Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
IJHYMJBOPNFORSDVM4RBZ5ZPLGSFSG6JRTPPYOD4YYWPT4YXNRLQC
###
# V for Volcano!
#
# A combined effort of ideas, execution and tweaking by Jude, dpeg, and Zaba!
###
#
# i. Threats
#
# Initial threat is the volcano itself; while there is quite a
# delay between explosions, the flame clouds are quite powerful
# and cover quite a large area; this could kill an early level
# character easily, so beware!
#
# Loot-guard threats are defined in the fiery_guardians function.
# Please see the comments there for explanations, and lists of
# possible threats.
#
# Extra threats will be listed as MONS: lines.
#
# ii. Loot
#
# All volcanoes have a combination of the following items, though
# the amounts of each usually vary. In addition, they also have
# whatever armour or weapons have been created for the monsters that
# populate the level.
#
# Fire resistance ego armour (any type of armour; this also
# includes dragon armour, which is not
# given extra rF+)
# Flaming ego weapons (a selection of high-damage weapons)
# Gold
# "Good" potions with fire themes (see setup_loot() for the list)
#
# In addition, some volcanos have extra items taken from:
# "Random item"
# "Bad items" (see setup_loot() for the list)
# "Fruit" (only in volano_6)
#
# See setup_loot() for more information.
#
###
# Index:
# volcano_grotto - forgotten grotto "temple" volcano; a temple to
# the side of a volcano, line 472-523
# volcano_lake - lava lake "temple" volcano; a temple suspended
# in the middle of a volcano, line 531-591
# volcano_pools - many pools "pyramid"; some caves off a central
# chamber, but no pyramid?, line 599-658
# volcano_tomb - volcano "tomb"; based of Tutankhamun's burial
# chamber, has mummies and fire. Line 666-709.
# volcano_aerie - "aerie"; two paths to the loot, including lindwurm
# island! Line 717-775.
# volcano_bunker - "hidden bunker"; "science"-ish portal vault with
# golems and a "conservatory". Line 783-823.
# volcano_caves - "collapsing caverns", you can choose which one you
# want! maybe more than one? Line 830-902.
# volcano_village - by zaba! villagerrs are kinda scary, actually!
# Line 912-967.
###
{{
-- ####
-- # General setup and design functions: (head to line 382 for the maps)
function volcano_portal (e)
local desc_long = [[Leading directly into the rock is a dark and forbidding tunnel. Every so often air, hot enough to singe your face, blasts from within, and, as though trigger by the air, rocks fall from the roof and sides of the tunnel, slowly filling the entry.]]
local timeout_turns = crawl.random_range(1200, 1700)
local messager =
timed_msg {
visible = true,
-- $F{xxx} will be substituted with the 'entity' property of the timed
-- marker, or with the desc property (if entity is not set).
messages = time_messages(timeout_turns,
"Rocks fall inside $F{the}.",
"Debris falls inside $F{the}, filling the entry.",
"More rocks fall inside $F{the}, blocking the entry.",
"Rocks have almost completely blocked $F{the}.")
}
e.lua_marker('O',
timed_marker {
disappear = "There is a deep roar from within the tunnel. Moments later, a river of lava pours forth, sealing the it permanantly.",
desc = "A dark tunnel",
desc_long = desc_long,
entity = 'tunnel',
dst = "volcano",
dstname_abbrev = "Volcano",
dstorigin = "in a volcano",
overmap = "dark tunnel",
turns = timeout_turns,
floor = "lava",
msg = messager })
e.kfeat("O = enter_portal_vault")
e.kfeat("S = .")
e.colour("O = red")
e.tags("layout_caves")
end
function volcano_feat_descs()
dgn.set_feature_desc_short("gate leading back to the Dungeon",
"rocky tunnel")
dgn.set_feature_desc_short("empty arch of ancient stone",
"rock-blocked tunnel")
end
dgn.set_lt_callback("volcano", "volcano_feat_descs")
-- Destinations:
function volcano_setup (e, metal)
setup_loot(e)
e.kfeat("< = exit_portal_vault")
e.kfeat("I = exit_portal_vault")
e.kfeat("^ = known alarm trap")
e.subst("L = lll.")
e.subst("y = xxx.")
e.colour("< = red")
e.lrockcol("red")
e.lrocktile("wall_pebble_red")
if metal == nil then
e.colour("c = lightred")
e.colour("G = lightred")
e.colour("= = lightred")
e.lfloorcol("red")
e.lfloortile("floor_rough_red")
end
crawl.mark_milestone("br.enter", "entered a Volcano.")
end
-- "Volcano" functions. While the sizes may appear extreme, they are carefully
-- weighted and balanced and have been tested extensively.
-- Currently unused
--function place_giant_volcano(e)
-- e.kfeat("V = l")
-- e.lua_marker('V', fog_machine { cloud_type = "flame", walk_dist=0, pow_min=10,
-- pow_max=10, delay=1100, size=90000,
-- spread_rate=100 })
--end
local large_warning = tw_machine(3, "The air gets thick with the scent of sulphur.",
"In the distance, the volcano erupts with a roar.",
"The volcano comes to life with a roar!")
local small_warning = tw_machine(3, nil, nil, nil, "The volcano roars to life, " ..
