-
Notifications
You must be signed in to change notification settings - Fork 1.2k
/
trove.des
1138 lines (1071 loc) · 28.1 KB
/
trove.des
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
##############################################################################
#
# Treasure Trove (by due)
#
# Troves are once-only tolled portals to a treasure chamber, most of which
# are weighted acquirement-esque towards your skills. Of course, there's a
# chance that you'll get rubbish (casters in an weapon/armour room and melee
# fighters in a library), but that's kind of the point.
#
# Two Trove portals are 'nasty': one features summoners behind (diggable) glass,
# and the other features two wandering shining eyes. Have a nice time!
#
##############################################################################
{{
trove = {}
function trove.get_trove_item(e, value, base_item)
-- This function should return a table with the following values:
-- quantity=0 (number of items, 1 unless consumables)
-- base_type="armour" (armour, weapon, potion, scroll, jewellery, book, or miscellaneous)
-- sub_type="robe" (short sword, etc)
-- ego_type="resistance" (or false)
-- plus1=4 (or false)
-- artefact_name=false (setting this will compare artefact names and status
-- and will be used as the full title for artefact books
-- and so-on. leave as false for non-artefacts.)
local item = {
quantity=1,
base_type="",
sub_type="",
ego_type=false,
plus1=false,
plus2=false, -- #if TAG_MAJOR_VERSION == 34
artefact_name=false,
}
-- For testing purposes, you can force an item.
if base_item ~= nil then
item.quantity = base_item.quantity
local p1 = base_item.pluses()
item.plus1 = p1
item.ego_type = base_item.ego_type
item.base_type = base_item.base_type
item.sub_type = base_item.sub_type
item.artefact_name = base_item.artefact_name
if (base_item.sub_type == "rune of Zot") then
item.ego_type = base_item.name()
end
return item
end
-- 1/3 chance of trying to get a shop item
if crawl.one_chance_in(3) then
local floorlist, shoplist
floorlist, shoplist = dgn.stash_items(value, true)
if #shoplist ~= 0 then
shop_item = shoplist[crawl.random2(#shoplist)+1]
if not shop_item.identified() then
shop_item = shoplist[crawl.random2(#shoplist)+1]
end
local jwith_pluses = {"ring of protection", "ring of evasion",
"ring of strength", "ring of intelligence",
"ring of dexterity", "ring of slaying",
"amulet of reflection"}
local bt = shop_item.base_type
if bt == "armour" or bt == "weapon" or bt == "jewellery" or bt == "book" then
if shop_item.identified() then
item.quantity = shop_item.quantity
item.base_type = shop_item.base_type
item.sub_type = shop_item.sub_type
item.ego_type = shop_item.ego_type
if shop_item.artefact then
item.artefact_name = shop_item.artefact_name
end
local shop_plus1 = shop_item.pluses()
if item.base_type == "armour" then
item.plus1 = shop_plus1
elseif item.base_type == "weapon" then
item.plus1 = shop_plus1
elseif item.base_type == "jewellery" then
if util.contains(jwith_pluses, item.sub_type) then
item.plus1 = shop_plus1
end
elseif item.base_type == "book" and string.find(item.sub_type, "manual") then
item.plus1 = shop_plus1
else
item.plus1 = false
end
return item
end
end
end
end
local d = crawl.roll_dice
-- base is item.base_type, type is item.sub_type, quant is an additional parameter (quantity, charges, etc)
-- currently 20% armour, 15% weapon, 50% consumable, 15% miscellaneous
local prices = {
{base="scroll", type="acquirement", quant=2},
{base="scroll", type="identify", quant=12+d(4)+d(4)+d(4)},
