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ghost.des
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ghost.des
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###############################################################################
# ghost.des
#
# Vaults that place player ghosts. For now, all such vaults that don't place in
# the Vaults branch should appear in this file, even if they're
# branch-specific. For Vaults ghost vaults, we currently use
# branches/vaults_rooms_ghost.des. See the ghost vault guidelines in
# docs/develop/levels/guidelines.md. All vaults here should call the function
# ghost_setup().
#
# Organization:
# <<1>> General/Abstract ghost vaults
# <<2>> Themed ghost vaults
#
# General ghost vaults in <<1>> use 098 monsters and any specified monsters
# would be generic things like statue monsters or branch-representative
# monsters. For more thematic vaults, put them in <<2>>.
###############################################################################
: crawl_require("dlua/ghost.lua")
{{
-- Set up the non-flaming edged weapon "left" by the ghost in
-- gammafunk_ghost_hydra_chop.
function setup_hydra_weapon(e)
-- Possible weapon types with weights. We stick to weapons wieldable by all
-- non-felids.
local weapons = {["long sword"] = 8, ["scimitar"] = 12,
["demon blade"] = 1, ["double sword"] = 1,
["war axe"] = 8, ["broad axe"] = 12, ["lajatang"] = 2}
-- Basic set of egos with weights.
local egos = {["none"] = 30, ["vorpal"] = 15, ["freezing"] = 15,
["electrocution"] = 10, ["venom"] = 10, ["protection"] = 10,
["vampirism"] = 5, ["holy_wrath"] = 5, ["draining"] = 5,
["pain"] = 2, ["distortion"] = 2, ["antimagic"] = 2, ["speed"] = 1}
local quality = crawl.one_chance_in(3) and "randart" or "good_item"
local weapon_def = random_item_def(weapons, egos, quality)
e.kitem("O = " .. weapon_def)
end
-- Set up equipment for monsters with Trog-themed gifts in
-- gammafunk_ghost_wrathful_warriors.
function wrathful_weapon(class, quality)
local weap
if class == "kobold" then
weap = {["dagger"] = 5, ["short sword"] = 10, ["rapier"] = 5,
["whip"] = 10}
elseif class == "sergeant" then
weap = {["spear"] = 5, ["trident"] = 10}
elseif class == "ogre" then
weap = {["dire flail"] = 5, ["great mace"] = 10, ["giant club"] = 10,
["giant spiked club"] = 10}
elseif class == "warrior" then
weap = ghost_warrior_weap
elseif class == "knight" then
weap = ghost_knight_weap
elseif class == "rider" then
weap = {["spear"] = 5, ["trident"] = 10, ["demon trident"] = 2}
elseif class == "berserker" then
weap = {["rapier"] = 10, ["quick blade"] = 5, ["war axe"] = 5,
["broad axe"] = 10, ["morningstar"] = 10, ["morningstar"] = 10,
["demon whip"] = 5, ["quarterstaff"] = 10, ["lajatang"] = 5}
elseif class == "impaler" then
weap = {["trident"] = 15, ["demon trident"] = 5}
elseif class == "defender" then
weap = {["rapier"] = 10, ["quick blade"] = 10, ["morningstar"] = 10,
["demon whip"] = 10, ["lajatang"] = 10}
elseif class == "blademaster" then
weap = {["rapier"] = 20, ["quick blade"] = 5}
else
error("Unknown weapon class: " .. class)
end
local egos
if quality == "good_item" then
-- No egos that Trog hates (pain) or that don't occur on mundane
-- weapons, like chaos.
egos = {["antimagic"] = 25, ["vorpal"] = 10, ["freezing"] = 10,
["flaming"] = 10, ["venom"] = 10, ["protection"] = 10,
["electrocution"] = 5, ["vampirism"] = 5, ["holy_wrath"] = 5,
["draining"] = 5, ["distortion"] = 5, ["speed"] = 2}
elseif quality == "randart" then
-- Allow chaos and make weights more favorable for better brands.
egos = {["antimagic"] = 25, ["vorpal"] = 10, ["freezing"] = 10,
["flaming"] = 10, ["vampirism"] = 10, ["draining"] = 10,
["electrocution"] = 10, ["protection"] = 5, ["venom"] = 5,
["holy_wrath"] = 5, ["distortion"] = 5, ["speed"] = 4,
["chaos"] = 4}
else
error("Unknown weapon quality: " .. quality)
end
return random_item_def(weap, egos, quality, '|')
