A map definition is always the last thing in a vault definition, and looks like:
MAP ........ ........ .GLYPHS. ........ ........ ENDMAP
It can be any size, within the maximum limit. (TODO: limit)
Glyph | Name | Description | Feature Type (dungeon_feature_type) |
---|---|---|---|
. | floor | DNGN_FLOOR | |
x | rock wall | DNGN_ROCK_WALL | |
X | permanent rock wall | always undiggable | DNGN_PERMAROCK_WALL |
c | stone wall | only affected by Shatter | DNGN_STONE_WALL |
m | clear rock wall | DNGN_CLEAR_ROCK_WALL | |
n | clear stone wall | only affected by Shatter | DNGN_CLEAR_STONE_WALL |
o | clear permanent rock wall | always undiggable | DNGN_CLEAR_PERMAROCK_WALL |
v | metal wall | grounds electricity | DNGN_METAL_WALL |
b | crystal wall | reflects cold and fire | DNGN_GREEN_CRYSTAL_WALL |
t | tree | a single square doesn't block LOS | DNGN_TREE |
Doors | |||
+ | closed door | DNGN_CLOSED_DOOR | |
= | runed door | DNGN_RUNED_DOOR | |
Fluids | |||
W | shallow water | ||
w | deep water | can be randomly turned into shallow water by the level-builder; you can prevent this conversion with the no_pool_fixup TAG. Also, water may automatically receive water creatures! For entry vaults, avoid this with the no_monster_gen TAG or KMASK. | |
l | lava | again, use the no_monster_gen TAG or KMASK for entry vaults! |
Glyph | Name | Description |
---|---|---|
@ | Entry point | must be on outside edge. This point will be connected to the rest of the level with a corridor for both normal vaults and minivaults. If a normal vault, or a minivault tagged 'mini_float', has no entry points defined, random traversable squares on its edge will be chosen and connected, as if they had the @ glyph.\\The + and = glyphs, when placed on the edge of the map, are also considered entry points. |
}{ | Stone stairs | You must be able to reach these from each other. The { upstair is also the stair on which the player will enter the dungeon for entry vaults. |
)( | Stone stairs, set 2. | |
][ | Stone stairs, set 3. | |
>< | escape hatches | you can leave the level by these but will usually not land on stairs/hatches |
I | orcish idol (does nothing) | |
^ | random trap. | |
~ | random trap | suitable for the branch and depth the map is being used. |
A | Stone Arch. | |
B | Altar. | These are assigned specific types (e.g. of Zin etc) in dungeon.cc, in order. |
C | Random Altar. | |
G | Granite statue | Does nothing - you can see through but not walk through. Also, sight-based effects like smiting work past granite statues, as does apportation.\\NOTE: F used to put down a granite Statue most of the time but occasionally Orange or Silver or Ice statues (1 in 100). You can reproduce this by using F on the map together with SUBST: F = G:99 F:1 KMONS: F = orange crystal statue / silver statue / ice statue |
T | Water fountain | |
U | Magic fountain | |
V | Permanently dry fountain | |
Y | Blood fountain | Use sparingly! |
Glyph | Description |
---|---|
% | normal item |
* | higher level item (good) |
| | superb item (almost guaranteed excellent) |
d-k | item array item. See section below on ITEM: arrays for more info. |
NOTE: The P (place a rune here with 1/3 chance) and R (place a honeycomb with 2/3 chance or else a royal jelly) symbols have been removed. You can produce the desired behaviour using
SUBST: P = O.. KITEM: R = w:2 honeycomb / w:1 royal jelly
The O symbol has been removed. It used to either place an appropriate rune, or an appropriate substitution for a rune (a staircase into a branch in branch entry vaults, a portal in portal entry vaults). This behaviour can be produced with appropriate KITEM and KFEAT lines, for example:
KITEM: O = decaying rune of Zot KFEAT: O = enter_swamp KFEAT: O = enter_portal_vault
Using '0', '9', and '8' in portal vaults will use monsters from the level that the portal was entered from, unless a random monster list has been set.