# wall, but with lower density along walls to make fewer choke points.
SUBST:  a = a -:7 ^:1, p = a -:37 ^:1
: ghost_good_loot(_G)
# Monsters used in multiple branches
: kmons("D = orc knight; " .. disto_weapon("knight", "randart") ..
:            " . chain mail good_item | plate armour good_item")
: kmons("E = spriggan rider; " .. disto_weapon("rider", "randart") ..
:            " . robe good_item . buckler good_item")
: kmons("F = deep elf knight; " .. disto_weapon("elf knight", "randart") ..
:            " . leather armour good_item | ring mail good_item" ..
:            " | scale mail good_item | chain mail good_item" ..
:            " . buckler good_item")
: kmons("H = orc warlord; " .. disto_weapon("knight", "randart") ..
:            " . kite shield good_item | tower shield good_item w:5" ..
:            " . chain mail good_item | plate armour good_item")
: kmons("r = gnoll; " .. disto_weapon("gnoll",
:                crawl.one_chance_in(3) and "randart" or "good_item"))
: kmons("s = kobold brigand; " .. disto_weapon("kobold",
:                crawl.one_chance_in(3) and "randart" or "good_item"))
: kmons("u = gnoll sergeant; " .. disto_weapon("sergeant",
:                crawl.one_chance_in(3) and "randart" or "good_item") ..
:            " . leather armour good_item | ring mail good_item" ..
:            " . buckler good_item | kite shield good_item w:5")
: kmons("y = orc warrior ; " .. disto_weapon("warrior",
:                crawl.one_chance_in(3) and "randart" or "good_item") ..
:            " . chain mail good_item | plate armour good_item")
: kmons("z = skeletal warrior ; " .. disto_weapon("warrior", "randart"))
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
:   kmons("q = kobold; " .. disto_weapon("kobold",
:              crawl.one_chance_in(3) and "randart" or "good_item"))
MONS:   any lesser demon
MONS:   toenail golem / ancient zyme w:5 / shapeshifter
SUBST:  d = *%, e = %$, fg = $, hij= -
NSUBST: - = 1:qrs / 2:1 / 2=1- / 1:2--- / *:-
: elseif dgn.persist.necropolis_difficulty == "pre_lair_d" then
MONS:   any lesser demon w:5 / toenail golem
MONS:   small abomination / ancient zyme / any common demon / ugly thing
MONS:   raiju / shapeshifter / rakshasa / thrashing horror
SUBST:  d = *, e = *%, f = %$, g = %$, hij= -
NSUBST: - = 1:suy / 2:1 / 2 = 1- / 2 = 2- / 1 = 3- / *:-
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:   any common demon / ugly thing / large abomination / worldbinder
MONS:   raiju / shapeshifter / thrashing horror / occultist / \
        hell hog / very ugly thing
MONS:   ancient zyme / rakshasa / great orb of eyes / glowing shapeshifter
MONS:   lurking horror / wretched star / tentacled starspawn / \
        apocalypse crab / glowing orange brain / starcursed mass / \
        tentacled monstrosity w:2 / daeva god:Xom w:2 / \
        hellion w:2 / cacodemon w:2 / profane servitor w:2
SUBST:  f = |*, g = **%, h = %$, ij= -
NSUBST: - = 1:yzDF / 2:1 / 3 = 1- / 1:2 / 2 = 2- / 1:3 / 1:4- / 1:M- / *:-
: elseif dgn.persist.necropolis_difficulty == "lair" then
:   kmons("q = spriggan; " .. disto_weapon("spriggan",
:          crawl.one_chance_in(3) and "randart" or "good_item"))
MONS:   any common demon / ugly thing / small abomination
MONS:   raiju / shapeshifter / hell hog / thrashing horror
MONS:   large abomination / ancient zyme / worldbinder / rakshasa
MONS:   great orb of eyes / very ugly thing / lurking horror / \
        tentacled starspawn / wretched star / \
        apocalypse crab / glowing shapeshifter
SUBST:  f = *, g = %$, hij= -
NSUBST: - = 1:qE / 2:1 / 2 = 1- / 1:2 / 2 = 2- / 1:3- / 1:4- / 1:M-- / *:-
FTILE:  'PSncbv = floor_nerves_green
: elseif dgn.persist.necropolis_difficulty == "orc" then
MONS:   any common demon / ugly thing / large abomination / worldbinder / raiju
MONS:   shapeshifter / rakshasa / thrashing horror / occultist / \
        hell hog / very ugly thing
MONS:   ancient zyme / great orb of eyes / tentacled starspawn
MONS:   glowing orange brain / lurking horror / wretched star / \
        apocalypse crab / glowing shapeshifter / starcursed mass
SUBST:  f = |*, g = *%, h = %$--, ij= -
NSUBST: - = 1:DH / 2:1 / 3 = 1- / 1:2 / 2 = 2- / 1:3 / 1:4- / 1:M- / *:-
FTILE:  'PSncbv = floor_nerves_brown
: elseif necropolis_in_lair_branch() then
# Use the same basic monster list for all 4 Lair branches.
MONS:   ugly thing / large abomination / worldbinder / raiju / \
        thrashing horror / occultist / hell hog
MONS:   great orb of eyes / cognitogaunt / glowing shapeshifter / \
        very ugly thing / tentacled starspawn
MONS:   glowing orange brain / lurking horror / wretched star / hellion w:5 / \
        cacodemon  / apocalypse crab
MONS:   crystal guardian w:2 / tentacled monstrosity / starcursed mass / \
        daeva god:Xom / executioner / profane servitor / hellephant
:   if dgn.persist.necropolis_difficulty == "shoals" then
:     kmons("q = merfolk impaler ; " .. disto_weapon("impaler", "randart") ..
:                " . robe good_item | leather armour good_item")
FTILE:  'PSncbv = floor_nerves_yellow
:   elseif dgn.persist.necropolis_difficulty == "snake" then
:     kmons("q = naga warrior ; " .. disto_weapon("warrior", "randart") ..
:               " . robe good_item w:90 | barding good_item" ..
:               " . kite shield good_item | tower shield good_item / " ..
:               "nagaraja ; " .. disto_weapon("warrior", "randart") ..
:               " . robe good_item w:40 | barding good_item")
FTILE:  'PSncbv = floor_nerves_green
:   elseif dgn.persist.necropolis_difficulty == "swamp" then
:     kmons("q = spriggan druid ; " .. disto_weapon("druid", "randart") ..
:               " . robe good_item")
# Potential druids need some trees!
SUBST:  a = taaa
NSUBST: - = 1:Eq / -
FTILE:  'PSncbv = floor_nerves_brown
:   elseif dgn.persist.necropolis_difficulty == "spider" then
# No good humanoids to wield distortion in Spider, so instead lean on the
# old flavour of a certain interdimensional predator.
KMONS:  q = ghost moth
FTILE:  'PSncbv = floor_nerves_brown
:   end
:   if dgn.persist.necropolis_difficulty ~= "swamp" then
NSUBST: - = 1:q / -
:   end
SUBST:  fg = |*, h = *%, i = $%--, j= -
NSUBST: - = 2=1 / 4 = 1- / 2:2 / 2 = 2- / 1:3 / 1:4 / 1:M / *:-
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
:   kmons("q = vault warden ; " .. disto_weapon("knight", "randart") ..
:             " . kite shield good_item | tower shield good_item w:5" ..
:             " . chain mail good_item | plate armour good_item / " ..
:             "deep elf blademaster; " .. disto_weapon("blademaster", "randart") ..
:             " . " .. disto_weapon("blademaster", "randart") ..
:             " . leather armour good_item")
MONS:   large abomination / worldbinder / shapeshifter / \
        thrashing horror / rakshasa / crawling flesh cage / \
        great orb of eyes / cognitogaunt / glowing shapeshifter
MONS:   tentacled starspawn / cacodemon / zykzyl / deep elf demonologist / \
        deep elf sorcerer / glowing orange brain / crystal guardian
MONS:   wretched star / lurking horror / hellion / apocalypse crab
MONS:   tentacled monstrosity / starcursed mass / daeva god:Xom / \
        executioner / profane servitor / hellephant / hell sentinel w:2
SUBST:  fg = |*, h = *, i = $%, j= -
NSUBST: - = 1:qH / 3:1 / 3 = 1- / 2:2 / 2 = 2- / 1:3 / 1:4 / 1:4- / 1:M / *:-
FTILE:  'PSncbv = floor_nerves_cyan
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
:   kmons("q = spriggan defender ; " .. disto_weapon("defender", "randart") ..
:             " . robe good_item  . buckler good_item / " ..
:             "tengu reaver ; " .. disto_weapon("knight-1h", "randart") ..
:             " . scale mail good_item  . buckler good_item / " ..
:             "ancient champion w:15 ; " .. disto_weapon("warrior-2h", "randart") ..
:             " . chain mail good_item | plate armour good_item")
MONS:   thrashing horror / rakshasa / very ugly thing / great orb of eyes / \
        cognitogaunt / glowing shapeshifter / tentacled starspawn / \
        cacodemon w:5 / zykzyl w:5
MONS:   glowing orange brain / lich / tentacled monstrosity / \
        daeva god:Xom / executioner / profane servitor
MONS:   lurking horror / wretched star / hellion / \
        apocalypse crab / starcursed mass
MONS:   ancient lich / dread lich / hellephant / hell sentinel / wyrmhole w:4
SUBST:  fghi = |*, j= %$
NSUBST: - = 1:q / 4=1 / 4=1- / 2:2 / 2 = 2- / 1:3 / 1:3- / 1:4 / 1:4- / 1:M / *:-
: end
MARKER: P = lua:transp_loc("necropolis_abyssal_escape_entry")
MARKER: Q = lua:transp_dest_loc("necropolis_abyssal_escape_entry")
MARKER: R = lua:transp_loc("necropolis_abyssal_escape_exit")
MARKER: S = lua:transp_dest_loc("necropolis_abyssal_escape_exit")
KPROP:  -QR$%*|!defghijkMNO1234DEFHqrsuyz = no_tele_into
# Color weights similar to that used for rock in the Abyss.
COLOUR: a = blue:13 / red:66 / magenta:50 / brown:90 / lightgreen:68 / \
            lightred:110 / lightmagenta:38 / yellow / white
TILE:   a = wall_abyss
TILE:   c : stone_wall_abyss_a / stone_wall_abyss_b / stone_wall_abyss_c
TILE:   v = metal_wall_necropolis_red
TILE:   b = dngn_crystal_magenta
: necropolis_ghost_setup(_G, false)
MAP
....................
......''''..........
....'''cc''..''P''..
..'''Pcccc''''cnc'..
.''ccnc-pcc''ccQc'..
.'cc-Q-a-QnP'cp-c''.
.'c-aaappcc''cc-cc'.
.'cc-apccc'''cc-pc'.
.''cc-pc''''cc-apc'.
.''ccp-ccPcccp-pcc'.
.'ccpaa-cncpp-ccc''.
.PnQ-aaa-Q-aaQnP''..
.'cc-aaaaa-aa-cc''..
.''cc-aap-Q--a-cc''.
..''c-aa-cnccpa-cc'.
..'ccp--ccP'cppa-c'.
..'cpQccc'''cccQcc'.
..'ccnc'''''''cnc''.
..'''P''.....''P''..
....................
ENDMAP