"belching forth lava!", "The air gets thick with " ..
"the scent of sulphur.")
function place_large_volcano(e)
e.kfeat("V = l")
e.lua_marker('V', fog_machine { cloud_type = "flame", walk_dist=15, pow_max=6,
delay = 300, size = 10000, spread_rate = 30,
helper = large_warning})
end
function place_medium_volcano(e)
e.kfeat("V = l")
e.lua_marker('V', fog_machine { cloud_type = "flame", walk_dist=15, pow_max=6,
delay = 300, size = 3000, spread_rate = 30,
helper = small_warning})
end
function place_small_volcano(e)
e.kfeat("V = l")
e.lua_marker('V', fog_machine { cloud_type = "flame", walk_dist=15, pow_max=6,
delay = 300, size = 800, spread_rate = 30,
helper = small_warning})
end
function place_tiny_volcano(e)
e.kfeat("V = l")
e.lua_marker('V', fog_machine { cloud_type = "flame", walk_dist=10, pow_max=6,
delay = 800, size = 80, spread_rate = 10,
helper = large_warning})
end
function place_medium_flame_cloud (e, glyph, nolava)
if not nolava then
e.kfeat(glyph .. " = l")
end
e.lua_marker(glyph, fog_machine { size = 3, pow_min = 7, pow_max = 7, delay = 80,
start_clouds = 1, cloud_type = "flame"})
end
-- #
-- ###
-- ###
-- # Loot functions:
function make_fiery_armour (e, armour)
local armour_string = ""
for _, at in ipairs(armour) do
armour_string = armour_string .. " / " .. at .. " ego:fire_resistance good_item"
end
return string.gsub(armour_string, "\s*\/$", "")
end
function make_fiery_weapon (e, weapon)
local weapon_string = ""
for _, wt in ipairs(weapon) do
weapon_string = weapon_string .. " / " .. wt .. " ego:flaming good_item"
end
local n_weapon = string.gsub(weapon_string, "\s*\/$", "")
e.item(n_weapon)
end
function setup_loot (e)
e.item(make_fiery_armour(e, {"robe w:30", "animal skin w:30", "leather armour w:30",
"ring mail w:30", "scale mail w:20", "chain mail w:20",
"banded mail w:20", "plate mail w:10", "pair of gloves w:5",
"helmet w:6", "pair of boots w:3", "cap w:2", "wizard hat w:2",
"shield w:1", "buckler w:3"}) ..
" / dragon armour w:5")
e.item([[potion of berserk rage w:20 / potion of poison w:2 / potion of might w:5 / potion of brilliance w:5 /
potion of agility w:5 / potion of experience w:1 / potion of resistance]])
e.item(make_fiery_weapon(e, {"demon whip w:2", "dire flail w:4", "ankus w:20", "dagger w:20",
"sabre w:20", "scimitar w:20", "katana w:1", "demon blade w:1",
"triple sword w:1", "broad axe w:20", "battleaxe w:10",
"executioner's axe w:1", "spear w:20", "trident w:20", "demon " ..
"trident w:1", "glaive w:1", "halberd w:10", "lajatang w:10",
"longbow w:5", "crossbow w:5"}))
e.item("any")
e.item([[potion of decay / potion of degeneration / potion of mutation /
scroll of immolation / scroll of curse weapon / scroll of curse armour /
potion of confusion / potion of paralysis / scroll of paper /
scroll of random uselessness]])
end
-- #
-- ###
-- ###
-- # Monster functions:
function make_fiery_mons (e, monster, weapons, armours)
-- Converts a "normal" monster to a fire-themed one through ego weapons and armour.
-- syntax: make_fiery_mons(_G, "monster", {"weapon chance 1", "weapon chance 2"}, {"armour chance 1", "armour chance 2"}) etc.
local monstring = "" .. monster
if weapons ~= False then
monstring = monstring .. " ; "
for _, weapon in ipairs(weapons) do
monstring = monstring .. weapon .. " ego:flaming |"
end
end
if armours ~= False then
monstring = monstring .. " . "
for _, armour in ipairs(armours) do
monstring = monstring .. armour .. " ego:fire_resistance |"
end
end
return string.gsub(monstring, "\s*\|$", "")
end
-- This function sets up two slots of monsters: in general, the first
-- slot (say, 1) is the "surrounding" guardians, while the third slot
-- is a "levelled" up version of the 1s. It's currently balanced for
-- two or three 1s, and one 2.
--
-- Packs are basically as follows:
-- ("intelligent" packs; packs involving uniques)
-- orc, orc, orc, Urug; orc, orc, orc, Blork the orc; orc, orc, orc,
-- orc warrior.
-- human, human, human, Edmund; human, human, human, Michael; human,
-- human, human, human.
-- kobold, kobold, kobold, Sonja; kobold, kobold, kobold, big kobold.
-- goblin, goblin, goblin, Ijyb; goblin, goblin, goblin, hobgoblin.
-- gnoll, gnoll, gnoll, Grum + war dogs; gnoll, gnoll, gnoll, gnoll.
