Ten big, mean vaults! They could go in any mid- to late-game zone, though those round ones probably shouldn't be outside. I could see all of these (except the three demon-infested round ones) appearing as early as Daikara.
Code: Select all
--Frost dragon lair
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "FLOOR")
defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('X', "DOOR_VAULT")
defineTile('C', "FLOOR", nil, {random_filter={add_levels=10, name = "ice wyrm"}})
defineTile('d', "FLOOR", nil, {random_filter={add_levels=15, name="cold drake hatchling"}})
defineTile('$', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}})
defineTile('D', "FLOOR", nil, {random_filter={add_levels=10, name = "cold drake"}})
return {
[[#############################]],
[[#C..........................#]],
[[#.....................D.....#]],
[[#..###################+###..#]],
[[#$.#...+.....$#C$$$$$#...#..#]],
[[#$.#...#..ddd$#......#...#..#]],
[[#$.#...#..ddd$#......#...#..X]],
[[#$.#..D#..ddd$#......#...#..#]],
[[#$.#..D#.....$#....DD+...#..#]],
[[#..###+###################..#]],
[[#...........................#]],
[[#C..........................#]],
[[#############################]],
}
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-- Greater money vault
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "FLOOR")
defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('X', "DOOR_VAULT")
defineTile('a', "FLOOR", nil, {random_filter={add_levels=10}})
defineTile('b', "FLOOR", {random_filter={add_levels=10, tome_mod="vault"}}, {random_filter={add_levels=15}})
defineTile('c', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=20}})
defineTile('d', "FLOOR", {random_filter={add_levels=15, tome_mod="gvault"}}, {random_filter={add_levels=20}})
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=20}})
defineTile('$', "FLOOR", {random_filter={add_levels=25, type="money"}})
return {
[[#############################]],
[[#.ba..a..+a..c#.+a...#.+.a.a#]],
[[#c...a...#.c..#.#...a#.#a.a.#]],
[[#+########a..a#.#.a..#.#.a.a#]],
[[#c.a....a#..b.#.#b.a.#.#a.a.#]],
[[#..b..b..#.b..#.#b.b.#.#+####]],
[[########+#..a.+c#b...+.#....X]],
[[#....a.bb#############.#+####]],
[[#.....c..#c.$$$$$$$.c#.#a.a.#]],
[[#+########c.$$$$$$$.c#.#.a.a#]],
[[#aaabcaa^#..$$$$$$$.c#.#a.a.#]],
[[#aaabbaa.+..$$$$$$$.c#.+.a.a#]],
[[#############################]],
}
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--Zigzag chambers
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('%', "WALL")
defineTile('.', "FLOOR")
defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('X', "DOOR_VAULT")
defineTile('a', "FLOOR", nil, {random_filter={add_levels=10}})
defineTile('b', "FLOOR", {random_filter={add_levels=10, tome_mod="vault"}}, {random_filter={add_levels=15}})
defineTile('c', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=20}})
defineTile('d', "FLOOR", {random_filter={add_levels=15, tome_mod="gvault"}}, {random_filter={add_levels=20}})
defineTile('$', "FLOOR", {random_filter={add_levels=25, type="money"}})
defineTile('/', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}})
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=20}})
return {
[[############################]],
[[#.......................acc#]],
[[#%#%%%%%%%%%%%%%#+#%%%%%%%%#]],
[[#+#abaaba#$$$$$/#+###b..a..#]],
[[#.##bcabc#$$$$$##c#/##...a.#]],
[[#..##....%....##aa#..##.a..#]],
[[#...##...#...##bbb#...##...X]],
[[#^^./##..#..##aaaa#.$$$##..#]],
[[#$$^//##.#/##abcab#.$$$.##b#]],
[[#$$^///#+###d...b.#/$$$./#+#]],