end
}}
# Only the below levels and Vaults:1-4 place ghost vaults. A specific ghost
# vault may only be appropriate for a subset of these levels, in which case
# they should set their own DEPTH. Note that if this default depth is changed,
# vaults below with branch-specific item/monster placement may need to be
# updated.
default-depth: D:3-, Lair, Elf, Orc, Snake, Shoals, Swamp, Spider, Depths, \
Crypt, Zot
###############################################################################
#
# <<1>> General/Abstract ghost vaults.
#
#
###############################################################################
NAME: gammafunk_ghost_grave
ORIENT: float
: lone_ghost_guarded_loot(_G, "O")
: lone_ghost_extra_loot(_G, "-")
KMONS: O = player ghost
KMONS: p = withered plant
SUBST: t : tp
TILE: G = dngn_gravestone
TILE: t = dngn_tree_dead
: set_feature_name("granite_statue", "a gravestone")
FTILE: -|*%$OGt = floor_pebble_brown / floor_pebble_darkgray
: ghost_setup(_G)
MAP
cccc
.ndtc
@=OGc
.netc
cccc
ENDMAP
NAME: gammafunk_ghost_split
ORIENT: float
KMONS: O = player ghost
: ghost_good_loot(_G)
: if you.in_branch("D") then
: if you.depth() < 6 then
SUBST: d = *%, e = %$, fgh = .
NSUBST: D = 2=0 / 2=0. / 9. / .
: elseif you.depth() < 9 then
SUBST: d = *, e = *%, f = %$.., gh = .
NSUBST: D = 2=0 / 3=0. / 9. / 98.. / .
: elseif you.depth() < 12 then
SUBST: e = *, f = %$, gh = .
NSUBST: D = 2=0 / 4=0. / 2=9. / 8. / .
: elseif you.depth() < 14 then
SUBST: f = *, g = %$, h = .
NSUBST: D = 2=0 / 3=0. / 9 / 9. / 2=8. / 98.. / .
: else
SUBST: f = |*, g = *%, h = %$--
NSUBST: D = 2=0 / 2=0. / 9 / 2=9. / 8 / 8. / .
: end
: elseif you.in_branch("Lair") then
SUBST: f = *%, g = %$..
NSUBST: D = 3=0 / 3=0. / 2=9. / 8. / 98.. / .
: elseif you.in_branch("Orc") then
SUBST: f = *, g = %$
NSUBST: D = 2=0 / 4=0. / 9 / 9. / 2=8. / .
# All remaining branches.
: else
SUBST: fgh = |*
NSUBST: D = 0 / 2=0. / 2=9 / 2=9. / 8 / 2=8. / .
: end
SUBST: p : x., q : x., x : xc
: ghost_setup(_G)
MAP
...........
.cccnnnccc.
.nD..D..Dc.
.n..qpqg.c.
.=.Dpqpe.n.
@=...O.dDn.
.=.Dpqpf.n.
.n..qpqh.c.
.nD..D..Dc.
.cccnnnccc.
...........
ENDMAP
NAME: gammafunk_ghost_arena
ORIENT: float
KMONS: O = player ghost
: ghost_good_loot(_G)
: if you.in_branch("D") then
: if you.depth() < 6 then
SUBST: d = *%, e = %$, f = %$.., ghij = .
NSUBST: D = 2=0 / 2=0. / 9. / .
: elseif you.depth() < 9 then
SUBST: d = *, e = *%, f = %$, ghi = .
NSUBST: D = 2=0 / 2=0. / 098. / 9. / .
: elseif you.depth() < 12 then
SUBST: e = *, f = *%, g = %$.., hi = .
NSUBST: D = 2=0 / 3=0. / 2=9. / 8. / .
: elseif you.depth() < 14 then
SUBST: f = |*, g = *, h = %$, ij = .
NSUBST: D = 2=0 / 4=0. / 098. / 9 / 9. / 2=8. / .
: else
SUBST: f = |*, g = *, h = %$, ij = .
NSUBST: D = 3=0 / 3=0. / 9 / 2=9. / 8 / 8. / .
: end
: elseif you.in_branch("Lair") then
SUBST: f = *, g = %$, hij = .
NSUBST: D = 2=0 / 3=0. / 098. / 2=9. / 8. / .
: elseif you.in_branch("Orc") then
SUBST: f = |*, g = *%, h = %$.., ij = .
NSUBST: D = 2=0 / 4=0. / 9 / 9. / 2=8. / .
: elseif you.in_branch("Elf") then
SUBST: fg = |*, h = *, i = %$, j = .
NSUBST: D = 3=0 / 4=0. / 9 / 3=9. / 8 / 2=8. / .
: elseif you.in_branch("Crypt") then
SUBST: fgh = |*, i = *%, j = %$..
NSUBST: D = 3=0 / 4=0. / 098. / 9 / 3=9. / 8 / 2=8. / .
: elseif you.in_branch("Depths") then
SUBST: fgh = |*, i = *, j = %$
NSUBST: D = 3=0 / 5=0. / 2=9 / 2=9. / 8 / 3=8. / .
: elseif you.in_branch("Zot") then
SUBST: fghij = |*
NSUBST: D = 3=0 / 5=0. / 2=9 / 3=9. / 2=8 / 2=8. / .
# Lair branches
: else
SUBST: fg = |*, h = *%, i = %$.., j = .
NSUBST: D = 3=0 / 3=0. / 098. / 9 / 2=9. / 8 / 8. / .
: end
SUBST: r : x., s : x., x : cx
NSUBST: R = R / .
