Made some codes to serve as examples. Added some possible monster and loot spawns in the circle-vault and skeleton-mage-cabal, and made another version of honey-glade-vault with the same look outside.
Code: Select all
--A varied version of circle vault
setStatusAll{no_teleport=true, vault_only_door_open=true}
defineTile('.', "FLOOR")
defineTile('X', "HARDWALL")
defineTile('!', "DOOR_VAULT")
defineTile('D', "DOOR")
defineTile('1', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=20}})
defineTile('2', "FLOOR", {random_filter={add_levels=12, tome_mod="vault"}}, {random_filter={add_levels=17}})
defineTile('3', "FLOOR", {random_filter={add_levels=5}}, nil)
--add some possible positions for monsters&loot monsters:{4,5,6,7,8,9,0}/loot:{p}
if (1) then
--monsters
if rng.percent(3) then
defineTile('4', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=17}})
else
defineTile('4', "FLOOR")
end
if rng.percent(3) then
defineTile('5', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=17}})
else
defineTile('5', "FLOOR")
end
if rng.percent(3) then
defineTile('6', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=17}})
else
defineTile('6', "FLOOR")
end
if rng.percent(3) then
defineTile('7', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=17}})
else
defineTile('7', "FLOOR")
end
if rng.percent(3) then
defineTile('8', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=17}})
else
defineTile('8', "FLOOR")
end
if rng.percent(3) then
defineTile('9', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=17}})
else
defineTile('9', "FLOOR")
end
if rng.percent(3) then
defineTile('0', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=17}})
else
defineTile('0', "FLOOR")
end
--loot
if rng.percent(5) then
defineTile('p', "FLOOR", {random_filter={add_levels=10}}, nil)
else
defineTile('p', "FLOOR")
end
end
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
startx = 5
starty = 0
return {
[[...........]],
[[...XX!XX...]],
[[..XX.2.XX..]],
[[.XXXDXDXXX.]],
[[.X4..X..5X.]],
[[.X383X393X.]],
[[.XDXDXDXDX.]],
[[.X2X.2.X2X.]],
[[.XXXDXDXXX.]],
[[.XX..X..XX.]],
[[.X6..X..7X.]],
[[.X303X303X.]],
[[.XXXDXDXXX.]],
[[..XXp1pXX..]],
[[...XXXXX...]],
[[...........]],
}
Code: Select all
--A varied version of honey glade vault
setStatusAll{no_teleport=true, vault_only_door_open=true}
startx = 2
starty = 10
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('!', "ROCK_VAULT", nil, nil, nil, {room_map={special=false, room=false, can_open=true}})
defineTile(' ', "GRASS")
defineTile('X', "HARDTREE")
defineTile('^', "GRASS", nil, nil, {random_filter={add_levels=5}})
if rng.percent(80) then
--same as before
defineTile('#', "GRASS", nil, {random_filter={name="honey tree"}})
defineTile('q', "GRASS", {random_filter={add_levels=10, tome_mod="vault"}}, {random_filter={name="brown bear", add_levels=10}})
defineTile('Q', "GRASS", {random_filter={add_levels=20, tome_mod="vault"}}, {random_filter={name="grizzly bear", add_levels=20}})
return {
[[XXXXXXXXXX]],
[[XXX XXXX]],
[[XX #q# XXX]],
[[XX qQq XXX]],
[[XX #q# XXX]],
[[XXX XXXX]],
[[XXXX XXXXX]],
[[XXXX XXX]],
[[XXXXXX!XXX]],
[[XX^^^^ XXX]],
[[XX XXXXXXX]],
}
else
--a mold version
defineTile('~', "POISON_DEEP_WATER")
defineTile('m', "GRASS_SHORT", nil, {random_filter={subtype="molds", add_levels=5}})
defineTile('j', "GRASS_SHORT", nil, {random_filter={subtype="oozes", add_levels=6}})
defineTile('.', "GRASS_SHORT", {random_filter={add_levels=10, tome_mod="vault"}})
defineTile('M', "GRASS_SHORT", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={subtype="oozes", add_levels=10}})
return {
[[XXXXXXXXXX]],
[[XXX XXXX]],
[[XXMXjMm.XX]],
[[XX ~~mX.XX]],
[[XX ~~~mXX]],
[[XXX mXXXX]],
[[XXXX XXXXX]],
[[XXXX XXX]],
[[XXXXXX!XXX]],
[[XX^^^^ XXX]],
[[XX XXXXXXX]],
}
end
Code: Select all
--skeleton mage cabal varied
setStatusAll{no_teleport=true, vault_only_door_open=true}
defineTile('.', "FLOOR")
defineTile('D', "DOOR")
defineTile('!', "DOOR_VAULT")
defineTile('X', "HARDWALL")
defineTile('W', "FLOOR", {random_filter={subtype="staff", tome_mod="vault", add_levels=4}})
defineTile('S', "FLOOR", {random_filter={type="scroll", ego_chance=25, add_levels=4}})
defineTile('M', "FLOOR", nil, {random_filter={name="skeleton mage", add_levels=4}})
--trick 1: change of skeleton mages' levels
if rng.percent(20) then
--choose one skeleton mage and upgrade it by 10 levels
if rng.percent(50) then
defineTile('N', "FLOOR", nil, {random_filter={name="skeleton mage", add_levels=4}})
defineTile('H', "FLOOR", nil, {random_filter={name="skeleton mage", add_levels=14}})
else
defineTile('N', "FLOOR", nil, {random_filter={name="skeleton mage", add_levels=14}})
defineTile('H', "FLOOR", nil, {random_filter={name="skeleton mage", add_levels=4}})
end
else
--same as before
defineTile('N', "FLOOR", nil, {random_filter={name="skeleton mage", add_levels=4}})
defineTile('H', "FLOOR", nil, {random_filter={name="skeleton mage", add_levels=4}})
end
--trick 2: 3 more mages behind the scroll door
if rng.percent(20) then
--varied version
defineTile('m', "FLOOR", {random_filter={type="scroll", ego_chance=30, add_levels=6}}, {random_filter={name="skeleton mage", add_levels=10}})
else
--same as before
defineTile('m', "FLOOR", {random_filter={type="scroll", ego_chance=25, add_levels=4}})
end
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
return {
[[.........]],
[[.bXXXXXa.]],
[[.XmSmSmX.]],
[[.XXXDXXX.]],
[[.X..M..X.]],
[[.X.N.H.X.]],
[[.X..M..X.]],
[[.XDX!XDX.]],
[[.XWX.XWX.]],
[[.cXX.XXd.]],
[[.........]],
}