[[########+##########%%%%%%#+#]],
[[#dc........................#]],
[[############################]],
}
Code: Select all
--trapped hexagon
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('%', "WALL")
defineTile('.', "FLOOR")
defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('X', "DOOR_VAULT")
defineTile('$', "FLOOR", {random_filter={add_levels=25, type="money"}})
defineTile('/', "FLOOR", {random_filter={add_levels=15, tome_mod="gvault"}})
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=20}})
defineTile('a', "FLOOR", nil, {random_filter={add_levels=10}})
defineTile('b', "FLOOR", {random_filter={add_levels=10, tome_mod="vault"}}, {random_filter={add_levels=15}})
defineTile('c', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=20}})
defineTile('d', "FLOOR", {random_filter={add_levels=15, tome_mod="gvault"}}, {random_filter={add_levels=20}})
return {
[[########################]],
[[#$$a/##.........c##d...#]],
[[#$$a##.........a.a##...#]],
[[#ca##....^^^^^^.c.b%%..#]],
[[#c%%.....^^^^^^.a.a.##.#]],
[[###......^^^^^^c.a.ba###]],
[[##.......^^^/^^.caaa...X]],
[[###......^^^~^^caa.b.###]],
[[#$##.....^~~~^^a..ba##d#]],
[[#$$##....^~^^^^.c.a##..#]],
[[#aaa##............%%...#]],
[[#aacc%%.........c##....#]],
[[########################]],
}
Code: Select all
--bandit fortress
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('%', "WALL")
defineTile('.', "FLOOR")
defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('X', "DOOR_VAULT")
defineTile('*', "FLOOR", {random_filter={type="gem"}})
defineTile('$', "FLOOR", {random_filter={add_levels=25, type="money"}})
defineTile('/', "FLOOR", {random_filter={add_levels=5, tome_mod="vault"}})
defineTile('\' "FLOOR", {random_filter={add_levels=10, tome_mod="vault"}})
defineTile('L', "FLOOR", {random_filter={add_levels=15, tome_mod="gvault"}})
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=20}})
defineTile('D', "FLOOR", nil, {random_filter={add_levels=15, name = "fire drake"}})
defineTile('p', "FLOOR", nil, {random_filter={add_levels=5, name = "assassin"}})
defineTile('P', "FLOOR", nil, {random_filter={add_levels=10, name = "bandit lord"}})
defineTile('H', "FLOOR", nil, {random_filter={add_levels=10, subtype = "minotaur"}})
defineTile('T', "FLOOR", nil, {random_filter={add_levels=20, subtype = "troll"}})
defineTile('A', "FLOOR", nil, {random_filter={add_levels=10, type = "aquatic"}})
return {
[[~~~~~A~~~~~~~~~~~~~~~A~~~~~~~~~~~~~A~~~~]],
[[~##########~~~~~~~~~~~~~~~~~~##########~]],
[[~#.p.....p#~~~A~~~~~~~~~~~~~~#.....p..#~]],
[[A#.######.#~~~~~~~~~~~~~~~~~~#.######.#A]],
[[~#.#\\\\#.#~~~~~~~~~A~~~~~A~~#.#\\\.#.#~]],
[[~#p#HHHH#.####################p#TTTT#p#~]],
[[~#.#pppP#.#*$$pH.+.#HLH.D..+^#.#HHHH#.#~]],
[[A#.#....#p#$*$pH.#.#LHH.D..#^#.#\\\.#.#~]],
[[~#.###+##.########.#########.#.##+###.#A]],
[[~#..p.....#..DDLL#.%.........#.p....p.#~]],
[[~#####+####%######+####################~]],
[[~A~~~#.#**#^.../$#P.....p....+.pp/#~~~~~]],
[[~~~~~#.#**#$.../$#.p.......p.#.pP/#~A~~~]],
[[~~~~~#.#**#$.../$#...p.....p.#ppp/#~~~~~]],
[[~~~~~#.#%%###+##############+#+####~~~~~]],
[[~~A~~#..HH#..p#.T............#////#~~~A~]],
[[~~~~~#....#p..#......T...p...#////#~~~~~]],
[[~~~~~#....#..p#..P...........######~~~~~]],
[[A~~~~#...P#...+T.....H....T...p...X.H...]],
[[~~~~~#P...#####...................X.T...]],
[[~~~~~#P...#####..T....p...p.......X.T...]],
[[~~~~~#...P#HH.+....H.........p....X.H...]],
[[~~~~~#....#.P.#..........T...######~~~~~]],
[[~~~~A#..HH#..p#...P...p......#////#~A~~~]],