NAME:   hellmonk_necropolis_ghost_big_iron
: necropolis_depth_tagging(_G, {"pre_lair_d", "orc", "post_lair_d",
:                               "vaults_elf", "depths_crypt"})
TAGS:   luniq_necropolis_ghost_minimal
KMONS:  O = player ghost
KMONS:  pP = plant
KMONS:  - = bush
KFEAT:  _ = open_clear_door
ITEM:   randbook title:Bigger_Iron numspells:4 \
        spells:iskenderun's_battlesphere&hoarfrost_cannonade&bombard&magnavolt
ITEM:   javelin q:1 / hand cannon w:1
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
ITEM:   hat plus:-1, pair of boots plus:-1
KMONS:  D = ynoxinul
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" or
:  dgn.persist.necropolis_difficulty == "orc" then
ITEM:   mundane hat, mundane pair of boots
KMONS:  D = kobold blastminer
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
ITEM:   hat, pair of boots
KMONS:  D = deep elf annihilator / ancient champion w:5
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
ITEM:   hat good_item, pair of boots, scroll of fog pre_id
: item(dgn.loot_scrolls)
KMONS:  D = ancient champion w:15 / draconian annihilator / iron giant w:5
: end
: ghost_flavour_unrand_chance(_G, "e", "Z", "mule")
KFEAT:  ~ = abandoned_shop
SUBST:  ~ = ~~~p, p = p''', - = -'
FTILE:  =defghZODpP~-_'" = floor_sand
COLOUR: defghZODpP~-'" = yellow
KPROP:  defghZODpP~-' = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
....................
....................
."""""""""""""""""".
."nnn_nnn""nnnnnnn".
."n~"""~nv"npfegpn".
."np"""pn""n~'d'~n".
."n~"""~n""nh'O'pn".
."np"-"pn"Pn~'''~n".
."n~"""~nP"np'-'pn".
."np"""pn""n~'''~n".
."n~"""~n""np'D'pn".
."np"""pn"vn~'''~n".
."nnnnnnn""nnn=nnn".
."""""""""""""""""".
....................
....................
....................
....................
ENDMAP

NAME:    hellmonk_necropolis_ghost_time_enough
TAGS:    necropolis_subvault_depths_crypt
KMONS:   O = player ghost
MONS:    walking crystal tome / walking earthen tome / \
         walking frostbound tome / walking divine tome
ITEM:    any book good_item / any manual w:1, parchment slevel:1
KFEAT:   O = altar_sif_muna / . w:15
NSUBST:  - = 3:d / 5 = de / 2:1 / * = 1e
SHUFFLE: ABCD
SUBST:   A : BBBvnx, B : vnxx.., C : DDDbnx.., D : vnxx....
TILE:    c = wall_studio
KPROP:   'deO12 = no_tele_into
: necropolis_ghost_setup(_G, false)
MAP
....................
....................
.....D........D.....
....................
....A..B.AA.B..A....
....................
.C.nnnnnnnnnnnnnn.C.
...n-''''''''''-n...
...n'ccc''''ccc'n...
...n-'''-''-'''-n...
...n'ccc''''ccc'n...
...n''-''--''-''n...
...n'ccc''O'ccc'n...
...n-''''''''''-n...
.C.nnnnn====nnnnn.C.
....................
....A..B.AA.B..A....
....................
.....D........D.....
....................
....................
ENDMAP

####

NAME:    regret_index_necropolis_ghost_air_whorl
: necropolis_depth_tagging(_G, {"pre_temple_d", "post_lair_d", "swamp",
:                               "shoals", "vaults_elf", "depths_crypt"})
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
MONS:    sky beast / spectral steam dragon w:2, steam dragon
KMONS:   0 = spectral sky beast
NSUBST:  1 = 1:0' / 1:' / *:1, * = 1:* / *:%, | = 1:d* / *:%
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:    tengu warrior / harpy, tengu conjurer / deep elf zephyrmancer w:5
NSUBST:  * = 1:d* / *:%, | = 1:d** / *:*
: elseif necropolis_in_lair_branch() then
MONS:    spriggan rider / wind drake w:4
MONS:    sphinx marauder / spriggan air mage w:2
NSUBST:  * = 1:d / * = *%, | = 1:e** / *:%
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:    air elemental w:14 / dancing weapon ; scimitar ego:electrocution / \
         deep elf zephyrmancer w:4
MONS:    ironbound thunderhulk / sphinx marauder w:2
NSUBST:  " = 1:1 / *:', * = 1:d / * = *%, | = 1:e| / * = *%
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:    spriggan air mage / spark wasp w:4 / storm dragon zombie w:4
MONS:    spectral spark wasp / storm dragon w:4
NSUBST:  ' = 1:1 / *:', * = 1:d / * = **%, | = 1:e| / 1:|*
: end
KMONS:   O = player ghost
ITEM:    staff of air / randbook disc:air numspells:3 w:12 / \
         scimitar ego:electrocution w:12 / storm talisman w:5 / \
         riddle talisman w:5 / storm dragon scales w:12
ITEM:    staff of air randart / randbook disc:air numspells:5 w:12 / \
         double sword randart ego:electrocution plus:6 w:12 / \
         riddle talisman w:5 / storm talisman randart w:5 / \
         storm dragon scales randart plus:8 w:12 / manual of air magic w:5
: ghost_flavour_unrand_chance(_G, "%", "Z", "robe_of_clouds / amulet_of_the_air")
SUBST:   H : cc., I : cc., J : cc., K : c., L : c.
TILE:    x = wall_pebble_brown
KPROP:  '"$%defghZ123O = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
.........J..........
......J......K......
...H....cccv...K....
.....I....cccv..L...
..H.....J.c%*cc.....
.....I....="1|cv.L..
...c......="21*c....
.H.c..I...="""%cv...
...c.....=======c.H.
.H.c=======.....c...
...vc%''1=...I..c.H.
....c*'O'=......c...
..L.vc|''=....I.....
.....cc*%c.J.....H..
...L..vccc....I.....
....K...vccc....H...
......K......J......
..........J.........
....................
ENDMAP

NAME:    regret_index_necropolis_ghost_earth_crest
: necropolis_depth_tagging(_G, {"lair", "post_lair_d",
:                               "vaults_elf", "depths_crypt"})
: if dgn.persist.necropolis_difficulty == "lair" then
MONS:    basilisk, boulder beetle, catoblepas / mountainshell
NSUBST:  % = 2:d / 1:e / 2:*% / *:%, 3 = 1:3 / *:'
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:    basilisk w:2 / boulder beetle, cyclops w:2 / gargoyle, catoblepas
NSUBST:  % = 1:d / 1:e / 2:*% / *:%
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:    war gargoyle, crystal guardian / iron dragon w:2
MONS:    stone giant / deep elf elementalist w:2
NSUBST:  % = 1:e / 1:f / 2 = |**% / *:%
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:    deep troll earth mage / iron dragon zombie w:2, stone giant
MONS:    walking earthen tome / walking crystal tome w:2 / ancient lich w:2
NSUBST:  % = 1:e / 1:f / 1:| / 2 = |* / 2:*% / *:%
: end
KMONS:   O = player ghost
ITEM:    large rock q:2 no_pickup / ring of protection pre_id
: local e = "staff of earth pre_id / randbook disc:earth numspells:3 / \
:            great mace ego:heavy / plate armour good_item ego:ponderousness / \
:            medusa talisman w:5"
: if items.pickable("tin of tremorstones") then
:   e = e .. (" / tin of tremorstones w:5")
: end
: item(e)
ITEM:    staff of earth randart pre_id / randbook disc:earth numspells:5 / \
         great mace ego:heavy randart plus:6 pre_id / granite talisman w:5 / \
         crystal plate armour good_item / manual of earth magic w:5
SUBST:   A : x., B : c.., C : x`, D : x``
FTILE:   '$%defgh123O = floor_pebble_brown
TILE:    x = wall_pebble_brown
KPROP:   '`$%defgh123O = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
..A..............x..
.Axx..=ccnncccB.xxx.
..x..c========cB.x..
....c==``````==cB...
...c==x`C``D`x==cB..
..===xnx%``%xnx==c..
..c=``xnx1Oxnx``=c..
..c=`D%xxnnxx%C`=c..
..n=```1nxnn2```=n..
..n=```2nnxn1```=n..
..c=`C%xxnnxx%D`=c..
..c=``xnx33xnx``=c..
..c==xnx%``%xnx===..
..Bc==x`D``C`x==c...
...Bc==``````==c....
..x.Bc========c..x..
.xxx.Bcccnncc=..xxA.
..x..............A..
....................
ENDMAP

