
A more pressing concern for my first vault is that, looking at it in the game files, the walls around the enclosed items/monsters are undiggable!
Moderator: Moderator
Code: Select all
setStatusAll{no_teleport=true}
defineTile('.', "FLOOR")
defineTile('X', "HARDWALL")
defineTile('!', "DOOR_VAULT")
defineTile('D', "DOOR")
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=4}})
defineTile('S', "FLOOR", {random_filter={add_levels=4}}, {random_filter={name="degenerated skeleton warrior", add_levels=4}})
defineTile('A', "FLOOR", {random_filter={type="armor", ego_chance=25}}, nil)
defineTile('G', "FLOOR", nil, {random_filter={name="armoured skeleton warrior", add_levels=4}})
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
return {
[[.........]],
[[...X^X...]],
[[..XX!XX..]],
[[.XXX^XXX.]],
[[.XSD.DSX.]],
[[.XXXGXXX.]],
[[.XSD.DAX.]],
[[.XXX^XXX.]],
[[..XX!XX..]],
[[...X^X...]],
[[.........]],
}
Code: Select all
setStatusAll{no_teleport=true}
defineTile('.', "FLOOR")
defineTile('D', "DOOR")
defineTile('X', "HARDWALL")
defineTile('M', "FLOOR", nil, {random_filter={subtype="molds", add_levels=4}})
defineTile('W', "FLOOR", nil, {random_filter={name="giant white rat"}})
defineTile('B', "FLOOR", {random_filter={type="money"}}, {random_filter={name="giant brown rat"}})
defineTile('G', "FLOOR", {random_filter={add_levels=4}}, {random_filter={name="giant grey rat"}})
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
return {
[[.........WW......WW....]],
[[.XXXXXXXXX..XX..XX....W]],
[[.XMWWGWBGWX.XB..WW...X.]],
[[.DBWBXXWWBDWD..WXXB..D.]],
[[.XGBWBWWBMXWXM..MBG.MX.]],
[[.XXXXXXXXXXWXXXXXXXXX.W]],
[[...WW..............WW.W]],
}
Code: Select all
setStatusAll{no_teleport=true}
defineTile('.', "FLOOR")
defineTile('D', "DOOR")
defineTile('!', "DOOR_VAULT")
defineTile('X', "HARDWALL")
defineTile('W', "FLOOR", {random_filter={subtype="staff", ego_chance=25, 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}})
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
return {
[[.........]],
[[.XXXXXXX.]],
[[.XSSSSSX.]],
[[.XXXDXXX.]],
[[.X..M..X.]],
[[.X.M.M.X.]],
[[.X..M..X.]],
[[.XDX!XDX.]],
[[.XWX.XWX.]],
[[.XXX.XXX.]],
[[.........]],
}
Roll the bones, baby, roll the bones!edge2054 wrote:A skeleton mage cabal for Amon Sul doing whatever skeleton mages do when they get together in a group
Code: Select all
defineTile('.', "FLOOR")
defineTile('~', "SHALLOW_WATER")
defineTile('#', "HARDWALL")
defineTile('%', "WALL")
defineTile('+', "DOOR")
defineTile('X', "DOOR_VAULT")
defineTile('$', "FLOOR", {random_filter={add_levels=15, ego_chance=100}}, {random_filter={add_levels=15, name="dreadmaster"}})
--the above is a floor tile with a +15 level guaranteed ego and a +15 level dreadmaster?
defineTile('\', "FLOOR", {random_filter={subtype="staff", ego_chance=25, add_levels=5}}, nil)
--the above is a floor tile with a staff and no monster?
defineTile('(', "FLOOR", {random_filter={subtype="cloth", ego_chance=25, add_levels=5}}, nil)
--robe with no monster?
defineTile('o', "FLOOR", nil, {random_filter={subtype="orc", add_levels=5}})
--floor tile with no object and a random +5 level orc from npcs/orc.lua?
defineTile('O', "FLOOR", nil, {random_filter={add_levels=15, name="orc necromancer"}})
--floor tile with no object and an +15 level orc necromancer?
defineTile('K', "FLOOR", nil, {random_filter={add_levels=5, type="undead", subtype="giant"}})
--floor tile with no object and a random +5 level bone giant from npcs/bone-giant.lua
return {
[[...............................]],
[[.#############################.]],
[[.#...................+...+..\#.]],
[[.#.......o....o......#####..\#.]],
[[.#......................K#..\#.]],
[[.#.....o.................#####.]],
[[.#~~~.....o...###........#...#.]],
[[.#~O~..o......%$#........+...X.]],
[[.#~~~.........###........#...#.]],
[[.#.......o..o............#####.]],
[[.#......................K#..(#.]],
[[.#....o....o.........#####..(#.]],
[[.#...................+...+..(#.]],
[[.#############################.]],
[[...............................]],
}
Code: Select all
defineTile('o', "FLOOR", nil, {random_filter={subtype="orc", add_levels=5}})
Code: Select all
########################################################################################################################
#.........#....#........#.#........#..#...............#.#..........#.........+..#............+.#................#.+....#
#.........#....#........#.#........#..#...............#.#..........#.........#..#............#.#................#.#....#
#.........#....#........#.#........#..#...............#.#..........#.........#..#............#.#................#.#....#
#.........+....#........#.#........#..#...............#.#..........#.........#..#............#.#................#.#....#
###########....#........#.#........+..+...............#.#..........#.........#..############+#.#................#.#....#
#.........#....+........#.##########..#################.#..........###########..+............#.################+#.#....#
#.........#....##########...............................#..........#............#............#....................#....#
#.........+...............###################...........##########+#............#............#....................######
#.........#....##########.#.................#...................................#............#.################.########
#.........#....+........#.#.................#...................................#............#.#..............#.+......#
###########....#........#.#.................#...................................##############.#..............#.#......#
#.........#....##########.#........##########..................................................#..............#.#......#
#.........+....#........#.#........#...........................................................#..............#.#......#
#.........#....#........#.#........#............................................#################.............#.#......#
#.........#....+........#.#........#............................................#...............+.............+.#......#
#.........#....#........#.#........#............................................#...............###############.#......#
###########....##########.#+########....................~~~.....................#...............+...............#......#
#..............#........#.............................~~~~~~~...................#...............#.######################
###########....#........#.#+########.................~~~~~~~~~..................#...............#.#...............+....#
#.........+....+........#.#........#..................~~~~~~~...................#################+#...............#....#
#.........#....#........#.#........#....................~~~......................#................#...............#....#
#.........#....#........#.#........#.............................................#................#...............#....#
#.........#....#........#.#........#.............................................#................+...............#....#
###########....##########.##########.............................................#................#################....#
#>...............................................................................#................+....................#
#############################....................................................#................##################...#
#...................+...+..\#....................................................###################...............+...#
#.......o....o......#####..\#..............................................................#.......+...............#...#
#......................K#..\#....####################......................#################.......#...............#...#
#.....o.................#####....#..................#......................#...............#.......#...............#...#
#~~~.....o...%%%........#...#....#..................#..#################...+...............#.......#...............#...#
#~O~..o......%$%........+...X....#..................#..+...............###+#######.........#.......#...............#...#
#~~~.........%%%........#...#....#+##################..#...............#.........#.........#.......#...............#...#
#.......o..o............#####..........................#...............#.........###########.......#...............#...#
#......................K#..(#....####################..#...............#.........#.........#########...............#...#
#....o....o.........#####..(#....#..................#..#...............#.........#.................#################...#
#...................+...+..(#....#..................#..#...............#.........#.##############......................#
#############################....#..................#..#################.........#.#............#.#################....#
#.......#..........+.............#..................#..................#.........#.#............#.+...............+....#
#.......#..........#.#############+#####################..################+#######.#............#.#...............#....#
#.......############.#...............+..#..............+..#.................#......+............#.#...............#....#
#.......+............#...............#..#..............#..#.................#......##############.#################...<#
#.......############.#...............#..#..............#..#.................#.........................##################
#..................#.#...............#..#..............#..#.................#...###################...+................#
#..................#.#...............#..#..............#..+.................#...#.................#...#................#
#..................#.#...............#..#..............#..###################...+.................#...#................#
#..................#.#################..+..............#........................#.................#...#................#
#..................#....................#..............#........................###################...#................#
########################################################################################################################
Yup. Orc armoury and hostel show up, and double-t, but they're quite big so not too common. Dragon loot is smaller and thus more frequent -- I've seen it three times in a single level (or maybe that was the non-open pride? Hmm..).Susramanian wrote:Thanks, Burb Lulls. I fixed it.
The reason I'm trying to figure out this whole vault thing is because I got to thinking about the orc prides. The three wide open ones are fairly annoying to clear out, whatever your class. That much open space is simply deadly with recent monster AI changes. Also, they're monotonous. Do any vaults ever show up?
Code: Select all
setStatusAll{no_teleport=true}
defineTile(' ', "FLOOR")
defineTile('#', "HARDWALL")
defineTile(':', "WALL")
defineTile('^', "FLOOR", {random_filter={add_levels=20, type='jewelry'}}, nil, {random_filter={add_levels=50, name='lethargy trap'}})
defineTile('X', "FLOOR", {random_filter={add_levels=15, ego_chance=50}}, {random_filter={add_levels=15, subtype="xorn"}})
startx = 4
starty = 0
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
return {
[[#### ####]],
[[#XX# #XX#]],
[[#XX# #XX#]],
[[##:: ::##]],
[[ ^ ]],
[[###: :###]],
[[#XX: :XX#]],
[[#XX# #XX#]],
[[#### ####]],
}
Code: Select all
setStatusAll{no_teleport=true}
defineTile(',', "GRASS")
defineTile(';', "GRASS_DARK1")
defineTile('~', "SHALLOW_WATER")
defineTIle('%', "POISON_SHALLOW_WATER")
defineTile('$', "GRASS_DARK1", {random_filter={add_levels=25, type="money"}})
defineTile('*', "GRASS", {random_filter={add_levels=25, type="gem"}})
defineTile('&', "TREE_DARK", {random_filter={add_levels=15, subtype="amulet"}})
defineTile('^', "GRASS_DARK1", nil, nil, {random_filter={add_levels=15, name="poison vine"}})
defineTile('+', "GRASS", nil, nil, {random_filter={add_levels=15, name="poison vine"}})
defineTile('#', "GRASS_DARK1", nil, {random_filter={add_levels=30, subtype="plants", never_move=1}})
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
return {
[[,,,^,;,,,^;,,;++,,+,]],
[[,#,,,,;;;,,;,;#,,,;,]],
[[~~,,#,,#;;;;,;*;;,,;]],
[[,;~$,,+,*#,,,#;+#,,,]],
[[;,,#~,#,$,^,,^,$,,,;]],
[[,#*,+~+,$,,#,;,#^,,#]],
[[,,;,$~,;;%%*,+,;,;,,]],
[[;,#,^~;,+,#%%;;;^#,;]],
[[;,*,,;~~~%%,%%%,,;,;]],
[[,#,^,;%#%~%%%#%,#;+,]],
[[,,,%,;$%%$~$%,%,;$,#]],
[[;+$%%%;#%,~,%^,%$#,,]],
[[;,#%%;#%%%~%%%%,%,,^]],
[[,,$%;%;%#+&~~~#;%,,,]],
[[^$,%%%,%%+%%%%~%,+,;]],
[[,,%%#%%%*%$%~$~;%,,,]],
[[,%#,#$;#;#%~%~%%%$#;]],
[[;,%$,$,$^*%,~%,#+,#,]],
[[,#,,^,+$,#,%;;%;,;,;]],
[[,;;,,#,,,^,++,,,;;,,]],
}