[[~~~~~#..^^#p.^#T....T........#////#~~~~~]],
[[~~~~~#.#%%###+##############+#+####~~~~~]],
[[~~A~~#.#**#\\\\\D#.p.......P.#ppp/#A~~~~]],
[[~~~~~#.#**########.....p.....#.pP/#~~~A~]],
[[~~~~~#.#**%DDDLLL#.p.....p...+.pp/#~~~~~]],
[[~#####+###########+####################~]],
[[~#.p....p.+..P......H....TT..+.....p..#~]],
[[~#.###+##.#.....p......p..TT^#.##+###.#A]],
[[~#.#....#.#%################%#p#\\\.#.#~]],
[[~#.#pppP#.#....DDLL#LLDD.....#.#TTTT#.#~]],
[[~#p#HHHH#.####################.#HHHH#p#~]],
[[A#.#\\\\#p#~~~~A~~~~~~~~~A~~~#.#\\\.#.#A]],
[[~#.######.#~~~~~~~~~~~~~~~~~~#.######.#~]],
[[~#..p.....#~~~~~~~~~~~~~~~~A~#p...p...#~]],
[[~##########~~~~~A~~~~~~~~~~~~##########~]],
[[~~~~~A~~~~~~~~~~~~~~~~~~~~~~~~~~A~~~~~~~]],
}
Code: Select all
--yinyang
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('%', "WALL")
defineTile('.', "FLOOR")
defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('X', "DOOR_VAULT")
defineTile('L', "FLOOR", {random_filter={add_levels=25, tome_mod="gvault"}})
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=20}})
defineTile('a', "FLOOR", nil, {random_filter={add_levels=10}})
defineTile('b', "FLOOR", {random_filter={add_levels=10, tome_mod="vault"}}, {random_filter={add_levels=15}})
defineTile('c', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=20}})
return {
[[########################]],
[[X..a....a.b.a...b.b...a#]],
[[#....a.b..a..a.a....b.a#]],
[[#####################..#]],
[[#...a.....b.....b.c##b.#]],
[[#...^...a...b.....c##.a#]],
[[#a.#%################..#]],
[[#.b#L%c..a....b....a...#]],
[[#.a#L%c...b......b....b#]],
[[#..#####################]],
[[#...b..a.a...b..a...b..#]],
[[#.b..a....a...a...ba...X]],
[[########################]],
}
Code: Select all
--32 chambers
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('%', "WALL")
defineTile('.', "FLOOR")
defineTile('#', "HARDWALL")
defineTile('X', "DOOR_VAULT")
defineTile('*', "FLOOR", {random_filter={type="gem"}})
defineTile('L', "FLOOR", {random_filter={add_levels=15, tome_mod="gvault"}})
defineTile('D', "FLOOR", nil, {random_filter={name="greater multi-hued wyrm", add_levels=30}})
defineTile('c', "FLOOR", {random_filter={add_levels=15, tome_mod="vault"}}, {random_filter={add_levels=20}})
return {
[[#########################]],
[[X.c#..%..%..%..#L*#..#*L#]],
[[#..#.c#.c#.c#.c#*D%.c%D*#]],
[[##%##%#######%######%####]],
[[#..#..#..%..%..#..%..#..#]],
[[#.c%.c#.c#.c#.c#.c#.c%.c#]],
[[########%########%#####%#]],
[[#..%..#..#LL#..%..#..#..#]],
[[#.c#.c%.c#DD#.c#.c#.c%.c#]],
[[##%########%##%##########]],
[[#..%..%..%..#..%..%..#..#]],
[[#.c#.c#.c#.c#.c#.c#.c%.cX]],
[[#########################]],
}
Code: Select all
--demon nest 1
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('%', "WALL")
defineTile('.', "FLOOR")
defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('X', "DOOR_VAULT")
defineTile('~', "LAVA_FLOOR")
defineTile('*', "FLOOR", {random_filter={type="gem"}})
defineTile('/', "LAVA_FLOOR", {random_filter={add_levels=10, tome_mod="vault"}})
defineTile('L', "FLOOR", {random_filter={add_levels=25, tome_mod="gvault"}})
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=20}})
defineTile('u', "LAVA_FLOOR", nil, {random_filter={add_levels=20, type = "demon", subtype = "minor"}})
defineTile('h', "LAVA_FLOOR", nil, {random_filter={add_levels=10, type = "horror", subtype = "eldritch"}})
defineTile('U', "FLOOR", nil, {random_filter={add_levels=30, type = "demon", subtype = "major"}})
return {
[[#####################]],