MARKER: P = lua:transp_loc("ghost_arena_entry")
MARKER: Q = lua:transp_dest_loc("ghost_arena_entry")
MARKER: R = lua:transp_loc("ghost_arena_exit")
MARKER: S = lua:transp_dest_loc("ghost_arena_exit")
: ghost_setup(_G)
MAP
...........
..nnnnnnnnn..
.nnRD...DRnn.
.nG.rsDsrDGn.
.nD.sr.rsqgn.
..n.D..D.Djen..
@Pn.O.DQD.idnS@
..n.D..D.Dkfn..
.nD.sr.rsphn.
.nG.rsDsrDGn.
.nnRD...DRnn.
..nnnnnnnnn..
...........
ENDMAP
NAME: gammafunk_ghost_cemetery
ORIENT: float
KMONS: DFH = player ghost
KMONS: p = withered plant
# 1/12 chance for 5 ghosts, 1/6 for 4, 1/4 for 3, 1/2 for 2.
SHUFFLE: FfrHhs / ZyzHhs / ZyzHhs / FfrZyz / FfrZyz / FfrZyz / ZyzZyz / \
ZyzZyz / ZyzZyz / ZyzZyz / ZyzZyz / ZyzZyz
# 1.5 items per ghost, upgrading quality with depth.
: ghost_good_loot(_G)
: if you.in_branch("D") then
: if you.depth() < 6 then
NSUBST: de = 2=*% / %$--, f = *% / %$--, h = 2=*% / %$--
: elseif you.depth() < 9 then
NSUBST: de = 2=* / *%--, f = * / *%--, h = 2=* / *%--
: elseif you.depth() < 12 then
# From here on, one 'd' glyph is used by the good loot item, so we don't
# replace that one.
NSUBST: d = d / *-, e = |* / *-, f = |* / *-, h = 2=|* / *-
: else
# From here on, one 'd' glyph and one 'e' glyph are used by the good loot
# items, so we don't replace those.
NSUBST: d = d / |*--, e = e / |*--, f = |* / |*--, h = 2=|* / |*--
: end
# All non-Dungeon branches.
: else
NSUBST: d = d / |*--, e = e / |*--, f = |* / |*--, h = 2=|* / |*--
: end
SUBST: qrs = G, Z = -, y = p, z = V, p : tp
TILE: G = dngn_gravestone
TILE: t = dngn_tree_dead
FTILE: -de|*%$DFHpGt = floor_pebble_brown / floor_pebble_darkgray
: set_feature_name("granite_statue", "a gravestone")
: ghost_setup(_G)
MAP
ccccccc
ccdfrfecc
ccq--F--qcc
cd-D---D-ec
ch-------hc
csH-----Hsc
ch-------hc
ccnn===nncc
...@...
ENDMAP
NAME: ebering_ghost_inner_flame
WEIGHT: 5 (D:3-7)
KPROP: cn'O = w:5 bloody / nothing
KMONS: O = player_ghost
KITEM: O = scroll of immolation ident:all
NSUBST: ' = |* / |*$ / 998 / dF / 3=d. / F. / .
MARKER: F = lua:fog_machine { cloud_type = "black smoke", \
pow_min = 10000, pow_max = 10000, delay = 1, \
size = 1, walk_dist = 0, start_clouds = 1 }
: dgn.delayed_decay(_G, "d", "chunk")
: ghost_setup(_G)
MAP
ccccc
.n'''c
@='O'c
.n'''c
ccccc
ENDMAP
NAME: ebering_ghost_gozag
DEPTH: D:3-, Orc, Shoals, Snake, Elf, Crypt, Depths, Zot
WEIGHT: 5 (D:3-7)
ORIENT: float
: kitem("DE = " .. dgn.loot_potions)