{base="miscellaneous", type="rune of Zot", quant=3, name="slimy rune of Zot"},
{base="miscellaneous", type="rune of Zot", quant=11, name="abyssal rune of Zot"},
{base="miscellaneous", type="horn of Geryon"} }
local wpn = {
{base="weapon", type="demon whip", quant=2+d(3)+d(3)},
{base="weapon", type="demon trident", quant=2+d(3)+d(3)},
{base="weapon", type="demon blade", quant=2+d(3)+d(3)} }
if you.race() ~= "Felid" then
for _, toll in ipairs(wpn) do
table.insert(prices, toll)
end
end
local arm = {
{base="armour", type="gold dragon armour", quant=1+d(2)},
{base="armour", type="storm dragon armour", quant=d(2)+d(2)},
{base="armour", type="shadow dragon armour", quant=d(2)+d(2)},
{base="armour", type="fire dragon armour", quant=d(3)+d(3)},
{base="armour", type="ice dragon armour", quant=d(3)+d(3)} }
if you.race() ~= "Felid" and you.race() ~= "Octopode" then
for _, toll in ipairs(arm) do
table.insert(prices, toll)
end
end
local pots = {
{base="potion", type="resistance", quant=2+d(3)},
{base="potion", type="agility", quant=4+d(3)+d(2)} }
local heal_pots = {
{base="potion", type="curing", quant=12+d(4)+d(4)},
{base="potion", type="heal wounds", quant=8+d(3)+d(3)} }
if you.race() ~= "Mummy" then
if you.race() ~= "Vine Stalker" then
for _, toll in ipairs(heal_pots) do
table.insert(pots, toll)
end
end
if you.race() ~= "Formicid" then
table.insert(pots, {base="potion", type="haste", quant=4+d(3)+d(2)})
end
if you.race() ~= "Ghoul" then
table.insert(pots, {base="potion", type="cure mutation", quant=1+d(4)})
end
for _, toll in ipairs(pots) do
table.insert(prices, toll)
end
end
if you.race() ~= "Vine Stalker" and you.mutation("inability to use devices") ~= 1 then
table.insert(prices, {base="wand", type="heal wounds", quant=9})
end
local stasis_tolls = {
{base="scroll", type="blinking", quant=2+d(3)+d(3)},
{base="scroll", type="teleportation", quant=10+d(4)+d(4)} }
if you.race() ~= "Formicid" then
if you.mutation("inability to use devices") ~= 1 then
table.insert(prices, {base="wand", type="hasting", quant=9})
end
for _, toll in ipairs(stasis_tolls) do
table.insert(prices, toll)
end
end
local chosen = util.random_from(prices)
item.base_type = chosen.base
item.sub_type = chosen.type
if chosen.base == "armour" or chosen.base == "wand" then
item.plus1 = chosen.quant
elseif chosen.base == "weapon" then
item.plus1 = chosen.quant
elseif chosen.base == "scroll" or chosen.base == "potion" then
item.quantity = chosen.quant
end
if chosen.type == "rune of Zot" then
item.plus1 = chosen.quant
item.ego_type = chosen.name -- not an actual ego, just the name of the rune
end
return item
end
function trove.get_trove_toll(e)
if crawl.one_chance_in(20) and you.race() ~= "Demigod" and you.god() ~= "Gozag" and you.god() ~= "Uskayaw" then
return trove.get_toll_nopiety()
else
return trove.get_trove_toll_with_item(
trove.get_trove_item(e, 1000))
end
end
function trove.get_trove_toll_with_item(item)
return { item = item }
end
function trove.get_toll_nopiety()
return { nopiety = true }
end
function trove.portal(e)
local toll = trove.get_trove_toll(e)
local function stair ()
return trove_marker {
toll = toll,
entity = "portal",
toll_desc = "to enter a treasure trove",
floor = "expired_portal",
feat_tile = "dngn_portal_trove_gone",
}
end
e.tags("uniq_trove no_monster_gen chance_trove")
e.lua_marker("O", stair)
e.kfeat("O = enter_trove")
e.colour(". = blue")
e.ftile(".OcG+ = floor_marble")
e.tile("c = wall_stone_dark")
end
-- Use the following line in destination maps after all SUBSTs
-- : trove.setup_features(_G)
-- Note that the function also defines < to be the exit portal.