-- (in "Tomb") mummy, mummy, mummy, Menkaure; mummy, mummy, mummy,
-- guardian mummy.
-- (no-unique packs, but still "intelligent")
-- deep elf soldier, deep elf soldier, deep elf soldier, deep elf
-- fighter;
-- nothing, minotuar (all on its lonesome)
--
-- Natural "packs" usually consist of a few fire/red-themed monsters
-- surrounding either a lindwurm, firedrake, or manticore.
--
-- Demonic "packs" usually consist high chance of imps, toenail golems
-- and pulsating lumps, lower chance of red devils, hell hounds and ghouls
-- which are then surrounding either a hell hog, a hell knight (with
-- watered-down equipment), flayed ghost or flaming corpse.
--
-- Mixed demonic/natural packs consist of mixes of the above.
--
-- Non-living packs consist of fire vortices and elementals, and are usually
-- mixed in with the above demonic packs.
local urug = "Urug ; spear ego:flaming race:orcish . leather armour ego:fire_resistance race:orcish"
local blork = "Blork the orc ; short sword race:orcish ego:flaming . leather armour ego:fire_resistance race:orcish"
local edmund = "Edmund ; flail ego:flaming . leather armour ego:fire_resistance"
local michael = "Michael ; dagger ego:flaming . robe ego:fire_resistance"
local sonja = "Sonja" -- We don't touch her equips.
local ijyb = "Ijyb ; club ego:flaming | dagger ego:flaming . ring mail ego:fire_resistance race:orcish"
local grum = "Grum ; animal skin ego:fire_resistance"
local menkaure = "Menkaure" -- Or his
local hellknight = "hell knight w:1 ; hand axe ego:flaming . ring mail ego:fire_resistance"
function fiery_humans (e)
local human = "human ; short sword ego:flaming | long sword ego:flaming . ring mail ego:fire_resistance"
e.mons("hog / " .. human)
e.mons(human)
end
function fiery_guardians (e, tomb)
local found_guard = false
local guard_type = ""
local main_guard = ""
if crawl.one_chance_in(9) then
-- We decided to use a unique.
local unq_weight = crawl.random2(50)
found_guard = true;
if unq_weight < 10 then
guard_type = "orc warrior"
main_guard = urug .. " / " .. blork .. " / orc warrior ; trident race:orcish ego:flaming . ring mail ego:fire_resistance"
elseif unq_weight < 20 then
guard_type = "human"
main_guard = edmund .. " / " .. michael .. " / human ; falchion ego:flaming . leather armour ego:fire_resistance"
elseif unq_weight < 30 then
guard_type = "big kobold"
main_guard = sonja .. " / big kobold ; long sword ego:flaming . ring mail ego:fire_resistance"
elseif unq_weight <= 50 then
guard_type = "gnoll"
main_guard = grum .. " / gnoll ; halberd ego:flaming"
end
end
if tomb then
guard_type = "mummy"
main_guard = menkaure .. " / guardian mummy"
found_guard = true
end
-- If we've reached this stage, we've maybe already found a guardian.
if found_guard then
e.mons(guard_type)
e.mons(main_guard)
return
end
-- If not, we still have to decide what we're going to use.
if crawl.one_chance_in(10) then
-- It's a lone minotaur! labyrinth-esque.
e.mons("nothing")
e.mons("minotaur ; trident ego:flaming . ring mail ego:fire_resistance")
return
end
if crawl.one_chance_in(4) then
-- We're still going to use a pack of "intelligents".
local pack_weight = crawl.random2(30)
-- "Plain" flavour packs are orcs+orc warrior (maybe an orc knight)
-- kobolds + big kobold (maybe a kobold demonologist), or deep elf
-- soldiers + deep elf fighter.
if pack_weight < 10 then
e.mons("orc warrior")
e.mons("orc warrior / orc knight w:1")
elseif pack_weight < 20 then
e.mons("big kobold")
e.mons("big kobold / kobold demonologist w:2")
elseif pack_weight <= 30 then
e.mons("deep elf fighter" )
e.mons("deep elf fighter / deep elf knight w:3")
end
return
end
-- We are now going to use a mixed pack.
if crawl.one_chance_in(3) then
-- "Lair"-esque fire-themed monster pack.
e.mons("hog / giant ant / redback w:1 / bumblebee w:1 / manticore")
e.mons("firedrake / lindwurm w:1")
return
end
if crawl.one_chance_in(3) then
-- "Demonic" fire-themed monster pack.
e.mons("imp w:20 / pulsating lump / toenail golem / hell hound w:9 / \
ghoul w:9 / red devil ; trident ego:flaming")
e.mons("efreet / flaming corpse / flayed ghost / hell-hog / vampire / " .. hellknight)
return
end
if crawl.coinflip() then
-- Demonic/unliving themed pack.
e.mons("imp / fire elemental / toenail golem / pulsating lump / hell hound / fire vortex")
e.mons("efreet / vampire / " .. hellknight)
return
end
-- Finally, if we reach this stage, let's go all out.
e.mons("hell hound / hog / toenail golem / fire elemental / imp")
e.mons(hellknight)
return
end
}}
default-depth: Lair:5-8, Orc:2-4, Hive:1
###############################################################################
# Entries:
NAME: enter_volcano_1
TAGS: uniq_volcano
ORIENT: float
COLOUR: X = red
COLOUR: S = red
: volcano_portal(_G)
MAP
xx
xXX..