[[#########h~~#########]],
[[#######~u~/~uh#######]],
[[#####~/~u~~~~~u~#####]],
[[#####~~h~~h~/h~~#####]],
[[###U#+#~~~/~~~#+#U###]],
[[###...##~u~~~##...###]],
[[##$$$.####+####.$$$##]],
[[##$$$L*###.###*L$$$##]],
[[#########...#########]],
[[X......+..U.^%UUUULL#]],
[[#########...#########]],
[[##$$$L*###.###*L$$$##]],
[[##$$$.####+####.$$$##]],
[[###...##h~~h/##...###]],
[[###U#+#~/~~u~~#+#U###]],
[[#####h~~u~~h~u~~#%###]],
[[#####~u~h~u~/~h~#%###]],
[[#######/~u~~~u###LL##]],
[[#########~~h#####LL##]],
[[#####################]],
}
Code: Select all
--demon nest 2
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('%', "WALL")
defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('X', "DOOR_VAULT")
defineTile('.', "LAVA_FLOOR")
defineTile('*', "LAVA_FLOOR", {random_filter={type="gem"}})
defineTile('/', "LAVA_FLOOR", {random_filter={add_levels=10, tome_mod="vault"}})
defineTile('L', "LAVA_FLOOR", {random_filter={add_levels=25, tome_mod="gvault"}})
defineTile('^', "LAVA_FLOOR", nil, nil, {random_filter={add_levels=20}})
defineTile('u', "LAVA_FLOOR", nil, {random_filter={add_levels=20, type = "demon", subtype = "minor"}})
defineTile('h', "LAVA_FLOOR", nil, {random_filter={add_levels=10, type = "horror", subtype = "eldritch"}})
defineTile('U', "LAVA_FLOOR", {random_filter={add_levels=25, tome_mod="gvault"}}, {random_filter={add_levels=30, type = "demon", subtype = "major"}})
return {
[[#####################]],
[[#########...#########]],
[[#######..u....#######]],
[[#####u.h....h...#####]],
[[####....#####..u.####]],
[[###.h.###.u.###...###]],
[[###..##.h.....##..###]],
[[##u..#...###..h#.h.##]],
[[##.h##..##U##..##..##]],
[[#..u#..##///##u.#...#]],
[[X...#..+./U/U#..#u..#]],
[[#####U.##///##..#...#]],
[[##U.######U##..##.h##]],
[[##...+...###h..#...##]],
[[###h.##.u...u.##h.###]],
[[###...###...###...###]],
[[####...u#####uu..####]],
[[#####.....h.....#####]],
[[#######...u...#######]],
[[#########...#########]],
[[#####################]],
}
Code: Select all
--demon nest 3
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('%', "WALL")
defineTile('#', "HARDWALL")
defineTile('+', "DOOR")
defineTile('X', "DOOR_VAULT")
defineTile('.', "LAVA_FLOOR")
defineTile('$', "LAVA_FLOOR", {random_filter={add_levels=25, type="money"}})
defineTile('*', "LAVA_FLOOR", {random_filter={type="gem"}})
defineTile('/', "LAVA_FLOOR", {random_filter={add_levels=10, tome_mod="vault"}})
defineTile('L', "LAVA_FLOOR", {random_filter={add_levels=25, tome_mod="gvault"}})
defineTile('^', "LAVA_FLOOR", nil, nil, {random_filter={add_levels=20}})
defineTile('u', "LAVA_FLOOR", nil, {random_filter={add_levels=20, type = "demon", subtype = "minor"}})
defineTile('h', "LAVA_FLOOR", nil, {random_filter={add_levels=10, type = "horror", subtype = "eldritch"}})
defineTile('U', "LAVA_FLOOR", {random_filter={add_levels=25, tome_mod="gvault"}}, {random_filter={add_levels=30, type = "demon", subtype = "major"}})
return {
[[%%%%%%%%#####%%%%%%%%]],
[[%%%%%%###u%*###%%%%%%]],
[[%%%%###uuu%$*$###%%%%]],
[[%%%##uuuuu%$$$$$##%%%]],
[[%%###%#############%%]],
[[%%#.h^.....h....+.#%%]],
[[%##...h...h...h.#.##%]],
[[%#U.....h....h..#.L#%]],
[[#################..##]],
[[#.U.$..*/.$../...$.D#]],
[[X.U../$...*../.$...L#]],
[[#.U.$.*$./.$..*/..$D#]],
[[#################..##]],
[[%#U..h........h.#.L#%]],
[[%##.h...h...h...#.##%]],
[[%%#...h......h..+.#%%]],
[[%%###%#############%%]],
[[%%%##uuuuu%$$$$$##%%%]],
[[%%%%###uuu%$*$###%%%%]],
[[%%%%%%###u%*###%%%%%%]],
[[%%%%%%%%#####%%%%%%%%]],
}