function trove.setup_features(e)
e.kfeat("< = exit_trove")
end
-- "any scroll good_item" still gets you 'scroll of noise' etc
-- so let's limit it to the enchant/recharge scrolls, tloc scrolls, identify scrolls,
-- mapping scrolls with a low chance of silence, vulnerability or acquirement (lowest)
function trove.good_scroll (e)
e.item([[scroll of enchant weapon / scroll of brand weapon w:3 /
scroll of enchant armour / scroll of identify w:20 /
scroll of magic mapping w:5 / scroll of blinking / scroll of silence w:2 /
scroll of recharging / scroll of acquirement w:1 / scroll of teleportation w:20 /
scroll of vulnerability w:2 / scroll of holy word w:8 / scroll of fog w:8]])
end
function trove.place_fog(e, type, strength)
e.lua_marker("m", fog_machine { pow_max = strength, cloud_type = type,
delay_min = 50, delay_max = 300, size = 12,
start_clouds = 1 } )
end
function trove.weapon_skills (e)
local weapon_skills = {"Short Blades", "Long Blades", "Axes", "Maces & Flails", "Polearms", "Staves"}
local skill_total = 0
local nonzero_skills = 0
for _, skill in ipairs(weapon_skills) do
skill_total = skill_total + you.base_skill(skill)
if you.base_skill(skill) > 0 then
nonzero_skills = nonzero_skills + 1
end
end
if nonzero_skills > 0 then
return skill_total / nonzero_skills
else
return 0
end
end
function trove.spell_skills (e)
local spell_skills = {"Spellcasting", "Conjurations", "Charms", "Hexes", "Summoning", "Necromancy", "Translocation", "Transmutation", "Fire Magic", "Ice Magic", "Air Magic", "Earth Magic", "Poison Magic"}
local skill_total = 0
local nonzero_skills = 0
for _, skill in ipairs(spell_skills) do
skill_total = skill_total + you.base_skill(skill)
if you.base_skill(skill) > 0 then
nonzero_skills = nonzero_skills + 1
end
end
if nonzero_skills > 0 then
return skill_total / nonzero_skills
else
return 0
end
end
}}
default-depth: D:10-, Depths, Elf, Vaults
##############################################################################
#
# Relevant entry portals.
#
##############################################################################
NAME: enter_trove_0
TAGS: transparent
CHANCE: 5%
: trove.portal(_G)
MAP
O
ENDMAP
NAME: enter_trove_1
TAGS: transparent
CHANCE: 5%
: trove.portal(_G)
MAP
...
.O.
...
ENDMAP
NAME: enter_trove_2
TAGS: transparent
CHANCE: 5%
: trove.portal(_G)
MAP
@G@
@G.G@
G.O.G
@G.G@
@G@
ENDMAP
NAME: enter_trove_3
TAGS: uniq_trove no_monster_gen no_wall_fixup
CHANCE: 5%
: trove.portal(_G)
COLOUR: c = blue
MAP
ccccc
c...c
c.O.c
c...c
cc+cc
ENDMAP
# Of course, not everyone is willing for you to take their treasure...
NAME: enter_trove_5
CHANCE: 5%
: trove.portal(_G)
COLOUR: e = blue
FTILE: e = floor_marble
: if you.absdepth() <= 15 then
# Got drafted in from Vaults:$, while the mages try and close the portal down.
KMONS: e = vault guard
: else
# And this time he brought some friends...
KMONS: el = vault guard
COLOUR: l = blue
FTILE: l = floor_marble
: end
MAP
ccccc
c...c
c.O.c
c...c
cc+cc
cl.lc
c.e.c
cl.lc
cc+cc
ENDMAP
# Someone left some gold behind for you!
NAME: enter_trove_6
CHANCE: 5%
: trove.portal(_G)
KFEAT: X = +
MARKER: X = lua: props_marker { connected_exclude="true" }
COLOUR: $X = blue
MAP
ccccccc
c$$$$$c
c$XXX$c
c$XOX$c
c$XXX$c
c$$$$$c
ccc+ccc
ENDMAP
NAME: nicolae_trove_entry_columns
CHANCE: 5%
: trove.portal(_G)
MAP
cccccccccccc
c.........cc
c.c.c.c.c.cc
+.........Oc
c.c.c.c.c.cc
c.........cc
cccccccccccc
ENDMAP
NAME: nicolae_trove_entry_crossroad
TAGS: transparent
CHANCE: 5%
: trove.portal(_G)
COLOUR: @ = blue
FTILE: @ = floor_marble
MAP
cc@cc
c...c
@.O.@
c...c
cc@cc
ENDMAP
NAME: nicolae_trove_entry_crystal
CHANCE: 5%
: trove.portal(_G)
FTILE: b = floor_marble
MAP
ccccccccccc
cc.c.c.cccc
c.......bbc
+.......Obc
c.......bbc
cc.c.c.cccc
ccccccccccc
ENDMAP
NAME: nicolae_trove_entry_diagonal
CHANCE: 5%
: trove.portal(_G)
MAP
c
ccc
ccccc
cccO.cc
cc...cc
cc...cc
cc...cc
cc...cc
cc...cc
cc.+c
ccc@
c
ENDMAP
NAME: nicolae_trove_entry_free_sample
TAGS: transparent
CHANCE: 5%
: trove.portal(_G)
COLOUR: % = blue
FTILE: % = floor_marble
MAP
%.%
.O.