XXS..@
XOSS...
XXSS...
xXXx.xx
xxxxxx
ENDMAP
NAME: enter_volcano_2
TAGS: uniq_volcano
ORIENT: float
COLOUR: X = red
COLOUR: S = red
: volcano_portal(_G)
MAP
xxxxx
xXXXx
xXOXx
xSSSx
xx.Sxx
x.S.xx
xx.@.x
ENDMAP
NAME: enter_volcano_3
TAGS: uniq_volcano
ORIENT: float
MONS: patrolling firedrake
# His name is Robby.
COLOUR: X = red
COLOUR: S = red
: volcano_portal(_G)
MAP
xxxxx
xxXXXxx
xXXOXXx
xxSSSxx
xx.1xx
xx...x
x..xxx.
xx....@
xxxxx.
ENDMAP
# This is the "large" one. You might get a clear path, but then again...
NAME: enter_volcano_4
TAGS: uniq_volcano
ORIENT: float
COLOUR: X = red
COLOUR: S = red
NSUBST: L = 4:. / *:l
: volcano_portal(_G)
MAP
xxxxx
xXXXx
xXOXx
xxSSSxx
xxxSxxx
xxx.xx
xxx.x
xxLxx
xxLlLxx
xxLlllLxx
xLlllllLx
xxLlllLxx
xxLlLxx
x.@.x
ENDMAP
###############################################################################
default-depth:
###############################################################################
# "Forgotten grotto Temple"
#
# In the bowels of a volcano, some renegade priests of
# makhleb/trog/vehumet have built a temple, which has
# since been forgotten... the temple guardians still remain
# and are ready to fight to the death.
NAME: volcano_grotto
WEIGHT: 60
ORIENT: encompass
TAGS: volcano no_item_gen no_monster_gen
KFEAT: _ = altar_makhleb / altar_trog / altar_vehumet
KMONS: l = lava snake w:2 / lava fish w:5 / nothing w:120
KFEAT: l = l
# Sets up the temple guardians.
: fiery_guardians(_G)
MONS: clay golem w:50 / molten gargoyle w:2
# Loot: 9 items, 8 gold.
: volcano_setup(_G)
: place_large_volcano(_G)
MAP
xxxx
xxxxxxyyxxxx
xxxxy......yyyxx
xxxxyyy.LLLLL....yxxx
xxxyyy...LlllllL.....Gxxxxxxxx
xxxyy....LLlllllllL...........yxxx
xxxyy....LLlllllllllL....Gxxxyy..yyxx
xxyy.....LllllllllllllL..yxx xxy.y..yxx
xxy......LlllllllllllllL..yxxx xxyxx.yyx
xxy......LlllllllllllllllL..yyxx xxy..yxx
xxy.....LllllllllllllllllllL..yyxxxxxy.xx
xxy.....LllllllllllllllllllllL....yx xxy.xx
xxy....LllllllllllVlllllllllllL...yxx xxy.x
xy....LlllllllllllllllllllllLL...yxx xx.x
xxy....LlllllllllllllllllllL....yxx xx.xx
xy.....LlllllllllllllllllLL...yxx xx.x
xy.y...LllllllllllllllllLL...yxx x.yx
xxyxy...LllllllllllllllL...yyxx xx+xx
xxxxy...LllllllllllllL...yxxx xx...xx
xxy...LL....LlllllL..yxx cccccx.....xccccc
xxy....xxx..LlllL...yx ccd$ecc..<..ccd$fcc
xy.yxxx<xxy.LLL...yxx c.$f$.c.....c.$e$.c
xx.xx....xxx.....yxx c.g$g.ccc+ccc.g$g.c
x.xxx.....xxy....yx c..3..c.....c..3..c
xx..xxxAxx.xxy..yxx cc...c=.111.=c...cc
xxx..xxx.xxxx..xx cccccc.G_G.cccccc
xxx.x.xx xxxx cc.2.cc
x...x ccccc
xxxxx
ENDMAP
###############################################################################
###############################################################################
# "Lava lake Temple"
#
# Somehow, some priests have constructed a temple right over the lava! Who kows
# what magic spells keep this structure afloat, and its occupants from roasting
# to death!
NAME: volcano_lake
WEIGHT: 60
ORIENT: encompass
TAGS: volcano no_item_gen no_monster_gen no_rotate
KFEAT: _ = altar_makhleb / altar_trog / altar_vehumet
KMONS: l = lava snake w:2 / lava fish w:5 / nothing w:900
KFEAT: l = l
# Let's choose a path from m, u, z, i, r, y
SHUFFLE: m/u/z/i/r/n
SUBST: m = .