# If ghost selectors ever happen this should be a gozag ghost
KMONS: O = player_ghost
# D and F place an 8 monster plus potion or shop, E and H place the potion/shop
# without any monster. D, E, and J place an abandoned shop for decor.
KMONS: DF = 8
MONS: obsidian statue
: if you.in_branch("D") then
: if you.depth() < 6 then
NSUBST: M = 0 / 2=0' / 9 / 8-JJ / J
SUBST: 1 = G
: elseif you.absdepth() < 9 then
NSUBST: M = 0 / 2=09 / 8J / J
SUBST: 1 = G, D = DF, E = EH
: elseif you.absdepth() < 12 then
# The 4th term gives a 50% chance of placing a potion/shop and an independent
# %50 chance of placing an 8.
NSUBST: M = 0 / 2=09 / 9J / DE8J / J
SUBST: 1 = 1GGGG, D = DF, E = EH
: elseif you.absdepth() < 14 then
# The 5th term gives a 33% chance of placing a second potion/shop and an
# independent 50% chance of placing an 8.
NSUBST: M = 0 / 2=09 / 9 / DE / DE88JJ / J
SUBST: 1 = 1GG, D = DF, E = EH
: else
# Chance like the one above, but 50% for second potion/shop.
NSUBST: M = 0 / 2=09 / 9 / D / DE8J / J
SUBST: 1 = 1G, D = DF, E = EH
: end
: elseif you.in_branch("Orc") then
NSUBST: M = 0 / 2=09 / 9 / DE / DE88JJ / J
SUBST: 1 = 1GG, D = DF, E = EH
: else
NSUBST: M = 0 / 2=09 / 9 / 2=D / J
SUBST: D = DF
: end
# The ' glyph is used to place gold.
: setup_gozag_gold(_G)
KFEAT: ODEJ = abandoned_shop
KFEAT: FH = antiques shop
KFEAT: _ = altar_gozag
TILE: G = dngn_golden_statue
FTILE: -_DEFHJ$0189OG = floor_limestone
COLOUR: G = yellow
: set_feature_name("granite_statue", "golden statue")
: set_feature_name("stone_wall", "golden wall")
: ghost_setup(_G)
MAP
ccccccc
ccMGOGMcc
cM'''''Mc
cG''1''Gc
cM''_''Mc
cc'''''cc
nn===nn
...@...
ENDMAP
NAME: ebering_ghost_rock_garden
ORIENT: float
KMONS: O = player_ghost
: local large_rocks = crawl.random_range(3,7)
: kitem("O = large rock q:" .. large_rocks)
KITEM: ' = stone q:1 / large rock w:1
NSUBST: r = O / d / e / tG / t'' / '
: lone_ghost_extra_loot(_G, "'")
COLOUR: '-O|*%$tG = yellow, c = white
FTILE: '-O|*%$tG = floor_dirt
: ghost_setup(_G)
MAP
ccccccccc
c---r-r-c
crr-----c
c----r--c
c--r----c
cr----r-c
cnn===nnc
...@...
ENDMAP
NAME: ebering_ghost_reflecting_pool
ORIENT: float
KMONS: O = player_ghost
KFEAT: O = shallow_water
: lone_ghost_guarded_loot(_G, "O")
: lone_ghost_extra_loot(_G, "-")
FTILE: -|*%$O : floor_pebble_brown / floor_pebble_darkgray
: ghost_setup(_G)
MAP
ccccc
cdOec
c-w-c
c-w-c
c-w-c
c-W-c
cn=nc
.@.
ENDMAP
NAME: hellmonk_ghost_happy_afterlife
DEPTH: D:3-, Lair
ORIENT: float
ITEM: ration, any potion
: item(dgn.loot_potions)
KMONS: O = player ghost
: if you.absdepth() < 6 then
SUBST: g = -
: elseif you.absdepth() < 9 then
SUBST: e = ef, g = e-
: elseif you.absdepth() < 12 then
SUBST: e = f, g = e
: elseif you.absdepth() < 14 then
SUBST: e = f, g = ef
: else
SUBST: eg = f
: end
COLOUR: -1deOf = green
FTILE: -1defOTt = floor_grass
: ghost_setup(_G)
MAP
.....
..nnn..
..nnTnn..
..nn---nn..
.nn--g--nn.
.nT-dte-Tn.
.nn--O--nn.
..nn---nn..
..nn-nn..
..n=n..
.....
ENDMAP
NAME: ebering_ghost_disaster_area
ORIENT: float
KMONS: O = player ghost
NSUBST: ' = d / e / 8=wWlr / -
: lone_ghost_guarded_loot(_G, "O")
: lone_ghost_extra_loot(_G, "-")
: if you.depth() < dgn.br_depth(you.branch()) then
KFEAT: r = known shaft trap
: else
SUBST: r = wWl
: end
SUBST: P = GTV
: ghost_setup(_G)
MAP
cccccccccc
cccc'c'ccc
cc''O''c'c
c'c'''''cc
c''P'c''cc
cc'''''''c
ccnn==nncc
..@@..
ENDMAP
###############################################################################
#
# <<2>> Themed ghost vaults.
#
#
###############################################################################
NAME: gammafunk_ghost_necromancy
# Omit Elf since that branch has few good monsters for derived undead.
WEIGHT: 0 (Elf)
ORIENT: float
KMONS: O = player ghost
: ghost_good_loot(_G)
# Progressive depth/numbers of zombies and type/amount of loot.
: if you.in_branch("D") then
: if you.depth() < 6 then
MONS: skeleton place:D:6 / zombie place:D:6
SUBST: d = *%, e = %$, fghij = -
NSUBST: 1 = 2=1 / 1---
: elseif you.depth() < 9 then
MONS: skeleton place:D:9 / zombie place:D:9 / spectre place:D:9 / \
simulacrum place:D:9
SUBST: d = *, e = *%, f = %$--, ghij = -
NSUBST: 1 = 2=1 / 1-
: elseif you.depth() < 12 then
MONS: w:5 zombie place:D:12 / spectre place:D:12 / simulacrum place:D:12
SUBST: e = *, f = %$, ghij = -
NSUBST: 1 = 3=1 / 1-, - = 1- / -
: elseif you.depth() < 14 then
MONS: w:5 zombie place:D:15 / spectre place:D:15 / simulacrum place:D:15
SUBST: f = |*, g = *%, h = %$--, ij = -
NSUBST: - = 4=1- / -
: else
MONS: place:Depths:1 zombie / place:Depths:1 spectre / \
place:Depths:1 simulacrum
SUBST: f = |*, g = *%, h = %$--, ij = -
NSUBST: - = 1 / 4=1- / -
: end
# Set up derived undead from branch end for non-Dungeon branches.
: else
{{
local undead_place = "place:" .. you.branch() .. ":" ..
dgn.br_depth(you.branch())
mons(undead_place .. " spectre / " .. undead_place .. " simulacrum")
}}
# Handle loot/monsters for non-Dungeon branches.
: if you.in_branch("Lair") then
SUBST: f = *%, g = %$--, hij = -
NSUBST: 1 = 4=1 / 1-, - = 2=1- / -
: elseif you.in_branch("Orc") then
SUBST: f = *, g = %$, hij = -
NSUBST: 1 = 5=1 / 1-, - = 3=1- / -
: elseif you.in_branch("Crypt") then
MONS: revenant / curse skull
SUBST: fg = |*, h = *, i = %$, j = -
NSUBST: 1 = 12 / 1, - = 3=1 / 6=1- / -
: elseif you.in_branch("Depths") then
MONS: ancient lich
SUBST: fgh = |*, i = *%, j = %$--
NSUBST: 1 = 2=12 / 1, - = 3=1 / 8=1- / -
: elseif you.in_branch("Zot") then
MONS: ancient lich, curse toe
SUBST: fghij = |*
NSUBST: 1 = 12 / 123 / 1, - = 4=1 / 8=1- / -
# Lair branches
: else
SUBST: f = |*, g = *, h = %$, ij = -
NSUBST: - = 2=1 / 4=1- / -
: end
: end
FTILE: -de|*%$O12G = floor_pebble_brown / floor_pebble_darkgray
: ghost_setup(_G)
MAP
ccccccc
.n1c1c1c
.n---igc
.=---ecc
@=---dOc
.=---fcc
.n---jhc
.n1c1c1c
ccccccc
ENDMAP
NAME: gammafunk_ghost_spectres
DEPTH: D:8-, Crypt
ORIENT: float
KMONS: O = player ghost
: ghost_good_loot(_G)
: if you.in_branch("D") then
: if you.depth() < 9 then
MONS: wraith, shadow / freezing wraith
SUBST: d = *, e = *%, f = %$--, ghi = -
NSUBST: D = 2=1 / 1-
: elseif you.depth() < 12 then
MONS: wraith, shadow / freezing wraith
SUBST: e = *, f = %$, ghi = -
NSUBST: D = 3=1 / 2=1- / 2-, - = 1- / -
: elseif you.depth() < 14 then
MONS: wraith, shadow / freezing wraith
MONS: shadow wraith / flayed ghost / phantasmal warrior
SUBST: f = |*, g = *%, h = %$--, i = -
NSUBST: D = 2=1 / 2 / 2=2- / 23--, - = 3=1- / -
: else
MONS: wraith, shadow / freezing wraith
MONS: shadow wraith / flayed ghost / phantasmal warrior
SUBST: f = |*, g = *%, h = %$--, i = -
NSUBST: D = 2=2 / 2=2- / 2=3-, - = 2=1 / 2=1- / -
: end
# Crypt
: else
MONS: wraith / shadow
MONS: freezing wraith / shadow wraith / phantasmal warrior / flayed ghost w:5
MONS: eidolon, revenant / curse skull
SUBST: fg = |*, h = *, i = %$
NSUBST: D = 2 / 3 / 2=3- / 4-, - = 2=1 / 2=1- / 2=2 / 2=2- / -
: end
FTILE: -de|*%$O1234G = floor_pebble_brown / floor_pebble_darkgray
: ghost_setup(_G)
MAP
ccccccc
.nDcDcDc
.n----gc
.=---eGc
@=--idOc
.=---fGc
.n----hc
.nDcDcDc
ccccccc
ENDMAP
NAME: gammafunk_ghost_ooze
DEPTH: D:8, Lair, Depths
ORIENT: float
KMONS: O = player ghost
MONS: jelly, slime creature, death ooze
: ghost_good_loot(_G)
: if you.in_branch("D") then
: if you.depth() < 10 then
SUBST: d = *, e = *%, f = %$--, ghi = -
NSUBST: - = 2=1 / 4=1. / 2 / 2=2. / .
: elseif you.depth() < 12 then
SUBST: e = *, f = %$, ghi = -
NSUBST: - = 2=1 / 4=1. / 2=2 / 2=2. / .
: elseif you.depth() < 14 then
SUBST: f = |*, g = *%, h = %$--, ij = -
NSUBST: - = 2=1 / 3=1. / 2=2 / 4=2. / 3. / .
: else
SUBST: fg = |*, h = *, i = %$, j = -
NSUBST: - = 2=1 / 2=1. / 2=2 / 5=2. / 3 / 3. / .
