git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@843 c06c8d41-db1a-0410-9941-cceddc491573
C52GDIYN6W4WNYL2QV7L7OKFBVLPFSBQAEBCX44PAXCZ5H7JXCJQC # Random vaults and minivaults; special levels (including V:8!) should go to# splev.des. Do NOT put special levels here, or they could be selected when the# game looks for random vaults.
# Entry vaults, random vaults and minivaults; special levels (including V:8!)# should go to splev.des. Do NOT put special levels here, or they could be# selected when the game looks for random vaults.
# @ - entry point - must be on outside and on a particular side - see templates# w - water# l - lava# >< - extra stairs - you can leave level by these but will never be placed on
# @ - entry point - must be on outside and, except in ORIENT:float layouts,# must always be on a particular side or sides - see templates# W - shallow water# w - deep water - Entry vault makers, note that this may receive water# creatures!# l - lava - Entry vault makers, note that this may receive lava creatures!# (Use the no_monster_gen tag to prevent both of these effects.)# >< - extra stairs - you can leave level by these but will never be placed o
# 1-7 - monster array monster# used to allocate specific monsters for a vault.# is filled with RANDOM_MONSTER if monster not specified
# 1-7 - monster array monster. See section below on MONS: arrays for more inf## ORIENT: LINES:# Some kind of orient: line is mandatory, unless you want the vault to be a# minivault, which is usually not what you want. Valid orient: lines are:# float: The dungeon builder will put your vault wherever it wants to.# some_direction: The vault will lie along the mentioned side of the map:# xxxxxxxxxx xxxxxxxxxxxxx# xORIENT:Nx xORIENT:NW|..# x.VAULT..x x.VAULT...|..# x--------x x---------|..# xrest....x xrest........# x...of...x x.....of.....# x...levelx x.......level# ...which brings us to padding. With any some_direction orientation, you nee# 6 layers of x-padding along any level-edge that the vault borders. For# instance, if your map is ORIENT: north, you must have a 6 deep border of# rock wall (or any other kind of wall) along the northern, eastern, and# western edges of the map.# encompass: the vault completely occupies the entire level. Padding is neede# on all 4 sides.### "ITEM:" LINES:# These are used to help place specified items at specific places within a# vault. They create an array with up to 8 positions. What's in the first# position in the array will be used when the dungeon builder sees a "d" in t# vault definition, the second will be used for "e"s, etc. Positions are# comma-separated. Positions can contain multiple possibilities, one of which# the builder will choose randomly. Separate such multiple possibilities usin# a slash. Note that "nothing" (without the quotes) is a valid possibility.# You can also give possibilities a "weight," which affects their chance of# being picked. The default weight is 10. The chance to pick a possibility is# [possibility's weight: / sum of all weight:s in that array position]# Modifiers: "good_item" makes the builder try to make the item a good one.# "any" by itself lets it plop down any object -- and you can combine "any"# with "good_item." "any" plus an item class gives a random item of that clas# (e.g. "any book").
# note that a lot of the vaults are in there mainly to add some interest to the# scenery, and are not the lethal treasure-fests you find in Angband# (not that there's anything wrong with that)#
# Limitations: You can't affect stack quantity for stackable items, nor can you# affect curse status nor item race, nor can you give specific egos, nor can# give fixedarts. You also can't lay down corpses, skeletons, or chunks.## "MONS:" LINES:# These are used to help place specific monsters at specific places in a# vault. They create an array with up to 7 positions. What's in the first# position in the array will be used when the dungeon builder sees a "1"# in the vault definition, the second for "2," etc. Note that if, for# example, you place a 3 on the map, but your MONS: line has no third# position, the 3 will be filled with RANDOM_MONSTER. Unlike in ITEM: lines,# positions in MONS: lines cannot contain multiple possibilities.## "CHANCE:" LINES# For entry vaults and any other vaults randomly picked from among a set,# this type of line affects the likelihood of the given vault being picked in# a given game. The default CHANCE: is 10. The likelihood of a vault getting# picked is:# [vault's CHANCE: / sum of all CHANCE:s of vaults of that type]# !!! Note for entry vault builders: really high values like CHANCE:5000# almost guarantee that a vault will be picked, and thus are great# for testing. !!!## TAGS# Tags go an a TAGS: line and are space-separated. Valid tags are:# entry: this tag MUST be there for a vault to be pickable as an entry vault.# no_monster_gen: this tag prevents monster generation at the time of# the vault's creation. Highly advised for entry vaults with# a player-hostile geography, MUST-HAVE for those with water# or lava.# no_pool_fixup: prevents water squares next to land from being randomly conv# from deep water (the default) to shallow.## FLAGS# Flags go on a FLAGS: line and are space-separated. Valid flags are:# no_rotate: Normally, the dungeon builder can, at its whim, rotate your vault# This flag tells it, "hey, don't do that to my vault!"# no_hmirror: Like no_rotate, but for horizontal mirroring.# no_vmirror: Like no_rotate, but for vertical mirroring.## note that a lot of the vaults are in there mainly to add some# interest to the scenery, and are not the lethal treasure-fests you# find in Angband (not that there's anything wrong with that)#
## You do not have to place all of the stairs unless the level is full# screen, in which case you must place all except the extra stairs (># and <). The <> stairs can be put anywhere and in any quantities but# do not have to be there. Any of the other stairs which are not# present in the vault will be randomly placed outside it. Also# generally try to avoid rooms with no exit.
# Basically you can just let your creativity run wild. You do not have# to place all of the stairs unless the level is full screen, in which# case you must place all except the extra stairs (> and <). The <> stairs# can be put anywhere and in any quantities but do not have to be there. Any# of the other stairs which are not present in the vault will be randomly# placed outside it. Also generally try to avoid rooms with no exit.
# You can use the templates below to build vaults. The entry point# '@' must be present (except full-screen vaults where it must not# and orient:float maps, where it is optional - the builder will# randomly convert '.' spaces on edges to entry points if needed) and# be on an edge of the vault.
# You can use the templates below to build vaults. The entry point '@' must be# present (except full-screen vaults where it must not) and be on the same# side of the vault as it is on the template, but can be anywhere along that# side.## I think that's all. Have fun!## ps - remember to add one to the monster array value when placing monsters# on each map (it is 1-7, not 0-6) {dlb}## All vaults MUST have an ORIENT: attribute; if there's no ORIENT: attribute,# the vault is considered to be a minivault, which is usually not what you# want.#
# Floating vaults:# If you want to do vault-like things in a map that should be positioned like# a minivault, use ORIENT: float. This allows the vault to be placed in the# middle of a level, unlike normal vaults that must be anchored to at least# two edges of the map. Floating maps also do not need explicit entry points -# the dungeon builder will choose random entry points if you don't specify# any.
# I think that's all. Have fun!