SUBST: u = l, z = l, i = l, r = l, n = l
# Sets up the temple guardians.
: fiery_guardians(_G)
MONS: clay golem w:50 / molten gargoyle w:2
# Loot: 10 items, 6 gold.
: volcano_setup(_G)
: place_medium_volcano(_G)
MAP
xxxx xxxxx xxxxx xxxxxx
xxxyyxxx xxyyxxxxyyyxxxyyyyxx
xxxx xxx....xxxxx....xx.....xxx...xxxxxx
xyyxxxxyyy.yyyyyyyy.y....yyy...yyyy...yyxx
xxxx..yyy.................................yxx
xxxyyy.......................................yxxx
xxxyyy...........................................yxxx
xxxxy...............LLLllLLllLLLllllLLllLLlllL........yxxxx
xy..............LllllllllllllllllllllllllllllllLL........yxxx
xxxy............LlllllllllllllllllllllllliiilllllliL........yxxx
xxy............LLllllllllVlllllllllllllliillliilliilllLLL......<x
xy............LmmllllllllllllllllllllliillllllViilllllll.......yxx
xxxy........LllllmmllllllllllllllllliillllllllllllllllllL.......yx
xxy...........Llllllmmllllllllllllllilllllllllllllllllllll.....yxxx
xxy.........LllllllllmmllLlLLllLLlillLLLllLllllllllllllLL......yx
xxy.....LlllllllllllllmL..................LlllllllllllllL.....yxxxx
xy......Lllllllllllllll.ccccccccccccccccc.lllllllllllllllL.......yx
xy.......LlllllVllllllL.c....+.111.+....c.LllllllllllllllL......yxx
xxy.....Lrrllllllllllll.c.<1.c.G_G.c.1<.c.llllllllllllllLL.......yx
xy......LllrrlllllllllL.c....c..2..c....c.Lllllllllllluuu.......yxx
xxy.....Lllllrrllllllll.ccc==ccc+ccc==ccc.LllllllllluullL......yxx
xy.....LlllllllrllllllL.c......c.c......c.lllllllluullllL.....yxx
xxy.....Llllllllrllllll.cccccc.c.c.cccccc.LllllluulllllllL.....yxx
xy......LllllllllrrlllL.c.$f$c.c.c.cgd$.c.lllluullVllllllL......yxx
xxy......LlllllVllrllll.c.$gec.c.c.c$e$.c.LluulllllllllllL......yxx
xxy.......LllllllllrllL.c.3dgc.c.c.cfg3.c.uullllllllllllL.....yxxx
xy........LlllllllllrlL.c......c.c......c.LllllllllllllL......yxx
xxy.....Lllllllllllllrr.cccccccc+cccccccc.llllllllllllllL......yxx
xy.....LlllllllnnnllnnL.................LLllllllllllllL.....yxxx
xxxy....LllllnnlllnnlllLllLlLllllLllLlLlzlllllllllllllL.......yxx
xA.......nnnllllllllllLlllllllllllllllllzzllllllllllllL.......yxx
xxxxy.....LllllllVllllllllllllllllllllllllzzlllVlllllllL.....yxx
xy........LLllllllllllllllllllllllllllllllzzllllllllL.....yxx
xxxy..........LllllllllllllllllllLllllllllllzlllllLL......yxx
xxxy.........LLlllllllllllllLL...LLllllllllzzzL......yxxxx
xxxy.........LLlLLlLllllLL.......LLllLlLlLL.......yxxx
xxxxxxxy...................yy.................yxxx
xxxxy..............yxxxxxy.............yxxx
xxxyyy.yy.yy.yyyxx xxy..........yxxx
xxxxxxxxxxxxxxx xxyyyy.yyy.yxxx
xxxxxxxxxxxx
ENDMAP
###############################################################################
###############################################################################
# "Many pools Pyramid"
#
# There's no pyramid as such, but it was originally supposed to be a pyramid!
# Instead, we have randomly placed loot in little rooms off the central chamber.
# Nice place to take a holiday, wouldn't want to leave here...
NAME: volcano_pools
WEIGHT: 60
ORIENT: encompass
TAGS: volcano no_item_gen no_monster_gen
# Sets up the temple guardians.
: fiery_guardians(_G)
MONS: clay golem w:50 / molten gargoyle w:2
# Loot: 10 items, 6 gold; done in volano_setup.
SHUFFLE: T/Q/B/Y/R
# Do the loot first, 10 objects: two monsters (1, 2)
NSUBST: T = 1:1 / 1:2 / 1:d / 1:e / 2:$ / 2:f / 2:g
NSUBST: Q = 1:1 / 1:1 / 2:d / 2:e / 2:$ / 1:f / 1:g
# Now the entrance:
NSUBST: B = 1:A / *:.
# Loot + 10 trashy items.
SUBST: R = h
NSUBST: Y = 2:1 / *:.
# And the exit
SHUFFLE: <<<
NSUBST: < = 4:.
