############################################################################## # # The Sewer (Eino) # # # The Sewer aspires to be an exciting place to go with a low level character. # # Flavour: drainage and sewer themed, so rats, kobolds, etc. Water is (dark # and light) green. # Gameplay: an early challenge, featuring monsters which are bland later but # interesting when encountered at low level (green rat, giant frog etc.) Loot # consists of renewable items; the harder maps contain a few good items. # ############################################################################## {{ function sewer_portal(e) local desc_long = "Every settlement brings forth the unpleasant sewers and drains, ignored by ".. "most but hideaways for others. Old tales speak of dangerous creatures, ".. "bathing in disgustingly green water, preying on each other without mercy. ".. "The tales also tell of the valuable items left by daring and unfortunate ".. "visitors, left to collect dust in the damp caverns. You have an uncanny ".. "feeling that the drain will fall apart rather soon." local timeout_turns = crawl.random_range(1500, 2000) local messager = timed_msg { visible = true, -- $F{xxx} will be substituted with the 'entity' property of the timed -- marker, or with the desc property (if entity is not set). messages = time_messages(timeout_turns, "$F{The} is slowly rusting away.", "$F{The} is rusting away.", "$F{The} is quickly rusting away.", "$F{The} is falling apart.") } e.lua_marker('O', timed_marker { disappear = "The drain falls to bits.", desc = "glowing drain", desc_long = desc_long, entity = 'drain', dst = "sewer", dstorigin = "in the sewers", overmap = "glowing drain", turns = timeout_turns, -- floor seems better than empty stone arch -- floor = "stone_arch", msg = messager }) e.kfeat("O = enter_portal_vault") e.colour("O = lightgreen") end -- Use the following line in destination maps after all SUBSTs -- : sewer_colours(_G) -- Note that the function also defines < to be the exit portal. function sewer_colours(e) e.kfeat("< = exit_portal_vault") e.colour("< = darkgrey") e.lrockcol("darkgrey") e.lfloorcol("lightgrey") e.colour("w = green") e.colour("W = lightgreen") e.lrocktile("wall_slime") e.lfloortile("floor_slime") end }} # A standard random monster list for Sewer. Use: # : sewer_random_monster_list(_G) {{ function sewer_random_monster_list(e) e.set_random_mon_list("giant bat w:20 / giant newt w:20 / small snake / \ ooze / worm / snake / giant mosquito") end }} # Add the milestone. {{ function sewer_milestone(e) crawl.mark_milestone("br.enter", "entered a Sewer.") end }} # Basic sewer entries ########################################## default-depth: D:3-6 NAME: portal_sewer_entry_a TAGS: uniq_sewer no_monster_gen mini_float : sewer_portal(_G) COLOUR: W = green / cyan w:5 SUBST: 1 = 11234444444444 MONS: rat / grey rat / green rat w:5 MONS: small snake / snake w:2 MONS: giant cockroach / giant mite / worm w:3 MONS: nothing MAP ......... ...111... ..1WWW1.. .1WWWWW1. .1WWOWW1. .1WWWWW1. ..1WWW1.. ...111... ......... ENDMAP NAME: portal_sewer_entry_b TAGS: uniq_sewer no_monster_gen ORIENT: float : sewer_portal(_G) SUBST: '=W. , W=WW1 KMONS: 1 = rat w:20 / grey rat w:20 / green rat/ small snake / snake w:2 / \ giant cockroach / giant mite / worm w:3 KFEAT: 1 = W COLOUR: W = green MAP xxxxxx xOWWW' xWWWW. xWWW'. xWWW.. xW'... ENDMAP NAME: portal_sewer_entry_c TAGS: uniq_sewer no_monster_gen WEIGHT: 4 : sewer_portal(_G) NSUBST: c = 2:= / 2:n / *:c NSUBST: W = 8:1 / *:W SUBST: 1 = 111W KMONS: 1 = rat w:20 / grey rat w:20 / green rat/ small snake / snake w:2 / \ giant cockroach / giant mite / worm w:3 KFEAT: 1 = W COLOUR: W = green / cyan w:5 MAP ......... .ccccccc. .cWWWWWc. .cWWOWWc. .cWWWWWc. .cWWWWWc. .ccccccc. ......... ENDMAP NAME: portal_sewer_entry_d TAGS: uniq_sewer no_monster_gen : sewer_portal(_G) KMONS: 1 = big fish KFEAT: 1 = W COLOUR: W = green / cyan w:5 MAP xxxxxxxxxx xWOW1WWWWW@ xxxxxxxxxx ENDMAP # The actual portal vaults ##################################### default-depth: ############################################################################ # Sewer with a small kobold camp, potion treasure and Ely/Zin altar. # The easiest one, so most probable (5 out of 10 sewers). # NAME: sewer_kobolds TAGS: sewer no_item_gen no_monster_gen no_pool_fixup WEIGHT: 50 ORIENT: encompass : if crawl.one_chance_in(12) then SUBST: C=c, X=w, V=W, v=w, *=f : else SUBST: X=c, C=x, V=x, v=x, *=x : end SUBST: ' = .W SUBST: ? = .x : sewer_colours(_G) : sewer_random_monster_list(_G) : sewer_milestone(_G) # some fresh water for the kobolds KFEAT: Y = deep_water KFEAT: y = shallow_water KFEAT: E = altar_zin / altar_elyvilon w:30 KMONS: q = big fish KFEAT: q = w COLOUR: q = green MONS: jackal / w:3 nothing, kobold / w:5 nothing, big kobold SHUFFLE: deef ITEM: potion of heal wounds / potion of healing ITEM: potion of healing / potion of healing q:2 w:5 / \ potion of heal wounds / potion of heal wounds q:2 w:5 ITEM: potion of restore abilities w:7 / potion of cure mutation / \ potion of gain intelligence / potion of gain strength / \ potion of gain dexterity MONS: rat / grey rat / green rat w:2 / nothing w:3 MAP xxxxxxxxxxxxxx cccCCCCCCCCCCCCxxx xxxxx cwXvvvvvvvvvvvCCCxxxx xxCCCxxx cwccCCCCCCCCCvvVCCCCxxxxxxC*CCCx cwwcxxxxxxxxCCCvvvvCCCCxxCCvvvCx ccwc xxxCCCCvvvvCCCCvvvvCx cwcc xxxxCCCCvvvvvvvvvCx ccwwc xxxxCCCCCCCCCCCx cwwwc xxxxxxxxxxxxx cwwwc cwwwc cWwwc ccWwWcc c.WwW.c ccc.WwW.c c<..WwW.c ccc.Www'c c.WwW.c cc'WwW'cc c.'WwW''ccccccccccccccccccccccccccccccccc c''WwWWWWWWWWWWWWWWWWWWWWWW..444.A.<..44c c''WwW''ccccccccccccccccccccccccccccccccc c.'WwW''c c.WWwWW'c c'WwwwW'c c'WwqwW'c c'WwwwW'c c.'WWW''c c..''''.c xxxxxxcccc1ccccx xefExxxx.122...xx xdexxxx.2232.y..x xx?.?xxx....yYy.x xx?.xxx?....y.xx x?x..?.?....xx xx???.xxxxxxx xxxxxx ENDMAP ############################################################################ # Two fairly watery vaults with (usually) two giant frogs in the end. # More rare (3 out of 10 sewers are one of these). # Loot are good items, and often a scroll of blinking. # NAME: sewer_frog_island_01 TAGS: sewer no_item_gen no_monster_gen no_pool_fixup ORIENT: encompass WEIGHT: 15 SUBST: - = WWW. SHUFFLE: |d ITEM: scroll of teleportation w:2 / scroll of blinking / \ scroll of random uselessness w:1 MONS: giant newt / small snake w:5 / \ generate_awake giant newt / generate_awake small snake w:5 / \ snake w:4 / nothing w:4 NSUBST: ! = 2:! / *:w KFEAT: ! = w COLOUR: ! = green KMONS: ! = giant frog / nothing w:2 : sewer_colours(_G) : sewer_random_monster_list(_G) : sewer_milestone(_G) MAP ccccccccccccccccccccccccccccccccccc c.11---------.................1111c c1WWW-ccccccccccccccccccccccc1WWW1c c1WwWWccccccccccccccccccccccc1WwW.c c1WwwWccccccccccccccccccccccc.WwW.c c.WwW1ccccccccccccccccccccccc.WwW-c c.WwwWccccccc!!!!!!cccccccccc-WwW-c c.Wwwwccccwwwwwwwww!!!ccccccc-WwW-c c-WwwwccwwwWwwwwwwwwww!cccccc-WwW-c c-WwwwcwwWW<-wwwwwwwwww!ccccc-WwW-c c-Wwwwwwww-..