Difference between revisions of "Map inclusion (dNetHack)"

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(Create page with the rilmani inclusions)
 
(Ziggurat and fishing village)
Line 90: Line 90:
 
*****25% of items will be a random tool
 
*****25% of items will be a random tool
 
***A gold vault
 
***A gold vault
 +
****Contains one pile of gold per square
 +
****50% chance of a [[gold golem]] per square
 
***A tool shed
 
***A tool shed
 
****Contains one random tool per square
 
****Contains one random tool per square
Line 110: Line 112:
 
TTTTT...................TTTTTTTTT
 
TTTTT...................TTTTTTTTT
 
TTTT.TT.TTT............TTTTTTTTTT
 
TTTT.TT.TTT............TTTTTTTTTT
 +
</replacecharsblock></div>
 +
 +
=== Inverted ziggurat ===
 +
11x11 nested room
 +
 +
The outer room forms a 2-wide corridor, which is generated empty. 
 +
 +
If a [[Shattered Ziggurat wizard]] is not more than 5 levels out-of-depth, the center room contains
 +
*1 '''Shattered Ziggurat wizard'''
 +
*2 to 10 [[Shattered Ziggurat knight]]s
 +
*6 to 12 [[Shattered Ziggurat cultist]]s
 +
Otherwise, the center room contains
 +
*1 to 4 [[Shattered Ziggurat knight]]s
 +
*6 to 12 [[Shattered Ziggurat cultist]]s
 +
 +
The center room contains either an unaligned altar or a buried iron chest in the center square.  If present, the chest will contain:
 +
*1 to 6 [[torch]]es
 +
*1 to 6 +0 to +2[[shadowlander's torch]]es
 +
*a [[wand of striking]]
 +
*1 to 3 [[unholy water]]s
 +
 +
If the '''wizard''' was placed, then his [[smoky violet faceless robe]] is also potentially interesting loot.
 +
 +
Example map segment:
 +
<div class="ttymap"><replacecharsblock rules="ttymap">
 +
TTTTTTTTT...TTTTT
 +
T...............T
 +
T.┌──+────────┐.T
 +
T.│###########│.T
 +
T.│###########│.T
 +
T.│##┌─────┐##│.T
 +
T.│##│#####│##│.T
 +
T.│##│#####│##│.T
 +
T.│##│##_##│##│.T
 +
T.│##│#####│##│.T
 +
T.│##│#####│##│.T
 +
T.│##└──+──┘##│.T
 +
T.│###########│.T
 +
T.│###########│.T
 +
..└───────────┘.T
 +
T...............T
 +
TTTTTTTTTTTTTTTTT
 +
</replacecharsblock></div>
 +
 +
=== Fishing village ===
 +
A series of 2x2 rooms along a coast.  Some of the rooms will open onto [[shallow water]].
 +
 +
Each room contains 1 to 3 [[deep one]]s
 +
 +
Each square of each room contains:
 +
*1/9th chance: [[spear]]
 +
*1/9th chance: [[slime mold|salted fish]]
 +
*1/9th chance: [[potion of booze]]
 +
*1/9th chance: [[cram ration]]
 +
*1/100th chance: random [[amulet]] (made of gold, but this affects nothing but the weight)
 +
*1/100th chance: gold [[circlet]] (one of the [[helm]]s with randomized appearance, varies per game)
 +
 +
 +
Example map segment:
 +
<div class="ttymap"><replacecharsblock rules="ttymap">
 +
~=[[shallow water|{{blue|~}}]]
 +
 +
TTTTTTTTTTTT~T~~~}}
 +
TTT.TTTTTTTTT~~~}}}
 +
....TTTTTT~TTT~}}}}
 +
T.T.T.TTTTT~┌─+┐}}}
 +
T....TTTTTTT│##│}}}
 +
TTT.TTT.TT~~│##│}}}
 +
T.T..┌──┐TT~└──┘}}}
 +
..TTT│##+~T~~~~}}}}
 +
...T.│##│T┌─+┐}}}}}
 +
.....└──┘T│##│}}}}}
 +
...TTTT~~~│##│}}}}}
 +
...TTTTTT~└──┘}}}}}
 +
T......~~~T~~}}}}}}
 +
.......~~~~~~}}}}}}
 +
TTT┌──┐T~~┌─+┐}}}}}
 +
TTT│##│T~~│##│}}}}}
 +
T.T│##+~~~│##│}}}}}
 +
...└──┘~~~└──┘}}}}}
 +
...~~~~~~}}}}}}}}}}
 +
....~~~~~~}}}}}}}}}
 +
TTTTTTTTT~}}}}}}}}}
 
</replacecharsblock></div>
 
</replacecharsblock></div>
  
 
[[Category:dNethack]]
 
[[Category:dNethack]]

Revision as of 17:57, 10 June 2018

Map inclusions are essentially special rooms that don't fit the template of typical rooms, usually by not occurring in room-and-corridor levels and/or not being bounded by walls. Inclusions may contain one or more of the existing special room types.