NAME:    regret_index_necropolis_ghost_qazlal_seal
: necropolis_depth_tagging(_G, {"pre_temple_d", "lair", "post_lair_d", "snake",
:                               "swamp", "shoals", "spider", "vaults_elf",
:                               "depths_crypt"})
SHUFFLE: 1d' / 2e" / 3f` / 4g;
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
MONS:    fire bat, ice beast, sky beast, iron imp ; damaged sling . damaged mace
: elseif dgn.persist.necropolis_difficulty == "lair" then
:   if crawl.x_chance_in_y(3, 4) then
MONS:    lindwurm, rime drake, wyvern, basilisk
:   else
MONS:    fire crab, rime drake, wyvern, catoblepas / mountainshell
:   end
SUBST:   d = d:6 h:1, e = e:6 i:1, f = f:6 j:1, g = g:6 k:1
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
:   if crawl.coinflip() then
MONS:    molten gargoyle, freezing wraith, harpy, catoblepas
:   else
MONS:    fire elemental, water elemental, tengu conjurer, gargoyle
:   end
SUBST:   d = h, e = i, f = j, g = k
: elseif necropolis_in_lair_branch() then
:   if crawl.coinflip() then
MONS:    will-o-the-wisp, merfolk aquamancer, shock serpent, steelbarb worm
SUBST:   d = h, e = i, f = j, g = k
:   else
MONS:    salamander tyrant, merfolk aquamancer
MONS:    spriggan air mage, boulder beetle
SUBST:   d = h:6 D:1, e = i:6 E:1, f = j:6 F:1, g = k:6 G:1
:   end
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:    thermic dynamo, deep elf elementalist
MONS:    ironbound thunderhulk, crystal guardian
SUBST:   d = h:4 D:1, e = i:4 E:1, f = j:4 F:1, g = k:4 G:1
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:    golden dragon, walking frostbound tome
MONS:    storm dragon zombie, ancient lich
KMONS:   B = black draconian stormcaller
SUBST:   d = D, e = E, f = F, g = G
: end
KMONS:   O = player ghost
ITEM:    staff of fire pre_id / long sword ego:flaming pre_id w:15 / \
         book of flames / ring of protection from fire pre_id w:15 / \
         scarab talisman w:5
ITEM:    staff of cold pre_id / war axe ego:freezing pre_id w:15 / \
         book of frost / ring of protection from cold pre_id w:15 / \
         rimehorn talisman w:5
ITEM:    staff of air pre_id / dagger ego:electrocution pre_id w:15 / \
         book of air / ring of evasion pre_id w:15 / \
         damaged storm dragon scales w:5 pre_id
ITEM:    staff of earth pre_id / flail ego:heavy pre_id w:15 / \
         book of geomancy / ring of protection pre_id w:15 / \
         damaged crystal plate armour w:5 pre_id
ITEM:    staff of fire randart pre_id w:5 / \
         scimitar ego:flaming good_item pre_id w:15 / \
         randbook disc:fire slevels:9 / fire dragon scales good_item / \
         scarab talisman randart w:5
ITEM:    staff of cold randart pre_id w:5 / \
         broad axe ego:freezing good_item pre_id w:15 / \
         randbook disc:ice slevels:9 / ice dragon scales good_item / \
         rimehorn talisman randart w:5
ITEM:    staff of air randart pre_id w:5 / \
         rapier ego:electrocution good_item pre_id w:15 / \
         randbook disc:air slevels:9 / storm dragon scales good_item
ITEM:    staff of earth randart pre_id w:5 / \
         morningstar ego:heavy good_item pre_id w:15 / \
         randbook disc:earth slevels:9 / crystal plate armour good_item
KITEM:   D = any magical staff randart artprops:Fire&&rF:1 pre_id / \
             double sword randart ego:flaming pre_id / \
             triple sword randart ego:flaming  pre_id/ \
             randbook disc:fire numspells:5 slevels:27 / \
             fire dragon scales randart plus:7 pre_id w:15 / \
             dragon-coil talisman randart w:5
KITEM:   E = any magical staff randart artprops:Ice&&rC:1 pre_id / \
             executioner's axe randart ego:freezing pre_id / \
             bardiche randart ego:freezing pre_id / \
             randbook disc:ice numspells:5 slevels:27 / \
             ice dragon scales randart plus:8 pre_id w:15 / \
             dragon-coil talisman randart w:5
KITEM:   F = any magical staff randart artprops:Air&&rElec:1 pre_id / \
             quick blade randart ego:electrocution pre_id / \
             partisan randart ego:electrocution pre_id / \
             randbook disc:air numspells:5 slevels:27 / \
             storm dragon scales randart plus:9 pre_id w:15 / \
             storm talisman w:5
KITEM:   G = any magical staff randart artprops:Earth&&Conj pre_id / \
             eveningstar randart ego:heavy pre_id / \
             great mace randart ego:heavy pre_id / \
             randbook disc:earth numspells:5 slevels:27 / \
             crystal plate armour randart w:15 / \
             granite talisman w:5
: kitem("O = gold q:" .. crawl.random_range(60, 100) .. " no_pickup")
KFEAT:   B = altar_qazlal
SUBST:   n : nc, y : x..., z : x...
FTILE:   'dhD1 =  floor_pebble_red
FTILE:   "eiE2 = floor_pebble_white
FTILE:   `fjF3 = floor_pebble_cyan
FTILE:   ;gkG4 = floor_pebble_brown
FTILE:   =?OB = floor_pebble_darkgray
KPROP:  '"`;?BdefghijkDEFG1234O = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
...xy..........yx...
..x....nccccn....x..
..y.xzcc1''dcc.x.y..
....z?=''''''=?.....
....c===''''===c....
...nc;===''==="cn...
...cg;;======""2c...
...c;;;;=O==""""c...
...c;;;;==B=""""c...
...c4;;======""ec...
...nc;===``==="cn...
....c===````===c....
.....?=``````=?z....
..y.x.ccf``3cczx.y..
..x....nccccn....x..
...xy..........yx...
....................
....................
ENDMAP

NAME:    regret_index_necropolis_ghost_xom_two
: necropolis_depth_tagging(_G, {"pre_temple_d", "post_lair_d",
:                               "orc", "spider", "depths_crypt"})
TAGS:    luniq_necropolis_ghost_xom
KMONS:   O = player ghost
# Almost all monsters from the 0.32 rework's longer summon list.
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
MONS:    shadow imp / lesser demon w:5, phantom, swamp drake
NSUBST:  ' = 2:1 / 1:2 / *:', " = 1:1 / 1:23 / *:"
SUBST:   * = de, % = %$$
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:    shapeshifter, boggart, vampire
NSUBST:  ' = 3:1 / 1:2 / *:', " = 2:2 / 1:12 / 1:3 / *:"
NSUBST:  * = 1:e / 1:f, % = 1:d / * = %%$
: elseif dgn.persist.necropolis_difficulty == "orc" then
MONS:   kobold demonologist, orc sorcerer, obsidian bat
NSUBST:  ' = 1:1 / 1:2 / *:', " = 1:2 / 1:3 / *:"
NSUBST:  $ = 1:d / *:$, * = 1:e / 2:f / * = *%
: elseif dgn.persist.necropolis_difficulty == "spider" then
MONS:   tarantella, glowing shapeshifter, radroach
NSUBST:  ' = 3:1 / 1:2 / *:', " = 2:2 / 1:12 / 1:3 / *:"
NSUBST:  * = 1:f / *:*, % = 2:d / 2:e, $ = %
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:    kobold fleshcrafter, tentacled monstrosity, guardian sphinx
NSUBST:  ' = 2:1 / 1:113''' / *:', " = 2:1 / 1:122""" / *:"
NSUBST:  * = 1:f / * = *|, % = 3:d / *:*
SUBST:   e = $
: end
KMONS:   P = demonic plant
ITEM:    potion of mutation pre_id / potion of lignification pre_id / \
         potion of ambrosia q:1 pre_id w:2 / potion of berserk rage pre_id w:2 / \
         scroll of immolation q:1 pre_id w:2 / any ally scroll q:1 pre_id w:2
ITEM:    any weapon randart ego:chaos pre_id
: xom_bazaar_special(_G, "f")
KFEAT:   _ = altar_xom
KFEAT:   z = c
SHUFFLE: ABCEF
SUBST:   AB : x, C : xP, D : xP, E : x., F = .
KPROP:   '"$%*|def_O123 = no_tele_into
TILE:    z = wall_crypt
: necropolis_ghost_setup(_G)
MAP
....................
....................
..nzcc.......B..A...
..c*%zccccn...B.AA..
..z%*'c''$z....C....
..cz'O'''cn..E..D...
...cc'''cc...CF..D..
...c'''_=...........
...c''c===..........
...c$cc.===...nzn...
...nzn...===.cc$c...
..........===c""c...
...........=_"""c...
..D..FC...cc"""cc...
...D..E..nc"""3"zc..
....C....z$""c"*%z..
..AA.B...nccccz%*c..
......B.......cczn..
....................
....................
ENDMAP

NAME:   regret_index_necropolis_ghost_hex_club
TAGS:   no_pool_fixup
: necropolis_depth_tagging(_G, {"pre_lair_d", "post_lair_d", "swamp",
:                               "shoals", "vaults_elf", "depths_crypt"})
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
MONS:   gnoll bouda / orc wizard / sleepcap w:2, basilisk / hornet w:2
MONS:   arcanist / deep elf archer / vampire / wraith w:2
NSUBST: * = 1:e / 1:ef / *:%, $ = 1 = $:90 i / *:$
SUBST:  ^ = ', % = %$$
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:   basilisk / vampire / wraith w:2, arcanist / deep elf archer
MONS:   orc sorcerer / great orb of eyes
NSUBST: * = 2:e / 1:f, $ = 1:$$$$i / *:$
SUBST:  ^ = ', % = %$
: elseif necropolis_in_lair_branch() then
MONS:   merfolk siren / bog body / faun w:2
MONS:   naga ritualist / satyr / torpor snail w:2
MONS:   fenstrider witch / sphinx marauder
NSUBST: * = 1:e / 2:f, $ = 1:d / 1:i$ / *:$, 13 = 1:', 1 = 1:' / *:1
SUBST:  ^ = w
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:   deep elf archer / arcanist, great orb of eyes / crystal guardian
MONS:   guardian sphinx / deep elf sorcerer
NSUBST: * = 2:f / 1:g, $ = 2:d / 1:iiij / *:$
KFEAT:  ^ = alarm trap
: else -- Depths, Crypt
MONS:   necromancer w:5 / eidolon / phantasmal warrior w:5
MONS:   vampire knight / walking earthen tome
MONS:   guardian sphinx / glowing orange brain
KFEAT:  ^ = alarm trap / archmage's trap / harlequin's trap w:3
NSUBST: * = 1:f / 1:g / 1:fg, $ = 3:d / 1:e / 1:iij / *:$
: end
KMONS:  O = player ghost
ITEM:   any potion
ITEM:   ring of willpower pre_id no_pickup / potion of enlightenment pre_id
ITEM:   ring of willpower randart pre_id / orb ego:guile pre_id / \
        randbook disc:hexes numspells:3 / quicksilver dragon scales / \
        rapier randart w:5
ITEM:   ring of willpower randart artprops:Will:2 w:8 pre_id / \
        orb randart ego:guile pre_id / \
        randbook disc:hexes numspells:5 spells:sphinx_sisters / \
        quicksilver dragon scales randart w:8 / quick blade randart w:5 / \
        any magical staff randart artprops:Hexes pre_id w:4
ITEM:   any weapon randart artprops:Will:-2 pre_id
ITEM:   riddle talisman, riddle talisman randart
: ghost_flavour_unrand_chance(_G, "$", "Z", "robe of folly")
SUBST:  A : bb., B : c.., C : c'', D : n=, E : n=
FTILE:  '^$%defghZ123O = floor_mystic_chasm
TILE:   b = dngn_crystal_blue
KPROP:  '^$%defghZ123O = no_tele_into
: necropolis_ghost_setup(_G)
MAP
B.B.........A....B.B
.B........AA......B.
B.c.nbc.AA...cbn.c.B
...bnhcb....bc%nb...
..nnO'$nn..nn$3*nn..
..bh'C''bDDb''C3%b..
..cc$'C'^==^'C'$cc..
A..bn''C'=='C''nb...
.A..nb^''==1'^bn.A..
.A...E========E..A..
..A..E========E...A.
..A.nb^'1==1'^bn...A
...bn''C'=='C''nb...
..cc$'C'^==^'C'$cc..
..b%1C''b==b''C2%b..
..nn*1$nn..nn$2*nn..
...bn%cb....bc%nb...
B.c.nbc...AA.cbn.c.B
.B......AA........B.
B.B....A.........B.B
ENDMAP