: volcano_setup(_G)
: place_tiny_volcano(_G)
: place_medium_flame_cloud(_G, 'J')
MAP
xxx
xxyxx
xxyTyxx xxx
xxTTTTyxxxxxxxx
xxlLTTTy.xx...yxx xxx
xxlllTT<.y..yxx.xxx xxyxx
xxllllL.Lxxxxxy.x.xx xxxxxxxxxxyQyxx
xxJlllllxx xxy..yxx xxy...xyQyQQ.LLxx
xxxxllxx xxxy..xx xxxy..yxx.QQQQ.LllLxx
xxxx xxyy.x xxxy..yxxxxlL.Q<Llllllxx
xyy.x xxxy..yxxxxxlllLlLllllllJxx
xx..xxxxx xxy..yxxxx xxlllllllllllxxx
x.yxxxxyxxxxxxxxy.yxxxxx xxlllllllxxxx
x...xy..xxy..yxx.yx xxxJllxxx
xx.............y.xxx xxxxx
xxy...LlLlLlL....xyxx xxx
xxy...LllllllllL....yx xJx
xy...LllllllllllL....x xxllx
xy...LlllllVllllL....xx xxlllxx
xy...LlllllllllllL....x xxlLLllx
xxx....LlllllllllL....yxxxx xxlLRRLlx
xxxxy.xy....LllLlLlL.......xyxx xxy<RRRRyx
xxy...yxxyy..............yxx..yxxxxy.RRRRyxx
xxxy.xxxxxxxxyyxxxyyxy.yyyxxxxxx..xy..yy..yxx
xxxxx..yx xxxx xxxxxx.xxxxxx xxy..yxxxxxxx
xxyxy.Lyxxxxx xx.y<y.yx xxyxxx
xy.yy.LllllJx xxyyYYYyyx xxx
xy<BBB.Lllllx xxyYYYYYyxx
xLBBBBLlllllx xxllLYYlLLx
xxLBBBLllllxx xxllLlllxx
xlllLLlllxx xxllllxx
xlllllllxx xxxllx
xxllllxxx xJxx
xxxJlxx xxx
xxxx
ENDMAP
###############################################################################
###############################################################################
# "Volcano tomb"
#
# Some forgotten emperor was burried here! His tomb is guarded by mummies, flying
# skulls and clouds of flame. Perhaps there is loot!
NAME: volcano_tomb
WEIGHT: 30
ORIENT: encompass
TAGS: volcano no_item_gen no_monster_gen no_rotate
# Sets up the temple guardians, 1s and 2s.
# The flying skulls on lava.
KFEAT: u = lava
KMONS: u = flying skull
# We have a specific monster set for this vault.
: fiery_guardians(_G, true)
MONS: firedrake skeleton w:5 / lindwurm skeleton w:1 / hog skeleton / hound skeleton
MONS: mummy
# Loot: 4 gold, 8 items.
SHUFFLE: 12K
: volcano_setup(_G)
: place_large_volcano(_G)
: place_medium_flame_cloud(_G, "J")
: place_medium_flame_cloud(_G, "K")
MAP
xxxx
xxxxxxyyxxxxx
xxxy..yy.....yxxxx
xxy........yyx...yxxx xxxx
xxxy.................yxxx xxxxyyxx
xxxy.........LLLL........yxxx xxy.y..Lxx
xxy.........LLllllLL........yxxx cccccccxy.y.3Lllx
xxy..<..A...LllllllllLLL.......yxxx c..Y..cy.xxxLlllx
xxy.........LlllllllllllllLLL.....yxc ccc.....=.xx xxllJx
xxy........LLlllllllllllllllllLLL...lcccccccccGc..3..ccc xxxxx
xxy....LLlLlllllllllllllllllllllllL........+....+.3<3.+Kc
xy....LlllllllllllllllllllllllllL....lcccccccccGc..3..ccc
xLl.LllllllllllllllllllllllllllllL..yxc ccc.....c
xlllllllllllllllllGlllllllllllllllLLxx c1c..Y..c
xxlllllllllllllGlllllGlllllllllllllxx cc+ccccc=cc cccccc
xxlllllllllllllllllllllllllllllllxx ccc.........ccc$defc
xxullllllllGllllVllllGlllllllluxx c2+.lllllll.+4=ge$fc
xxxlllllllllllllllllllllllllxxx ccc.........ccc$defc
xxllllllllGlllllGlllllllxxx cc+ccccc+cc cccccc
xxllllllllllGlllllllllxxx c1c cKc
xxllllllllllllllllllxxx ccc ccc
xxxllllllllllllllxxx
xxxlxxlxxxxlxxxx
xxxxxx xxx
ENDMAP
###############################################################################
###############################################################################
# Lava "aerie".
#
# It doesn't look much like an aerie these days, but it still has some of
# the "aerie"-ish effects: flame clouds, flame elementals, lava and vortices!
NAME: volcano_aerie
WEIGHT: 30
ORIENT: encompass
MONS: lindwurm
MONS: toenail golem / molten gargoyle
MONS: fire elemental / fire vortex
NSUBST: R = 1:1 / 1:L / 1:l / 1:.
NSUBST: Y = 8:3 / 6:J / *:.