: end
: elseif you.in_branch("Lair") then
: if you.depth() < 5 then
SUBST: f = |*, g = *%, h = %$--, ij = -
NSUBST: - = 2=1 / 3=1. / 2=2 / 4=2. / 3. / .
: else
SUBST: fg = |*, h = *, i = %$, j = -
NSUBST: - = 2=1 / 2=1. / 2=2 / 5=2. / 3 / 3. / .
: end
# Depths
: else
SUBST: fgh = |*, i = *%, j = %$--
NSUBST: - = 6=2 / 7=2. / 4=3 / 8=3. / .
: end
KFEAT: _ = altar_jiyva
COLOUR: c = green
COLOUR: n = lightgreen
: ghost_setup(_G)
MAP
ccccc
cc---cn.
cci----n.
ceg----=.
c_dO---=@
cfh----=.
ccj----n.
cc---cn.
ccccc
ENDMAP
NAME: gammafunk_ghost_mausoleum
DEPTH: D:3-, Swamp, Crypt, Depths, Zot
ORIENT: float
KMONS: O = player ghost
: ghost_good_loot(_G)
: if you.in_branch("D") then
: if you.depth() < 6 then
MONS: skeleton place:D:6 / zombie place:D:6
MONS: mummy / shadow imp / wight / necrophage / phantom / hungry ghost
SUBST: d = *%, e = %$, f = %$--, ghij = -
NSUBST: D = 2=1 / 2=1- / 2- / -
: elseif you.depth() < 9 then
MONS: skeleton place:D:9 / zombie place:D:9 / spectre place:D:9 / \
simulacrum place:D:9 / mummy / shadow imp / wight / necrophage / \
phantom / hungry ghost
MONS: wraith / vampire
SUBST: d = *, e = *%, f = %$, ghi = -
NSUBST: D = 2=1 / 3=1- / 2- / 2--- / -
: elseif you.depth() < 12 then
MONS: mummy / wight / zombie place:D:12 / spectre place:D:12 / \
simulacrum place:D:12 / phantom / hungry ghost / wraith / vampire
MONS: vampire mosquito band / shadow / death knight / skeletal warrior / \
freezing wraith w:5
SUBST: e = *, f = *%, g = %$--, hi = -
NSUBST: D = 2=1 / 4=1- / 2=2- / -
: elseif you.depth() < 14 then
MONS: zombie place:D:15 / spectre place:D:15 / simulacrum place:D:15 / \
vampire mosquito band / death knight / skeletal warrior
MONS: freezing wraith / necromancer / shadow wraith / vampire knight / \
phantasmal warrior / flayed ghost
SUBST: f = |*, g = *, h = %$, ij = -
NSUBST: D = 3=1 / 5=1- / 2 / 222- / -
: else
MONS: zombie place:Depths:1 / spectre place:Depths:1 / \
simulacrum place:Depths:1 / \
vampire mosquito band / death knight / skeletal warrior / \
freezing wraith
MONS: necromancer / shadow wraith / vampire knight / phantasmal warrior / \
flayed ghost
SUBST: f = |*, g = *, h = %$, ij = -
NSUBST: D = 4=1 / 4=1- / 2 / 2=2- / -
: end
: elseif you.in_branch("Swamp") then
MONS: spectre place:Swamp:4 / simulacrum place:Swamp:4 / shadow / \
bog body / vampire mosquito band / tyrant leech
MONS: ghost crab / hydra spectre / hydra simulacrum
SUBST: fg = |*, h = *%, i = %$--, j = -
NSUBST: D = 4=1 / 5=1- / 2 / 2=2- / 2--- / -
: elseif you.in_branch("Crypt") then
SUBST: fgh = |*, i = *%, j = %$..
NSUBST: D = 5=0 / 5=0- / 98 / 3=98-- / 98------ / -
: elseif you.in_branch("Depths") then
MONS: spectre place:Depths:5 / simulacrum place:Depths:5 / \
necromancer / vampire knight / vampire mage / sphinx / flayed ghost w:5
MONS: lich / deep elf death mage / juggernaut simulacrum / \
juggernaut spectre / caustic shrike simulacrum / caustic shrike spectre
MONS: ancient lich
SUBST: fgh = |*, i = *, j = %$
NSUBST: D = 5=0 / 6=0- / 2 / 4=2- / 3- / -
: elseif you.in_branch("Zot") then
MONS: simulacrum place:Zot:5 / spectre place:Zot:5 / shadow dragon / \
death cob
MONS: golden dragon simulacrum / golden dragon spectre / \
quicksilver dragon simulacrum / quicksilver dragon spectre / \
killer klown simulacrum / killer klown spectre / ancient lich
MONS: curse toe
SUBST: fghij = |*, 2 = 12
NSUBST: D = 5=0 / 7=0- / 2=2 / 2=2- / 3- / -
: end
NSUBST: R = R / -
MARKER: P = lua:transp_loc("ghost_mausoleum_entry")
MARKER: Q = lua:transp_dest_loc("ghost_mausoleum_entry")
MARKER: R = lua:transp_loc("ghost_mausoleum_exit")
MARKER: S = lua:transp_dest_loc("ghost_mausoleum_exit")
FTILE: -de|*%$O012389G = floor_pebble_brown / floor_pebble_darkgray
: ghost_setup(_G)
MAP
...............