%.%
ENDMAP
NAME: nicolae_trove_entry_isolated
TAGS: no_pool_fixup transparent
CHANCE: 5%
KPROP: .O = no_tele_into
KFEAT: ' = .
: trove.portal(_G)
MAP
'''''''
'wwwww'
'w...w'
'w.O.w'
'w...w'
'wwwww'
'''''''
ENDMAP
NAME: nicolae_trove_entry_path_of_doom
CHANCE: 5%
KMONS: O = patrolling guardian mummy
KMONS: m = patrolling guardian mummy / nothing w:20
: trove.portal(_G)
COLOUR: $m = blue
FTILE: $m = floor_marble
MAP
ccccc
cc.O.cc
cc.....cc
c$.G.G.$c
c$..m..$c
c$.G.G.$c
cc.....cc
cc...cc
cc+cc
ENDMAP
NAME: trove_entry_hex_spiral
CHANCE: 5%
: trove.portal(_G)
MAP
@cc
ccccccccc..cc
cc.......cc..cc
cc..ccccc..cc..cc
cc..cc..Occ..cc..cc
cc..cc..ccc..cc..cc
cc..cc.....cc..cc
cc..ccccccc..cc
cc.........cc
ccccccccccc
ENDMAP
##############################################################################
#
# The portal vaults:
#
# Most of the vaults have 16 items of loot. Usually weighted 'd', 'e', 'f', from
# good to "worse". Some vaults have more than 16 items for specific reasons.
#
##############################################################################
default-depth: Trove
NAME: trove_simple
WEIGHT: 60
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup
# Loot: 16 items.
ITEM: any useful good_item
ITEM: acquire jewellery / any useful good_item
ITEM: acquire weapon / acquire armour / any useful good_item
: trove.setup_features(_G)
MAP
xxxxxx
xddddx
xfeedx
xefedx
xdefdx
xx++xx
xx..xx
xx..xx
xx..xx
x....x
x.<A.x
x....x
xxxxxx
ENDMAP
NAME: trove_garden
WEIGHT: 40
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup
# Loot: 16 items, spread out a bit.
KFEAT: x = X
COLOUR: o = blue
#
# Plants come in two pattern: regular or random. Vegetation can be thin or thick.
# There are more plants near the river.
SUBST: W = w .
: if crawl.coinflip() then
SUBST: " = . 1:20
SUBST: 1 = . 1:1
SUBST: ' = .
:else
SUBST: 1 = .
SUBST: " = '
SUBST: w = w 1:2
NSUBST: . = 12:M / 12:1 / *:.
SHUFFLE: Mm
SUBST: M = .
SUBST: . = . 1:1
SUBST: ' = . 1:3
:end
#
SUBST: V=w. , v=w, _=.
SUBST: 1 : 1 2
SUBST: 2 = 1 .
SUBST: 1 : 1 2:2 3:1
#
MONS: plant col:white
MONS: plant col:white / plant col:blue w:6
MONS: plant col:white / plant col:cyan w:3 / plant col:blue w:3
#
# Items: d = scrolls from header function, e/E = jewellery/amulets,
# f/F/B = armour/weapon/book, g = potions
SHUFFLE: eE, fFB
: trove.good_scroll(_G)
KITEM: e = acquire jewellery w:5 / any useful jewellery good_item / any jewellery w:2
KITEM: E = any amulet useful good_item / any amulet randart w:2
KITEM: f = acquire armour w:5 / any useful armour good_item / any armour w:2
KITEM: F = acquire weapon w:5 / any useful weapon good_item / any weapon w:2
KITEM: B = acquire book / acquire:sif_muna book / any book
KITEM: g = potion of curing / potion of heal wounds / potion of experience / \
potion of cure mutation q:1 / potion of beneficial mutation q:1 / \
potion of might / potion of agility / potion of brilliance / \
potion of resistance / potion of magic / potion of haste
KFEAT: w = W
: trove.setup_features(_G)
: trove.place_fog(_G, "blue smoke", 30)
KFEAT: m = .
MAP
'"WwwW'"'1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.<
"'"wwW"'".1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.
."'"ww'"'1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1
1'"'ww"'".1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.