Map inclusions typically vary randomly in one or more respects, often size, placement, treasure, and/or types of special room present.

Outlands (Neutral quest first area)

Plumach homesteads

One to seven 3x3 rooms. Each room replaces a 5x5 block of trees.

Each room contains:

  • 1 to 4 Plumach Rilmani
  • 0 to 9 items (average 3: 1/3rd chance per square in the homestead)
    • 50% of items will be a random weapon
    • 25% of items will be a random piece of armor
    • 25% of items will be a random tool

Example map segment, showing 3 homesteads:


########################
#######·#·#########
·######····##·########
##·#······#######
··#####·····########
·#####+······####+#
··#####······#####·###
············##·####
··#####·········###··###
#··####·##·······##····#
#··###···········##
#####·###·······#·#··#
#####·##·····#····####
#####·####·####·######
#·+·#######···######
#·##·##·######··#####·##
·····###·####···#####··#


Ferrumach tower

A single 4x4 to 6x6 barracks room, surrounded by walkable squares. As is standard, 1/20th of barracks contain a chest with some gold and random items. Otherwise, the only treasure is the equipment generated with the monsters.

Barracks monsters will be:

Example map segment:


###########.
#########...
##..........
##....
..........
#.........
........#.
........#.
...+.##
..........##
...#########
############

Plumach village

  • Two parallel rows of 2x2 rooms (shacks), 1 to 5 rooms long
    • Each shack contains :
      • 0 to 4 Plumach Rilmani (50% chance per square)
      • 0 to 4 items (50% chance per square)
        • 50% of items will be a random weapon
        • 25% of items will be a random piece of armor
        • 25% of items will be a random tool
  • Two 3x2 to 3x5 rooms, one at each end of the village
    • Each is a special room (1/7th chance of each):
      • A random store
      • A neutral temple (with aligned priest)
      • A Ferrumach barracks
      • A Aurumach throne room (the Aurumach Rilmani will not be generated unless the player is very high level)
      • A large Plumach dwelling
        • 0 to 4 Plumach Rilmani (50% chance per square)
        • 0 to 4 items (50% chance per square)
          • 50% of items will be a random weapon
          • 25% of items will be a random piece of armor
          • 25% of items will be a random tool
      • A gold vault
        • Contains one pile of gold per square
        • 50% chance of a gold golem per square
      • A tool shed
        • Contains one random tool per square

Example map segment:


.##.####........##.####.....###.#
###.##..............##......###.#
.###.................
####....##.##.##..........#
##......##.##.##...###....#
#..+.+.+.##
#####................########
#####+................+########
..###................######.#
...+.+.+...
.#####..##.##.##..........#
######..##.##.##....#......
######......####.##.#
#####...................#########
####.##.###............##########

Inverted ziggurat

11x11 nested room

The outer room forms a 2-wide corridor, which is generated empty.

If a Shattered Ziggurat wizard is not more than 5 levels out-of-depth, the center room contains

Otherwise, the center room contains

The center room contains either an unaligned altar or a buried iron chest in the center square. If present, the chest will contain:

If the wizard was placed, then his smoky violet faceless robe is also potentially interesting loot.

Example map segment:


#########...#####
#...............#
#.+.#
#.###########.#
#.###########.#
#.####.#
#.#########.#
#.#########.#
#.####_####.#
#.#########.#
#.#########.#
#.##+##.#
#.###########.#
#.###########.#
...#
#...............#
#################

Fishing village

A series of 2x2 rooms along a coast. Some of the rooms will open onto shallow water.

Each room contains 1 to 3 deep ones

Each square of each room contains:


Example map segment:

############~#~~~}}
###.#########~~~}}}
....######~###~}}}}
#.#.#.#####~+}}}
#....#########}}}
###.###.##~~##}}}
#.#..##~}}}
..#####+~#~~~~}}}}
...#.###+}}}}}
.....###}}}}}
...####~~~##}}}}}
...######~}}}}}
#......~~~#~~}}}}}}
.......~~~~~~}}}}}}
####~~+}}}}}
######~~##}}}}}
#.###+~~~##}}}}}
...~~~}}}}}
...~~~~~~}}}}}}}}}}
....~~~~~~}}}}}}}}}
#########~}}}}}}}}}