.nnnnnnnnnnnnn.
.nR--D---D--Rn.
.n-D---D---D-n.
.n--ccc-ccc-in.
.n-DcGcDcGcDgn.
..n----------en..
@PnOD-D-Q-D-DdnS@
..n----------fn..
.n-DcGcDcGcDhn.
.n--ccc-ccc-jn.
.n-D---D---D-n.
.nR--D---D--Rn.
.nnnnnnnnnnnnn.
...............
ENDMAP
NAME: gammafunk_ghost_hydra_chop
DEPTH: D:8-, Lair, Swamp
ORIENT: float
: setup_hydra_weapon(_G)
KMONS: O = player ghost
{{
-- Set up hydra monster entry with a range of possible extra heads based on
-- depth.
local max_heads = 11 + math.floor((you.absdepth() - 8) / 2)
local hydra_def
for h = 9, max_heads do
if hydra_def == nil then
hydra_def = h .. "-headed hydra"
else
hydra_def = hydra_def .. " / " .. h .. "-headed hydra"
end
end
mons(hydra_def)
}}
KMONS: pq = plant
KFEAT: q = W
SUBST: t = tttWpq'
NSUBST: ' = d / e / f / g / -
: ghost_good_loot(_G)
: if you.absdepth() < 10 then
SUBST: d = *, e = *%
NSUBST: - = 1 / 1--- / -
: elseif you.absdepth() < 12 then
SUBST: e = *, f = %$--
NSUBST: - = 1 / 1- / -
: elseif you.absdepth() < 14 then
SUBST: f = %$
NSUBST: - = 1 / 111- / -
: elseif you.absdepth() <= 16 then
SUBST: f = *%, g = %$--
NSUBST: - = 1 / 2=1- / -
: else
SUBST: fg = |*
NSUBST: - = 1 / 3=1- / -
: end
: ghost_setup(_G)
MAP
ccccc
cctttcn.
cct'''-n.
ct''---=.
ct'-O--=@
ct''---=.
cct'''-n.
cctttcn.
ccccc
ENDMAP
NAME: gammafunk_ghost_fury_of_okawaru
DEPTH: D:12-, Orc, Elf, Crypt
ORIENT: float
KFEAT: OP = altar_okawaru
KMONS: OP = player ghost
# Bad Oka gift.
KITEM: O = hat cursed ident:all / cloak cursed ident:all / \
animal skin cursed ident:all / robe cursed ident:all / \
leather armour cursed ident:all / whip cursed ident:all / \
spear cursed ident:all / short sword cursed ident:all / \
dagger cursed ident:all / hand axe cursed ident:all / \
scythe cursed ident:all / club cursed ident:all / \
hunting sling cursed ident:all
KITEM: P = robe cursed plus:-8 randart ident:all
# An "Oka weapon gift" using the more useful types on 'd'
ITEM: quick blade good_item w:5 / rapier good_item / scimitar good_item / \
double sword good_item w:5 / demon blade good_item w:5 / \
triple sword good_item w:5 / morningstar good_item / \
eveningstar good_item w:5 / demon whip good_item w:5 \
dire flail good_item / great mace good_item / broad axe good_item / \
battleaxe good_item / executioner's axe good_item w:5 / \
demon trident good_item w:5 / glaive good_item / \
bardiche good_item w:5 / lajatang good_item w:5
# An "Oka armour gift" on 'e'
ITEM: any armour good_item / any armour randart
# Rarely place the robe of misfortune or a bad randart robe.
SUBST: O = O:49 P:1
: if you.in_branch("D") then
: if you.depth() < 14 then
MONS: orc warrior / centaur warrior / tengu warrior
MONS: orc knight / naga warrior / merfolk impaler
MONS: merfolk javelineer / deep elf knight / deep elf archer
SUBST: e = |*e, f = |*, g = *%, h = %$--, ij = -
NSUBST: - = 2=1 / 4=1- / 12-- / 2 / 2=2- / 3- / -
: else
MONS: orc warrior / centaur warrior / tengu warrior / orc knight / \
naga warrior / merfolk impaler
MONS: merfolk javelineer / deep elf knight / deep elf archer
MONS: stone giant / minotaur / fire giant / frost giant / orc warlord
SUBST: e = |*ee, f = |*, g = *, h = %$, ij = -
NSUBST: - = 3=1 / 3=1- / 2 / 3=2- / 333- / -
: end
: elseif you.in_branch("Orc") then
MONS: orc warrior / centaur warrior / tengu warrior / orc knight
MONS: naga warrior / merfolk impaler / merfolk javelineer / \
deep elf knight / deep elf archer
MONS: minotaur / stone giant / orc warlord
SUBST: e = |*e, f = |*, g = *, h = %$--, ij = -
NSUBST: - = 2=1 / 4=1- / 12-- / 2 / 2=2- / 3- / -
: elseif you.in_branch("Elf") then
MONS: centaur warrior / tengu warrior / orc knight / naga warrior / \
merfolk impaler / merfolk javelineer / deep elf knight / \
deep elf archer
MONS: minotaur / stone giant / orc warlord
MONS: fire giant / frost giant / deep elf blademaster / \
deep elf master archer / titan
SUBST: fg = |*, h = *, i = %$, j = -
NSUBST: - = 3=1 / 4=1- / 2=2 / 2=2- / 2=3- / 3--- / -
# Crypt
: else
MONS: centaur warrior / tengu warrior / naga warrior / merfolk impaler / \
merfolk javelineer / deep elf knight / deep elf archer
MONS: minotaur / stone giant / orc warlord / fire giant / frost giant / \
deep elf blademaster / deep elf master archer
MONS: titan
SUBST: fgh = |*, i = *%, j = %$..