.1'"WwW"'".1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1
1."'"ww'"'1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.
.1'"'www'"'m.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1
1."'"Www"'".1.1.1.1.m.1.1.1.1.m.1.1.1.1.1.
.1."'"ww'"'1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1
1.1'"'wwW'".1ooooooooooooooo1.1.1.1.1.1.1.
.1."'"wwW''1.o_____________o.1.1.1.1.1.1.1
1.1'"'Www'm'1o_____________o1.1.1.1.1.1.1.
.1.1'"'wwW'''o__xxxx+xxxx__o.1.m.1.1.1.1.1
1.1."'"Www'''o__xddx_xeex__o1.1.1.1.1.1.1.
.1.1."'"Www''o__xddx_xeex__o.1.1.1.1.1.1.1
1.1.1."'"Ww''o__xxx+_+xxx__o1.1.1.1.1.1.1.
.1.1.1."'"ww'o__+___1___+__o.1.m.1.1.1.1.1
1.1.1.1'"'mwWo__xxx+_+xxx__o1.1.1.1.1.1.1.
.1.1.1.1'"'wwo__xffx_xggx__o.1.1.1.1.1.1.1
1.1.1.1."'"WwoV_xffx_xggx__o1.1.1.1.1.1.1.
.1.1.1.1.1'"'ovvxxxx+xxxx__o.1.1.1.1.1.1.1
1.1.1.1.1.1'"oVvV__________o1.1.1.1.1.1.1.
.1.1.1.1.m.1'o_vvvV________o.1.m.1.1.1.1.1
1.1.1.1.1.1.1o_vvvvvv______o1.1.1.1.1.1.1.
.1.1.1.1.1.1.o__vvvvvvv____o.1.1.1.1.1.1.1
1.1.1.1.1.1.1o__Vvv<_Avv___o1.1.1.1.1.1.1.
.1.1.1.1.1.1.o____vvvvvvv__o.1.1.1.1.1.1.1
1.1.1.1.1.1.1o________VvvvVo"'1.1.1.1.1.1.
.1.1.1.1.1.1.ooooooooooooooo'"'1.1.1.1.1.1
1.1.1.1.1.1.1.1.1.1.1."'"Www"'".1.1.1.1.1.
.1.1.1.1.1.m.1.1.1.m.1.1'"'WwwW"'".1.1.1.1
1.1.1.1.1.1.1.1.1.1.1.1.1'"'WwmW"'".1.1.1.
.1.1.1.1.1.1.1.1.1.1.1.1.1'"'wwwW"'".1.1.1
1.1.1.1.1.1.1.1.1.1.1.1.1.1."'"WwWw'"'1.1.
.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1'"'wWwW"'".1
1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1."'"WwwwW"'
<1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1.1."'"WwW"
ENDMAP
# A "library", geared towards scrolls and books (either spell or manual).
NAME: trove_library
WEIGHT: 30
veto {{ return crawl.game_started()
and trove.spell_skills() < trove.weapon_skills()
and not crawl.one_chance_in(6) }}
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup
: trove.setup_features(_G)
: trove.good_scroll(_G)
ITEM: acquire book
ITEM: acquire:sif_muna book
MAP
xxxxxxxxxxxxx
xd.........dx
xx.xxx.xxx.xx
xf.dxe.dxe.dx
xx.xxx.xxx.xx
xe.fxd.fxd.ex
xx.xxx.xxx.xx
xe.........dx
xxxxx+++xxxxx
x...x
x...x
x...x
xx...xx
x.....x
x.<.A.x
xxxxxxx
ENDMAP
# A 'jewellery shoppe' or display cabinet.
NAME: trove_jewel_1
WEIGHT: 20
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup
# Loot: once again, 16 items.
ITEM: acquire jewellery / any useful jewellery good_item / any jewellery
: trove.setup_features(_G)
MAP
xxxxxxxx
x......x
x.<..A.x
x......x
xxx++xxx
x......x
x+o..o+x
xdo..odx
xdo..odx
xdo..odx
xdo..odx
xdoooodx
xddddddx
xxxxxxxx
ENDMAP
# A simple treasure chamber.
NAME: trove_jewel_2
WEIGHT: 20
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup
# Loot: 15 items this time.
ITEM: acquire jewellery / any useful jewellery good_item / any jewellery w:2
COLOUR: x = blue
: trove.setup_features(_G)