SUBST: X = lx
KPROP: l = no_cloud_gen
COLOUR: m = red
TAGS: volcano no_item_gen no_monster_gen
: volcano_setup(_G)
: place_small_volcano(_G)
: place_medium_flame_cloud(_G, "J", true)
: place_medium_flame_cloud(_G, "K")
# Sides: Lindwurm # Vortex/elemental
MAP
xxxxxxxxx
xxKlllllKxx
xxllLLLLLllxx
xxXl.d$$ef.lXxx
xxy...$f<g$...yxx
xxy..g$de$..yxx
xxy..yyy..yxx
xxx+mxm+xxxx
xxy.xxllLYyxx
xxy.yxXlllLYyxx
xxy.2yxXllllLYyx
xxy2yxXlllLYyxx
xxy.xxllLYyxx
xxy.xxLYyxx
xxy.xYyxx
xxxx+x+xxxx
xxxy..xxxYYyxxx
xxxy..LlXxXlLYYyxxx
xxy..LlllXxXlllLYYyxx
xy.LlllRRXxXlVlllLYyx
xy.LlllRRXxXlllllLYyx
xxy..LlllXxXlllLYYyxx
xxxy..LLXxXlLYYyxxx
xxxy..xxxYYyxxx
xxxxx+x+xxxx
xxy.xYyxx
xxy.xxlYyxx
xxy.xxllLYyxx
xxy.yxXlllLYyxx
xxy.2yxXKlllLYyx
xxy2yxXlllLYyxx
xxy.xxllLYyxx
xxx+mxm+xxx
xxy..yyy..yxx
xxy.........yxx
xxy...<...A...yxx
xxy...LLL...yxx
xxllLlllLllxx
xxKlllllKxx
xxxxxxxxx
ENDMAP
###############################################################################
###############################################################################
# Hidden bunker!
#
# There are scientists about, beware, as they may wish to experiment on you! The
# idea was by Zaba, and the execution by due!
NAME: volcano_bunker
WEIGHT: 30
ORIENT: encompass
TAGS: volcano no_item_gen no_monster_gen no_rotate
# Loot: 11 items, 8 gold.
: volcano_setup(_G, true)
ITEM: apple / choko
COLOUR: m = blue
COLOUR: = = cyan
COLOUR: + = cyan
MONS: dragon
MONS: human ; robe ego:fire_resistance
MONS: toenail golem
: place_medium_volcano(_G)
: dgn.set_feature_desc_short("translucent rock wall",
: "glass window")
: dgn.set_feature_desc_long("translucent rock wall",
: "A pockmarked, ultra-hard glass window.")
KFEAT: K = .
MARKER: K = lua:fog_machine ( { cloud_type = "rain", walk_dist=3, pow_max=2, \
delay=300, size=3 } )
MAP
xxxx vvvvvvvvvvvvv
xxxxllxxx xxx v...........v
xxxlllllllxxxlxxx v.vvvvvvvvv.v
xxlllVlllllllllllxxxx v.v33$e$$fv.v
xxlllllllllllllllllxxx v.v$$$gddgv.v
xxllllllllllllllllllllxx v.+ggdf$$ev.v
xxllllllllvmvmvmvmvmvvvvvvvvvvvvvvvvvv.v
xxllllllllm.....vKiii...2...v...=......v
xxlllllllv.232.viWtWW......+.<.vvvvvvvv
xxllllllm.....vllttW..2...v...vxxx
xxxllllvvv+vvvvvvvvvvvvvvvv+vv.yxx
xxlllm.....v.v..2v2.....v..m..yxx
xxllllv.<.A.+.v+vvvvv+v+vvv.=..Lyxxx
xxlllllm.....v...............mLLllllxx
xxlllllvmvmvmvmvmvmvmvmvmvmvmvlllllxxx
xxllVlllllllllllllllllllllllllllllllllxx
xxxlllllllllllllllllllllllllllllVlllxx
xxllllllllllllllllxxllxxxllllllllxx
xxxxlllllVllllllxxxxxx xxxlllllxx
xxxllllllllxxx xxxllxx
xxxlllllxx xxxx
xxxxxxxx
ENDMAP
###############################################################################
###############################################################################
# Collapsing caverns! These don't actually have flame clouds. Wow!
# idea by dpeg, execution by due. One entrance will close when you enter the
# portal, leaving you with 7 to discover. Quickly, now!
NAME: volcano_caves
WEIGHT: 30
ORIENT: encompass
TAGS: volcano no_item_gen no_monster_gen no_rotate
LFLAGS: no_tele_control
: volcano_setup(_G, true)
{{
local mytable = { total_doorways=8, total_collapsed=0, ac = {} }
local function collapse_doorways (marker, mytable)
local x, y = marker:pos()
local you_x, you_y = you.pos()
if mytable.total_collapsed == mytable.total_doorways then
return
end
if you_x == x and you_y == y then
crawl.mpr("There is a rumble as the volcano erupts. The roof shakes.",
"warning")
return
end
local ack = x .. "/" .. y
if mytable.ac[ack] ~= true then
mytable.ac[ack] = true
if you.see_cell(marker:pos()) then
crawl.mpr("The volcano erupts! Nearby, a roof collapses.", "warning")
else
crawl.mpr("There is a rumble as the volcano erupts. The roof shakes.",
"warning")
end
mytable.total_collapsed = mytable.total_collapsed + 1
dgn.terrain_changed(x, y, "stone_wall", false, false, false)
dgn.colour_at(x, y, "lightred")
end
end
local collapse_marker = function_machine ( {marker_type = "random", turns_min=30,
turns_max=40, func=collapse_doorways, marker_params=mytable } )
}}
# FIX: Smushing these together does nothing. Enne is working on it!
KPROP: R = no_rtele_into
KPROP: X = no_rtele_into
KPROP: Z = no_rtele_into
KPROP: 1 = no_rtele_into
KPROP: 2 = no_rtele_into
KPROP: < = no_rtele_into
SUBST: X = .