NSUBST: - = 3=1 / 4=1- / 12-- / 2=2 / 2=2- / 3 / 3- / -
: end
: ghost_setup(_G)
MAP
ccccccccccc
cGvvvvvvvGc
c-igvOvhj-c
c---edf---c
c-vG---Gv-c
c---------c
c-vG---Gv-c
c---------c
cnnn===nnnc
....@....
ENDMAP
NAME: muffindrake_ghost_dual_entry
DEPTH: D:10-, Depths
ORIENT: float
KMONS: O = player_ghost
: if you.in_branch("D") then
MONS: skeletal warrior / vampire
MONS: wraith / simulacrum place:D:15
MONS: necromancer
MONS: lich
: else
MONS: vampire knight / vampire mage
MONS: flayed ghost / juggernaut simulacrum
MONS: deep elf death mage
MONS: ancient lich
: end
: ghost_good_loot(_G)
NSUBST: - = 2=1 / 2=1- / 2 / 2=2- / 3 / -
TILE: G = dngn_gravestone
TILE: t = dngn_tree_dead
FTILE: GtO123498$*|- = floor_pebble_brown / floor_pebble_darkgray
: set_feature_name("granite_statue", "a gravestone")
: ghost_setup(_G)
MAP
.@.
cccc.ccc
cd-n.n-cc
c-$nnn-eccc
c-|cGc$$-*c
cc-cOc-cc$c
cG-G4G-Gc-c
cc---9-----c
ct8-nnn-8--c
cc--nn.nn-t-c
c---n...n---c
c-t-n.T.nt-cc
cc--c...c--c
c=cc. .cc=c
@... ...@
ENDMAP
NAME: muffindrake_ghost_three_little_ghosts
DEPTH: Depths
ORIENT: float
KMONS: O = player_ghost
MONS: deep troll shaman band
MONS: stone giant / deep troll earth mage / golden dragon
MONS: iron troll / iron dragon, iron giant
: ghost_good_loot(_G)
NSUBST: 2 = 2=2 / 2=2., 3 = 2=3 / 2=3.
: ghost_setup(_G)
MAP
vvvvvvv
v$d|e$v
v$3O3$v
v.343.v
v.....v
v.....v
vvn=nvv
v...v
bbb+bbb
b.*|$.b
b.2O2.b
b.2.2.b
b.....b
b.....b
bbn=nbb
b...b
ccc+ccc
c.*|$.c
c..O..c
c..1..c
c.....c
c.....c
ccn=ncc
.@.
ENDMAP
NAME: muffindrake_ghost_dead_mans_drink
DEPTH: Depths
ORIENT: float
KMONS: p = col:brown fungus
KMONS: O = player_ghost
MONS: stone giant zombie / stone giant simulacrum / spectral stone giant
MONS: titan zombie / titan simulacrum / spectral titan
MONS: juggernaut zombie / juggernaut simulacrum / spectral juggernaut
: ghost_good_loot(_G)
NSUBST: 1 = 3=1 / 4=1., 2 = 2=2 / 4=2., 3 = 2=3 / 4=3.
: dgn.delayed_decay(_G, "'", "felid corpse")
: ghost_setup(_G)
MAP
ccccccc
c--+*Tc
.cT1xxxc .@.
@n--+3Tccccncccc
.cT2xxxc|$$-2--c
c--+3Tcd$$-3--c
c+cccccvvvccc+c
c----'vTOe--+-c
c-----ppppppp-c
c3p-'---3--2--c
c-p1-1---2----c
c2p--p2-3p-1p2c
c-1--1-'----1-c
ccncccn=ncccncc
......@.'....
ENDMAP
NAME: biasface_ghost_demon_polymorph
DEPTH: Depths
KITEM: O = wand of polymorph ident:type
KMONS: O = player ghost
MONS: any common demon
MONS: balrug / blizzard demon / cacodemon / green death / \
hell beast / lorocyproca / shadow demon
MONS: brimstone fiend / tzitzimitl / ice fiend / hell sentinel
: ghost_good_loot(_G)
SUBST: f = |*