MAP
xxxxxxxx
xddd+<Ax
xdddxxxx
xdddx
xdddx
xdddx
xxxxx
ENDMAP
# A 'weapon shoppe', same template as the jewellery shop.
NAME: trove_weapon_1
WEIGHT: 15
veto {{ return crawl.game_started()
and (trove.weapon_skills() < trove.spell_skills()
or trove.weapon_skills() < you.base_skill("Unarmed Combat"))
and not crawl.one_chance_in(3) }}
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup no_species_fe
# Loot: once again, 16 items.
ITEM: acquire weapon / any useful weapon good_item / any weapon w:2
: trove.setup_features(_G)
MAP
xxxxxxxx
x......x
x.<..A.x
x......x
xxx++xxx
x......x
x+o..o+x
xdo..odx
xdo..odx
xdo..odx
xdo..odx
xdoooodx
xddddddx
xxxxxxxx
ENDMAP
# A simple treasure chamber.
NAME: trove_weapon_2
WEIGHT: 15
veto {{ return crawl.game_started()
and (trove.weapon_skills() < trove.spell_skills()
or trove.weapon_skills() < you.base_skill("Unarmed Combat"))
and not crawl.one_chance_in(3) }}
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup no_species_fe
# Loot: 15 items.
COLOUR: x = blue
ITEM: acquire weapon / any useful weapon good_item / any weapon w:2
: trove.setup_features(_G)
MAP
xxxxxxxx
xddd+<Ax
xdddxxxx
xdddx
xdddx
xdddx
xxxxx
ENDMAP
# An 'armour shoppe', same template as the jewellery shop.
NAME: trove_armour_1
WEIGHT: 15
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup no_species_fe no_species_op
# Loot: once again, 16 items.
ITEM: acquire armour / any useful armour good_item / any armour w:2
: trove.setup_features(_G)
MAP
xxxxxxxx
x......x
x.<..A.x
x......x
xxx++xxx
x......x
x+o..o+x
xdo..odx
xdo..odx
xdo..odx
xdo..odx
xdoooodx
xddddddx
xxxxxxxx
ENDMAP
# A simple treasure chamber.
NAME: trove_armour_2
WEIGHT: 15
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup no_species_fe no_species_op
# Loot: 15 items.
COLOUR: x = blue
ITEM: acquire armour / any useful armour good_item / any armour w:2
: trove.setup_features(_G)
MAP
xxxxxxxx
xddd+<Ax
xdddxxxx
xdddx
xdddx
xdddx
xxxxx
ENDMAP
# A "themed" trove.
NAME: trove_hunter_1
WEIGHT: 5
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup no_species_fe no_species_op
# Loot: 15 items, this time.
COLOUR: x = blue
MONS: storm dragon zombie
MONS: golden dragon zombie
MONS: fire dragon skeleton
ITEM: animal skin good_item / any armour good_item
ITEM: gold dragon hide / storm dragon hide / fire dragon hide / troll hide / any useful armour good_item
ITEM: arrow good_item / bolt good_item
ITEM: longbow good_item / arbalest good_item / any useful weapon good_item
SHUFFLE: 123
SHUFFLE: defg
: trove.setup_features(_G)
MAP
xxxxxxx
x1x2x3x
xooooox
xdededx
xfgfgfx
xgfffgx
xxx+xxx
x.....x
x.<.A.x
x.....x
xxxxxxx
ENDMAP
# A "nasty" monsters-behind-glass map for dpeg.
NAME: trove_nasty
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup no_vmirror no_rotate
WEIGHT: 2
COLOUR: x = blue
NSUBST: " = 1:+ / *:x
NSUBST: ' = 1:+ / *:x
MONS: ynoxinul
# 25 items, just because we're feeling generous.
ITEM: any useful good_item w:10 / any
ITEM: any useful jewellery good_item / any useful good_item
ITEM: acquire weapon / acquire armour / any useful good_item
ITEM: wand of disintegration ident:all
KFEAT: m = iron_grate
: trove.setup_features(_G)