NAME:    regret_index_necropolis_ghost_fae_copse
: necropolis_depth_tagging(_G, {"pre_temple_d", "lair",
:                               "swamp", "shoals", "depths_crypt"})
TAGS:    luniq_necropolis_ghost_forest
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
MONS:    phantom / ufetubus w:4, sleepcap / spectral howler monkey w:6 / wolf w:2
MONS:    yak / wyvern w:4 / centaur w:2
NSUBST:  1 = 2:' / *:1
NSUBST:  % = 1:d / 1:% / *:$, |* = 1:e / 1:*% / * = %
: elseif dgn.persist.necropolis_difficulty == "lair" then
MONS:    wolf / black bear / yak, spriggan ; sling . dagger
MONS:    dream sheep / boggart / raven w:2
NSUBST:  1 = 1:3 / *:1, % = 2:d / 2:% / *:$, |* = 1:e / 1:* / * = *%
: elseif necropolis_in_lair_branch() then
MONS:    spriggan rider / faun w:2 / water nymph w:2
MONS:    will-o-the-wisp / satyr / meliai band w:4
MONS:    thorn hunter / sun moth / dream sheep band
NSUBST:  1 = 1:12 / 1:3 / *:1
NSUBST:  % = 3:d / *:%, |* = 1:e / 1:f / 1:| / *:*
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:    sun moth perm_ench:glowing_shapeshifter / \
         swamp dragon perm_ench:glowing_shapeshifter / spark wasp / chonchon
MONS:    spriggan berserker / spectral caustic shrike, alderking
MONS:    dream sheep band
NSUBST:  1 = 2 = 24 / *:1
NSUBST:  % = 1:e / 1:d / *:%, * = 1:f / *:*
: end
KMONS:   O = player ghost
ITEM:    potion of lignification pre_id w:30 / \
         dart ego:atropa no_pickup / dart ego:datura no_pickup
ITEM:    any magical staff / quarterstaff randart ego:spectral w:5 pre_id / \
         dagger randart plus:9 pre_id w:5 / rapier good_item / \
         randbook disc:hexes disc2:summoning spells:summon_forest numspells:3 / \
         swamp dragon scales no_pickup / any ally scroll q:2 pre_id
ITEM:    any staff randart artprops:Hexes / \
         lajatang randart ego:spectral w:5 pre_id / \
         dagger randart plus:12 pre_id w:2 / quick blade good_item / \
         randbook disc:hexes disc2:summoning spells:summon_forest numspells:6 / \
         swamp dragon scales randart no_pickup / any ally scroll q:3 pre_id
FTILE:   '$%defgh123O = floor_marble
FTILE:   =t" = floor_necropolis_grass
FTILE:   ` = floor_necropolis_square_grass
KPROP:   '`$%defgh123O = no_tele_into
: necropolis_ghost_setup(_G)
MAP
................```.
```...........```t`.
`t`ccccccnncccc=```.
```="ttttnnttt"==c..
.`==''''t==t''''"c..
.`c"''1======'''tc..
..ct''tt'=='tt2ttc..
..ctt1t|'==1*t'%tc..
..ct%'t*'c='$tt%tc..
..nn'tt$O=='$n1'nn..
..nn'1n$'==3$tt'nn..
..ct%tt$'=c'*t'%tc..
..ct%'t*2=='|t1ttc..
..ctt2tt'=='tt''tc..
..ct'''======1''"c`.
..c"''''t==t''''==`.
..c=="tttnntttt"=```
.```=ccccnncccccc`t`
.`t```...........```
.```................
ENDMAP

NAME:    regret_index_necropolis_ghost_fatale
: necropolis_depth_tagging(_G, {"swamp", "shoals", "spider"})
SHUFFLE: ABCD
SUBST:   A : cx, B : cx, C : cx..., D : c....
: if dgn.persist.necropolis_difficulty == "swamp" then
MONS:    vampire mosquito, eleionoma, fenstrider witch
KFEAT:   T = mangrove
COLOUR:  T = green
NSUBST:  1 = 4:1 / 2 = 1' / *:'
SUBST:   vxz! = T, ' = -, ? = W
FTILE:   .-%de123O = floor_necropolis_grass
FTILE:   ` = floor_necropolis_square_grass
: elseif dgn.persist.necropolis_difficulty == "spider" then
MONS:    meliai, jorogumo, broodmother
KFEAT:   ^ = web trap
NSUBST:  1 = 3:1 / *:'
SUBST:   z'? = ^, `! = .
: elseif dgn.persist.necropolis_difficulty == "shoals" then
MONS:    harpy, water nymph, sphinx marauder
NSUBST:  1 = 3:1 / 2 = 1- / *:-
SUBST:   'z = w, ?! = W, ` = .
: end
KMONS:   O = player ghost
ITEM:    any potion
ITEM:    eveningstar good_item / broad axe good_item / partisan good_item / \
         lajatang good_item / double sword good_item / quick blade good_item / \
         randbook disc:alchemy numspells:5 w:15
KPROP:   -^wW%deO123 = no_tele_into
: necropolis_ghost_setup(_G)
MAP
````````````````````
`.........c........`
`..!.....c......!..`
`A....B...v..C....D`
`..c.....v?.....c..`
`..c.....?v.....c..`
`.!ccc==cccc==ccc!.`
`..c%-'==cc=='-ec..`
`..c%x1'===='1xec..`
`..nz1--'vc'-1Ozn..`
`..nz3--'cv'-12zn..`
`..cdx1'===='1x%c..`
`..cd-'==cc=='-%c..`
`.!ccc==cccc==ccc!.`
`..c?....v?....?c..`
`..c.....?v.....c..`
`D....C..v...B....A`
`..!......c.....!..`
`........c.........`
````````````````````
ENDMAP