SUBST: Z = c.
SUBST: Y = c.
SUBST: R = defg$
: fiery_guardians(_G)
: lua_marker("M", collapse_marker)
: volcano_setup(_G)
# There are eight oportunities for loot! Seven single threat (1) plus two items,
# and one triple threat (121), plus six items. items can be any of: 1 armour,
# 1 weapon, 1 potion, 1 any, 1 gold)
MAP
ccc ccccc
ccXcc cccZZZcc
cccc cccc ccXZ<cc cccc ccXXRXX<cc
ccZXccc ccXZccc cXXRR1c cccZZccc ccXR1Zcc
cc<XRRYcccXR<ZXc ccXXccc cccX1RRX<cc cccXcc cccc
cccX1XXZccXR1ccc ccMcc ccXXXXXXXcc ccMc cccZccc
cccccccMccXcccccXXXccc.YYcccXXccccXZZcccccc ccc.cccc cccZXXXZccc
cccY..Yc.cYccc.cccMcccY.Y...YccMcYYccccc.cc.cccYY.YYYccccZXXXXXXXZccc
ccY...c.....Y.....cYY....cc.Y.......Y.YYY..Y..Y......Y..cXXXX1RRXXXZZc
ccAcccccYY..Y...Y.....YcccMcccY...Y...Y....Yc.cYY....ccMXXXX2RRXXXXZc
ccc cccYccc.ccccY.cccZXXXZccc.cccY....YcccMcccY..YcccZXXX1RRXXXZcc
ccc ccc cccccZXXRRXXX<ccc ccc..cccZXXRXccc<cc ccZXXXXXXZccc
cccZXX1XZccc cccc ccZXR1XXccc cccZXXZccc
cccZZccc cccZcc<c cc<ccc
cccc cccccc ccc
ENDMAP
###############################################################################
###############################################################################
# Zaba's village!
#
# These stupid humans have built their village right next to a dormant volcano.
# It has erupted! Most have fleed, but some have stayed behind to guard their
# hard-earned loot. Idea kinda by dpeg, execution by Zaba.
NAME: volcano_village
WEIGHT: 30
ORIENT: encompass
TAGS: volcano no_item_gen no_monster_gen no_rotate
SUBST: S = lw
SUBST: W = wW.
SUBST: L = ll.
SUBST: R = lx
KFEAT: # = open_sea
SHUFFLE: MIN
SUBST: I = $def
NSUBST: M = 4:1 / 1:2 / *:.
NSUBST: N = 6:1 / *:.
SUBST: " = ..'
KFEAT: ' = alarm trap
: fiery_humans(_G)
: volcano_setup(_G)
: place_medium_volcano(_G)
MAP
#########################################################
#########################################################
#########################################################
#########################################################
#########################################################
#########################################################
#########################################################
#########################################################
########wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww########
########wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww########
########wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww########
########wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww########
########wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww########
########wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww########
########wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww########
########wwwwwwwwWwWwWwWwWwWwWwWwWwWwWwWwWwwwwwwww########
########wwwwwwwWWWWWWWWWWWWWWWWWWWWWWWWWWWwwwwwww########
########wwwwwwx...."""....."""....."""....xxwwwww########
########wwwxxxx...xx+xx...xxxxx...xx+xx...'xxwwww########
########wwxx.xx..xxMMMxx.xxIIIxx.xxNNNxx..x.xxxww########
########SSx.x.x..xMMMMMx.xIIIIIx.xNNNNNx..x.xAxSS########
#######xSSx<x.x..xMMMMMx.xIIIIIx.xNNNNNx..x.x<xSSx#######
#######xlRxxx.x..xxMMMxx.xxIIIxx.xxNNNxx..xx.xxRlx#######
#######xRlllxx....xxxxx...xx+xx...xxxxx...xxxxllRx#######
#######xlRlllxx...."""....."""....."""....xllllRlx#######
#######xRllllllLLLLLLLLLLLLLLLLLLLLLLLLLLLllllllRx#######
xlRllllllLlLlLlLlLlLlLlLlLlLlLlLlLllllllRlx
xRlllVllllllllllllllllllllllllllllllVllllRx
xlRlllllllllllVllllllVllllllllVlllllllllRlx
xRlRlllllllllllllllllllllllllllllllllllRlRx
xRlllRlllRlllRlllRlllRlllRlllRlllRlllRlllRx
xlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlx
xRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRlRx
xRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
###############################################################################