MAP
mmmmmmmmmm
m..1mm1..m
xxxxxxxxmmmmmmmmmmxxxxxxxx
x........................x
x.x'x'xxxxxxxxxxxxxxxxxx.x
x.'edd+...............<x.x
x.xdedx.mmmmmmmmmm.xx"xx"x
x.'ddex.m..1mm1..m."dedddx
x'xxxxx.mmmmmmmmmm.xededfx
xA.g..............."fffedx
xxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
# Another nasty vault, because dpeg asked.
NAME: trove_treasure_island
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup no_vmirror no_rotate no_pool_fixup
WEIGHT: 2
COLOUR: x = blue
KFEAT: 1 = deep_water
KMONS: 1 = generate_awake shining eye
# 21 items, 'cos this one is *nasty*.
# There are 4 extra potions of cure/beneficial mutation, anyway.
ITEM: any useful good_item / any
ITEM: any useful jewellery good_item / any useful good_item
ITEM: acquire weapon / acquire armour / any useful good_item
ITEM: potion of cure mutation ident:type / potion of beneficial mutation ident:type
: trove.setup_features(_G)
: set_border_fill_type("open_sea")
MAP
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwww1wwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwww.wwwwwwwwwwwwww
wwwwwwwwwwww..g.wwwwwwwwwwwww
wwwwwwwwww...ge...wwwwwwwwwww
wwwwwwwwww..<dded.wwwwwwwwwww
wwwwwwwww...d...d..wwwwwwwwww
wwwwwwww.e.fd.A.d..dwwwwwwwww
wwwwwwwww...d...df..wwwwwwwww
wwwwwwwwww..gddd<d.wwwwwwwwww
wwwwwwwwwww..g.dd..wwwwwwwwww
wwwwwwwwwwwww.f..wwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwww1ww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwww
ENDMAP
# Misc items/evocations trove. 15 items.
NAME: trove_misc_throne_room
WEIGHT: 15
veto {{ return crawl.game_started()
and (you.base_skill("Evocations") < 4 and not crawl.one_chance_in(3)
or you.mutation("inability to use devices") == 1) }}
COLOUR: x = blue
COLOUR: ' = yellow
SUBST: d = dde
FTILE: ' : floor_limestone
ORIENT: encompass
TAGS: no_item_gen no_monster_gen allow_dup
ITEM: any misc / any rod w:4
ITEM: acquire wand w:15 / any misc w:3 / acquire magical staff w:2
ITEM: scroll of recharging / scroll of recharging q:3 w:5
: trove.setup_features(_G)
MAP
xxxxx
xfffx
xxx+xxx
xd'''dx
xd'''dx
xd'''dx
xd'''dx
xd'''dx
xd'''dx
xxxx+xxxx
x.......x
x<..A..<x
xxxxxxxxx
ENDMAP
###################################
#
# minmay's troves
#
# Alchemist's storehouse, has 14-26 desirable potions
NAME: trove_alchemists_storehouse
TAGS: no_item_gen no_monster_gen allow_dup no_species_mu
WEIGHT: 5
ORIENT: encompass
ITEM: potion of curing / potion of heal wounds / \
potion of curing q:2 / potion of heal wounds q:2
ITEM: potion of experience q:1 / potion of beneficial mutation q:1 w:30
ITEM: potion of might / potion of resistance / \
potion of magic / potion of haste / \
potion of might q:2 / potion of resistance q:2 / \
potion of magic q:2 / potion of haste q:2
ITEM: potion of cure mutation / potion of beneficial mutation
SHUFFLE: df
SHUFFLE: eg
: trove.setup_features(_G)
MAP
xxx xxx xxx
xdx xfx xfx
xxxxx xdx xfx xfx
x.A.xxx+xxx+xxx+xxxxxx
x...+.............+egx
x.<.xxx+xxx+xxx+xxxxxx
xxxxx xdx xfx xfx
xdx xfx xfx
xxx xxx xxx
ENDMAP
# 20 items, but you have to dig for them. Wand is included.
NAME: trove_dig
TAGS: no_item_gen no_monster_gen allow_dup
WEIGHT: 5
ORIENT: encompass
ITEM: acquire armour / any useful armour good_item / any armour w:2
ITEM: acquire weapon / any useful weapon good_item / any weapon w:2
ITEM: acquire jewellery / any useful jewellery good_item / any jewellery w:2
ITEM: any useful armour good_item / any useful weapon good_item / \
any useful jewellery good_item
: trove.good_scroll(_G)
KITEM: h = wand of disintegration ident:all, wand of disintegration ident:all
SHUFFLE: defg
: trove.setup_features(_G)
MAP
vvvvv
vvv...vvv
vem.<.mfv
vvv...vvv
vem...mfv
vvv...vvv
vem...mfv
vvv...vvv
vem...mfv