NAME:    regret_index_necropolis_ghost_elfcraft_halls
: necropolis_depth_tagging(_G, {"pre_lair_d", "post_lair_d", "vaults_elf"})
: if dgn.persist.necropolis_difficulty == "pre_lair_d" then
MONS:    orc wizard, deep elf pyromancer, deep elf archer
MONS:    sky beast, fire bat, ice beast, shapeshifter
SUBST:   + = =
NSUBST:  3 = 1:1 / *:3, 7 = 1:4 / *:7
NSUBST:  % = 1:d / 2:% / * = %%$, * = 2 = *ee / * = *%
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:    deep elf pyromancer / deep elf archer, deep elf knight
MONS:    deep elf zephyrmancer, gargoyle, fire elemental, water elemental
MONS:    glowing shapeshifter / thermic dynamo w:2
SHUFFLE: 456
NSUBST:  % = 2:d / 2:% / * = %%$, * = 2:e / 1:|* / * = *%
: elseif dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:    deep elf annihilator / deep elf high priest
MONS:    deep elf sorcerer / deep elf demonologist w:5
MONS:    deep elf death mage / deep elf elementalist
MONS:    ironbound mechanist / thermic dynamo w:4
MONS:    war gargoyle, crystal guardian, undying armoury
NSUBST:  12 = 1:- / 1:1 / 1:2, 34 = 1:-, 56 = 1:-, 67 = 1:-
NSUBST:  % = 3:d / *:%, * = 1:e / 1:f / 2:| / *:*
: end
KMONS:   O = player ghost
ITEM:    robe good_item no_pickup w:5 / mundane hat w:5 / \
         potion of magic pre_id / potion of ambrosia pre_id
ITEM:    orcbow good_item no_pickup / any magical staff / \
         orb ego:energy pre_id / robe randart / hat ego:intelligence pre_id / \
         ring of intelligence pre_id / \
         randbook disc:forgecraft numspells:4 w:5 / \
         randbook disc:fire disc2:ice numspells:4
ITEM:    longbow good_item no_pickup / any magical staff randart / \
         orb ego:energy randart pre_id / robe ego:archmagi pre_id/ \
         ring of magical power randart pre_id / \
         randbook disc:forgecraft numspells:6 / manual of forgecraft w:5
: if dgn.persist.necropolis_difficulty == "vaults_elf" then
FTILE:   =-def%*|1234567O = floor_crystal
: else
FTILE:   =-def%*|1234567O = floor_hall
: end
KPROP:   +def%*|1234567O = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
..cnncnncnncnncnnc..
..c**c%-=--=-%c**c..
..c*3c$-=--=-$c3*c..
..cO7n4-c--c-4n7Oc..
..c--n--c--c--n--c..
..c--c--n--n--c--c..
..c--c--n--n--c--c..
..n--c--c--c--c--n..
..n--c--c--c--c--n..
..c--n--c44c--n--c..
..c--n-5c11c5-n--c..
..c--c2-n--n-2c--c..
..c6-c-1n--n1-c-6c..
..c%-+--c--c--+-%c..
..c%6+--c--c--+6%c..
..cnncnnc==cnncnnc..
....................
....................
ENDMAP

NAME:    regret_index_necropolis_ghost_sink_in_fangs
# XXX: why does subvault placement respect no_rotate but not the mirror tags?
TAGS:    no_rotate no_vmirror no_hmirror
: necropolis_depth_tagging(_G, {"pre_temple_d", "lair", "post_lair_d",
:                               "orc", "snake", "swamp", "depths_crypt"})
WEIGHT:  5
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
MONS:    hound, vampire bat
NSUBST:  ' = 1:1 / 1:1 / *:', " = 1:1 / 2:2 / *:"
NSUBST:  * = 1:d / * = dd%
: elseif dgn.persist.necropolis_difficulty == "lair" then
MONS:    wolf, vampire / vampire bat
NSUBST:  ' = 1:1 / 1:2 / *:', " = 2:1 / 1:2 / *:"
NSUBST:  % = 1:d / *:%, * = 1:ee* / *:*
: elseif dgn.persist.necropolis_difficulty == "orc" then
MONS:    warg, obsidian bat
NSUBST:  ' = 2:1 / 1:2 / *:', " = 1:1 / 1:2 / *:"
NSUBST:  % = 1:d / *:%, * = 1:ee* / *:*
: elseif dgn.persist.necropolis_difficulty == "post_lair_d" then
MONS:    wolf spider, vampire
NSUBST:  ' = 2:1 / 1:2 / *:', " = 1:1 / 1:2 / *:"
NSUBST:  $ = 1:d / *:$, * = 1:e / *:*
: elseif dgn.persist.necropolis_difficulty == "swamp" then
KMONS:   1 = tyrant leech
KMONS:   2 = vampire mage
KFEAT:   12O'"` = W
NSUBST:  ' = 2:1 / 1:2 / *:', " = 1:1 / 1:2 / *:"
NSUBST:  $ = 2:d / *:%, * = 1:ef / *:*
: elseif dgn.persist.necropolis_difficulty == "snake" then
MONS:    mana viper, vampire knight
NSUBST:  ' = 3:1 / 1:2 / *:', " = 2:1 / 1:2 / *:"
NSUBST:  $ = 2:d / *:%, * = 1:ef / *:*
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:    shadow dragon, vampire bloodprince
NSUBST:  ' = 1:1 / 1:2 / *:', " = 2:1 / *:"
NSUBST:  $ = 2:d / *:%, * = 1:e / 1:f, % = 2:* / *:%
: end
KMONS:   O = player ghost
ITEM:    dagger ego:vamprism pre_id / falchion ego:vampirism pre_id / \
         potion of curing q:1 pre_id w:20 / scroll of fog q:1 pre_id w:5 / \
         amulet of regeneration pre_id w:5
ITEM:    rapier ego:vampirism pre_id / scimitar ego:vampirism pre_id / \
         randbook spells:sublimation_of_blood&&vampiric_draining / \
         sanguine talisman w:15
ITEM:    quick blade ego:vampirism pre_id / double sword ego:vampirism pre_id / \
         randbook disc:necromancy numspells:6 spells:sublimation_of_blood / \
         sanguine talisman randart w:15
: ghost_flavour_unrand_chance(_G, "%", "Z", "leech")
SHUFFLE: ABCDE
SUBST:   AB = x, C : xx., D : x., E : x...
: if dgn.persist.necropolis_difficulty ~= "swamp" then
KPROP:   ` = bloody
: end
KPROP:   '"W$%*defZO12 = no_tele_into
: necropolis_ghost_setup(_G)
MAP
....................
....................
...A..B..CC..D..E...
..x..............x..
....................
..cccccccccccccccc..
..c*%%''v==v""%%*c..
..c%O'''v==v"""2%c..
..cc$'''===="""$cc..
...c$'''=..="""$c...
...cc''==..==""cc...
....c''=....=""c....
....cc==....==cc....
....`c=`....`=c`....
....`cc`....`cc`....
.....``......``.....
..x..............x..
...E..D..CC..B..A...
....................
....................
ENDMAP

NAME:    regret_index_necropolis_ghost_sinners'_sands
: necropolis_depth_tagging(_G, {"pre_temple_d", "spider", "depths_crypt"})
TAGS:    no_rotate no_vmirror no_hmirror
: if dgn.persist.necropolis_difficulty == "pre_temple_d" then
MONS:    spectral jackal, scorpion, shadow imp, phantom
NSUBST:  12 = 1:', | = 1:d** / *:*, % = 1:%%f / *:%
SUBST:   ?! = '
: elseif dgn.persist.necropolis_difficulty == "spider" then
MONS:    death scarab, sun moth, emperor scorpion, pharaoh ant
NSUBST:  12 = 2:1 / 1:2 / 1:12'' / *:', | = 1:ee| / *:|, % = 1:ffg / *:%
SUBST:   ? = %, ! = '
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:    laughing skull, ancient champion, mummy priest, lich
NSUBST:  $ = 2:e / *:$, % = 1:g* / *:%
SUBST:   ?! = %
: end
KMONS:   O = player ghost
ITEM:    staff of fire / staff of necromancy / quarterstaff ego:spectral / \
         quarterstaff ego:pain / any ring randart artprops:rN pre_id w:15
ITEM:    staff of fire randart / staff of pain randart / \
         lajatang ego:spectral / lajatang ego:pain / \
         any amulet randart artprops:Regen&&rN pre_id w:15
ITEM:    scarab talisman, scarab talisman randart
KITEM:   O = $ no_pickup
MARKER:  P = lua:transp_loc("necropolis_sands_entry")
MARKER:  Q = lua:transp_dest_loc("necropolis_sands_entry")
MARKER:  R = lua:transp_loc("necropolis_sands_exit")
MARKER:  S = lua:transp_dest_loc("necropolis_sands_exit")
FTILE:   'QR12%fg = floor_sand
FTILE:   =$de*|O34 = floor_tomb
TILE:    x = wall_undead
TILE:    c = wall_tomb
KPROP:   'QR$%*|defgO1234 = no_tele_into
: necropolis_ghost_setup(_G, false)
MAP
....................
..........P.........
..nnnnnnnnnnnnnnnn..
..n''''''Q'''''''n..
..n''''x''''x''''n..
..n''x'''nn'''x''n..
..n'''''cnnc'''''n..
..n'x''cc||cc''x'n..
..n'''cc$O$$cc'''n..
..n''cc3$$$$4cc''n..
..n'cccc====cccc'n..
..n''''''''''''''n..
..n''''''''''''''n..
..n'1x1''22''1x1'n..
..n'xxx''xx''xxx'n..
..n''''''''''''''n..
..n%%%?!''R'!?%%%n..
..nnnnnnnnnnnnnnnn..
.........S..........
....................
ENDMAP

NAME:    tekkud_necropolis_ghost_all_or_nothing_shop
: necropolis_depth_tagging(_G, {"vaults_elf", "depths_crypt"})
TAGS:    luniq_necropolis_ghost_gozag
WEIGHT:  5
KMONS:   O = player ghost
KMONS:   C = orange crystal statue
: if dgn.persist.necropolis_difficulty == "vaults_elf" then
MONS:    vault guard / vault warden / orc warlord / \
         guardian serpent / dancing weapon / peacekeeper
MONS:    golden dragon / crystal guardian / guardian sphinx
: elseif dgn.persist.necropolis_difficulty == "depths_crypt" then
MONS:    ancient champion / crystal guardian / \
         guardian sphinx / lich / golden dragon
MONS:    ancient lich / royal mummy / vampire bloodprince / quicksilver dragon
: end
{{
-- XXX: "any ___ randart" causes the item level to be set to -1, so...
local ds = "dragon scales"
local i = ""
if crawl.x_chance_in_y(57, 71) then
  local x = util.random_choose_weighted {
    {"demon whip", 5}, {"eveningstar", 10}, {"great mace", 10},
    {"giant spiked club", 5}, {"broad axe", 10}, {"executioner's axe", 10},
    {"partisan", 5}, {"demon trident", 5}, {"bardiche", 10}, {"lajatang", 10},
    {"quick blade", 10}, {"demon blade", 5}, {"double sword", 5},
    {"triple sword", 10}, {"hand cannon", 10}, {"longbow", 5},
    {"triple crossbow", 5}, {"crystal plate armour", 10}, {"pearl " .. ds, 5},
    {"storm " .. ds, 5}, {"shadow " .. ds, 5}, {"golden " .. ds, 5},
    {"kite shield", 10}, {"tower shield", 10}, {"hat", 5}, {"helmet", 5},
    {"cloak", 5}, {"scarf", 5}, {"pair of gloves", 10}, {"pair of boots", 10},
    {"barding", 5}, {"orb", 5}, {"any magical staff", 30},
    {"dragon-coil talisman", 10}, {"granite talisman", 10},
    {"hive talisman", 10}, {"riddle talisman", 10}, {"sanguine talisman", 10},
    {"storm talisman", 10}, {"talisman of death", 10}, {"any jewellery", 250}
  }
  i = "randart " .. x
else
  i = "robe randart artprops:archmagi | scroll of acquirement w:120 pre_id | \
       potion of experience q:1 pre_id"
end

kfeat("S = general shop name:Gozag type:All_or_Nothing suffix:Deal no_mimic \
           greed:35 count:1 ; " .. i)
}}
KFEAT:   Z = altar_gozag
KFEAT:   gG = metal_statue
TILE:    gG = dngn_golden_iron_statue
TILE:    c = wall_church
NSUBST:  ~ = 3:1 / 2:2 / 1:1' / 1:O / *:', G = 1:C / *:G, Z = 1:Z / *:'
FTILE:   ='ZSG12OCn = floor_limestone
KPROP:   ='ZSG12OCn = no_tele_into
: setup_gozag_gold(_G)
: necropolis_ghost_setup(_G, false)
MAP
....................
....................
.......g....g.......
...c............c...
....cc........cc....
....cnnn....nnnc....
.....nSnccccnZn.....
..g..nn''GG''nn..g..
......c''~~''c......
......cG~~~~Gc......
......cG~~~~Gc......
......c''~~''c......
..g..nn''GG''==..g..
.....nZncccc='=.....
....cnnn....===c....
....cc........cc....
...c............c...
.......g....g.......
....................
....................
ENDMAP