-ww.--wwwww!cccc-WwW-c c-WwWwwWww---.-.*.--wwwwwcccc-WwW-c c-WwWWWwWww-.--*|*.wwwwwwcccc-WwW.c c-WwWWwwwWww.---d-wwwwwwwcccc-WwW.c c-WwWWWwwwW------wwwwwwwwcccc.WwW.c c-WwWWWwwwwW---wwwwwwWwwccccc.WwW.c c-WwW.WwwwwwwwwwwwwwWwwwccccc-WwW.c c.WwW.WwwwwwWWwwwwwwwWccccccc-WwW-c c.WwWW..WWWWwwWwWW.........---Www-c c.WwwWWWWwwwWWwWWWWWWWWWWWWWWWWwW-c c.WWwwwwwwwwwwwwwwwwwwwwwwwwwwwwW.c c..WWWWWWWWWWWWWWWWWWWWWWWWWWWWwW-c cc........................----WwW-c cccccccccccccccccccccccccccc-WwW-c cccccccc-WwW-c cccccccc.----WWWWwW.ccccxxx c.<.A..--W-WWWWWWwwwwwwwwwx cccccccc.-..WW-.WWW1cccccxx cccccccc11111c ccccccc ENDMAP NAME: sewer_frog_island_02 TAGS: sewer no_item_gen no_monster_gen no_pool_fixup ORIENT: encompass WEIGHT: 15 NSUBST: ! = 2:! / *:w SUBST: - = WWWW. KMONS: W = giant newt / small snake / snake w:2 / jelly w:1 / \ nothing w:250 KFEAT: W = W KFEAT: ! = w COLOUR: ! = green KMONS: ! = giant frog / nothing w:2 SHUFFLE: edfgh$| ITEM: any good_item, any good_item ITEM: scroll of teleportation w:2 / scroll of blinking / \ scroll of random uselessness w:1 ITEM: nothing, nothing : sewer_colours(_G) : sewer_random_monster_list(_G) : sewer_milestone(_G) MAP ccccccccccccc cccc-----------cccc cccc-----------------cccc cc-------ccccccccc-------cc cc-----cccc-------cccc-----cc cc----ccc-------------ccc----cc c----cc-----ccccccc-----cc----c cc---cc----ccc!!!!!ccc----cc---cc c----c----cc!w---ww!!cc----c----c cc---cc---ccw--..---ww!cc---cc---c c.---c----cw--.gh|.---w!c----c---c c<.--c----c--.edf.-----!c----c---c c.---c----c----$------w!c----c---c cc---cc---c---.------w!cc---cc---c c----c---c--.------w!cc----c----c cc---cc--cc--c---wwccc----cc---cc c----cc--c--ccccccc-----cc----c cc----c--cc-..--------ccc----cc cc-------c..------cccc-----cc cccc---ccccccc-<-c-------cc cc--c-----ccccc----ccccc cccc-----------cccc--<c c---ccccccccc-...-cc c-----------..A.ccc c----------.ccccc ccccccccccccc ENDMAP ############################################################################ # The hardest one, and most rare (1 out of 10). Loot is good items. # NAME: sewer_big_baddie TAGS: sewer no_item_gen no_monster_gen ORIENT: encompass : sewer_colours(_G) : sewer_random_monster_list(_G) : sewer_milestone(_G) SUBST: 2 = 23 KMONS: 2 = giant lizard KMONS: 3 = Purgy, giant lizard ITEM: potion of berserk rage / potion of speed w:5 MONS: giant bat / giant mosquito w:2 MAP ccccccc :c$*|*$cc c..$*$..c c.......c c...2...c c.......c c.......c cc.....cc ccc.ccc ccccccc c.c cc1.1..cc c.c cc1..w...cc c.ccccccc...www...cc c..........wwwww.A.c c.ccccccc1..www...cc c.c cc...w...cc c.c cc1....cc c.c ccccccc c.c c.c c.c c<c c.c cdc ccc ENDMAP ############################################################################### # If you can get to the middle, there are four doors to try; two will give you # monsters, two will yield you treasure. As rare as the last one (1/10). # NAME: sewer_fruit_machine TAGS: sewer no_item_gen no_monster_gen no_pool_fixup ORIENT: encompass SHUFFLE: QEDS SUBST: Q = 4, E = 5, D : fgh, S = $ NSUBST: f = 1:f / *:' NSUBST: g = 2:g / *:' NSUBST: h = 3:h / *:' # some random monsters I: flying or big fish NSUBST: w = 4:" / *:w KFEAT: " = w KMONS: " = big fish w:2 / giant bat / giant mosquito w:2 / nothing COLOUR: " = green # some random monsters II: standard Sewers set NSUBST: W = 4:? / *:W KFEAT: ? = W KMONS: ? = giant bat / giant newt / small snake / ooze w:2 / worm w:2 / \ snake w:1 / giant mosquito w:2 COLOUR: ? = lightgreen # a little more random shallow water SUBST: - = W.. : sewer_colours(_G) : sewer_random_monster_list(_G) : sewer_milestone(_G) MONS: giant bat / giant newt / small snake / ooze w:2 / worm w:2 / \ snake w:1 / giant mosquito w:2 SHUFFLE: 23 MONS: giant bat / giant mosquito w:2 / nothing w:2 MONS: patrolling jackal MONS: worm / nothing w:3 MONS: ooze / nothing w:2 # chances are good you'll find something to cross the deep water SHUFFLE: de ITEM: scroll of fear / scroll of fog / scroll of teleportation w:50 / \ scroll of blinking / scroll of identify / nothing ITEM: potion of levitation w:50 / potion of invisibility / \ potion of might w:3 / potion of agility w:4 / \ potion of brilliance w:3 / nothing # possibly rather generous loot, if you get to the center ITEM: scroll of vulnerability / scroll of identify / wizard hat / \ potion of magic / potion of brilliance / potion of resistance ITEM: scroll of identify / scroll of recharging / potion of invisibility / \ pair of gloves w:5 / pair of boots w:5 / potion of agility / nothing ITEM: scroll of identify / scroll of recharging / \ potion of resistance / potion of might / potion of berserk rage / \ buckler / nothing KITEM: ' = scroll of paper w:50 / scroll of random uselessness w:30 / \ scroll of identify / scroll of teleportation / \ potion of confusion w:50 / potion of paralysis w:50 / \ potion of mutation / potion of levitation / \ wizard hat / buckler / pair of gloves w:5 / pair of boots w:5 MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xwwwwwwwwwwwWWW-WW-W--WWWWW-WWW--W--WW-WW-WW-W-WWwwwwwwwwwwwx xwwwwwwwwwww-wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww-wwwwwwwwwwwx xwwwwwwwwwwwWwWW----WWWWWWWW-W-WWW-W-WW-WW-W-WWwWwwwwwwwwwwwx xxxxxxxxxxxxWwWxxxxxxxxxxxxxxxxxxxxxxxWwWxxxxxWwWxxxxxxxxxxxx xWwWxxxxxxxxxxxxxxxxxxxxxxxWwWxxxxxWwWxxxxxxxx.1.xx x-wWxxxxQQQQxxxDDDDxxxxxxxxWwWxxxxx-wWxxxx1xx....1xx xWwWxxxxx++xxxxx++xxxxxxxxx-wWxxxxxWwW--W-.........x x-wWW-W..............<xxxxxWw-xxxxxWwWWW-1....A...1x x-wWWW--.............<xxxxxWwWxxxxxWwWW-.xxxx......x xWwWxxxxx++xxxxx++xxxxxxxxxWwWxxxxx-wWxxxxxxxxx.<xxx x-wWxxxxEEEExxxSSSSxxxxxxxx-w-xxxxxWw--xxxxxxxxxxx xxxxxxx x-wWxxxxxxxxxxxxxxxxxxxxxxxWwWxxxxxWw-xxxxxxxxxxxx xxx.d..dxxxWwWxxxxxxxxxxxxxxxxxxxxxxxWwWxxxxx-wWxxxxxxxxx.exx xx.3...d.dxxWwWWWWWW---WW-W-WW-W-WWWW--wWxxxxxWwWxxxxxxxx-22ex x.3....dxxxx-w-wwwwwwwwwwwwwwwwwwwwwww-w-xxxxxWwWWWWWWWW---2.ex xx3...xxxxxxWwWW-W-WWW-W-W-WWWWW-WWWWWWw-xxxxxWw-wwwwwwww---2.x x3-...-xxxx-w-xxxxxxxxxxxxxxxxxxxxxxxWwWxxxxx-wWWWWWWW-----..x xxx------xxWwWxxxxxxxxxxxxxxxxxxxxxxxWwWxxxxxWwWxxxxxxxxx-.exx xxxxxx------WwWxxxxxxxxxxxxxxxxxxxxxxxWwWxxxxxWwWxxxxxxxxxxxxx xwwwwww--WWwwwWWWW-W-W-W-W-WWWW-W-W-W-W-WW---WWwwwwwwwwwwwwwx xwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwx xwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP