Difference between revisions of "Random vault (UnNetHack)"

From NetHackWiki
Jump to navigation Jump to search
m
m (cat + var)
 
(26 intermediate revisions by 8 users not shown)
Line 1: Line 1:
Random vaults (not to be confused with [[Vault]]s) are a part of the level generation formula introduced in [[UnNetHack]].  
+
'''Random vaults''' are a part of the level generation formula used in [[UnNetHack]]. Despite the name, these are entirely unrelated to the hidden [[vault]]s filled with gold, and are used to create unique rooms that connect normally to the rest of the dungeon.
  
Despite the name, "random vaults" connect to the rest of the dungeon normally.  
+
In the UnNetHack source code, the random vaults are defined in <code>dat/vaults.des</code>. The upcoming release of [[NetHack 3.7.0]] will have a similar feature, called [[themed room]]s.
{{todo|This is still confusing - as evidenced by the [[Talk:Random vault (UnNetHack)|talk page]]...}}
 
  
All rooms in the main branch of the dungeon that are not gold vaults or part of special levels are selected from the list of random vaults.
+
==Description==
 +
Every room that is not a vault or part of a special level and not a vault is selected from the list of random vaults. The "normal random room" has a {{frac|40|41}} chance of being selected; all the others have a {{frac|2050}} chance of being selected. Some of these rooms can be further transformed into [[special room]]s.
  
When selecting what random vault to place, each random vault has about a 1/2000 chance of being selected. If none are chosen, the vault selected is "Normal Random Room" - which is simply a normal room as you would often find in vanilla. In addition, some of these vaults (including "Normal Random Room") can be further transformed into [[Special room]]s. When this is possible, it is stated in the description of the individual vault, and follows the normal probabilities for generating special rooms.
+
==Possible vaults==
  
 
+
{|class="prettytable"
 
+
!Name
== Possible Vaults ==
+
!Can be special
 
+
!Size
* Normal Random Room
+
!Map
- Exactly what it says on the tin, this is a normal room. It can be converted into any possible special room.
+
!Notes
 
+
|-
* Fake Delphi
+
|Normal random room
- This 11x9 vault looks a bit like the room the oracle is in - a big room with a small room in the center
+
|style="background-color:lightgreen"|Yes
- Both the room and the subroom are guaranteed to be lit
+
|
 
+
|
* Room with a subroom
+
|
- This is just a random room with a random subroom
+
* The regular rooms found in vanilla NetHack
 
+
* The only one with a unique chance of being generated, (40/41 compared to 1/2050)
* Big room 1
+
|-
- This is a random 30x10 room
+
|Fake Delphi
- It has a 75% of having a random normal room as a subroom. This subroom will have a randomly placed door with a 50% chance of a second door
+
|style="background-color:#FFF68F|Subroom only
 
+
|11x9
* lava/ice/pool/tree/fountain room
+
|
<pre>
+
|
LEVEL:"vlt-%04i"
+
* A big room with a small room in the center, similar to Delphi
FLAGS:rndvault
+
* Both the room and the subroom are guaranteed to be lit
ROOM:"rndvault", random, random, random, (3,3) {
+
* There is a door to the subroom, with a 25% chance of a second door.
  $terr = TERRAIN: { 'L', 'I', 'P', 'T', '{' }
+
* Both doors have a chance of being locked and/or trapped and/or secret.
  SHUFFLE: $terr
+
|-
  IF [10%] { TERRAIN:(0,0), $terr[0] }
+
|room with a subroom
  IF [10%] { TERRAIN:(1,0), $terr[0] }
+
|style="background-color:#FFF68F|Subroom only
  IF [10%] { TERRAIN:(2,0), $terr[0] }
+
|
  IF [10%] { TERRAIN:(0,1), $terr[0] }
+
|
  TERRAIN:(1,1),$terr[0]
+
|
  IF [10%] { TERRAIN:(2,1), $terr[0] }
+
* A random room with a random subroom
  IF [10%] { TERRAIN:(0,2), $terr[0] }
+
|-
  IF [10%] { TERRAIN:(1,2), $terr[0] }
+
|big room, 1
  IF [10%] { TERRAIN:(2,2), $terr[0] }
+
|style="background-color:pink"|No
}
+
|30x10
</pre>
+
|
 
+
|
* Big room 2
+
* Has a 75% chance of having a random normal room as a subroom
- This 10x17 random vault has 2d3 random hostile monsters inside it
+
** This subroom will have a randomly placed door with a 50% chance of a second door
 
+
** Both doors have a chance of being locked and/or trapped and/or secret.
* thin, long, horizontal room
+
|-
- This 17x3 random vault has 2d3 random hostile monsters inside it
+
|lava/ice/pool/tree/fountain room
 
+
|style="background-color:pink"|No
* thin, long, vertical room
+
|3x3
- This 3x17 random vault has 2d3 random hostile monsters inside it
+
|
 
+
|
* tiny cage, big monster
+
* The center square of the room has an equal chance of being lava, ice, pool, tree, or fountain.
- This 5x5 random vault is just a random room with a 2x2 subroom if it is generated on Dungeon Level 1 or 2
+
* Each other square has a 10% chance of being the same as the center square.
- If it is generated on level 3 or lower, that subroom also has a random [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]] and the monster will now be caged in iron bars
+
|-
 
+
|big room, 2 (max. vertical height)
* room with dangerous monster and loot
+
|style="background-color:pink"|No
- This randomly sized vault contains a random hostile [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]]
+
|10x17
- This is a 50% chance of another random hostile [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]]
+
|
- There is an additional 25% of another random [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]]. This one isn't guaranteed to be hostile
+
|
- There is a random object, 75% chance of an object, 50% chance of an object, 25% chance of an object, and 10% chance of an object
+
* 2d3 random hostile monsters
- All of these probabilities are calculated independently of each other
+
|-
 
+
|thin, long, horizontal room
* boulder room
+
|style="background-color:pink"|No
- This otherwise normal room contains 1d6+3 boulders, and 1d4 rolling boulder traps
+
|17x3
 
+
|
* spider nest
+
|
- This otherwise normal room contains 3d3 webs
+
* 2d3 random hostile monsters
 
+
|-
* ice room
+
|thin, long, vertical room
- This is a normal room, except the floor is replaced by ice
+
|style="background-color:pink"|No
 
+
|3x17
* random cloud/lava/ice/pool/tree room
+
|
- This is a normal room, except 30% of the tiles are replaced with cloud, lava, ice, pools, or trees
+
|
 
+
* 2d3 random hostile monsters
* buried treasure
+
|-
- This room can take the form of any other special room
+
|tiny cage, big monster
- Buried somewhere in the room is a chest filled with 3d4 random objects
+
|style="background-color:pink"|No
 
+
|5x5
* massacre
+
|
- This is a normal room filled with bodies from some horrific massacre.
+
|
- There are 5d5 10% chances to create a random corpse from the following list:
+
* DL1 or DL2: just a random room with a 2x2 subroom
'@', "apprentice", "warrior", "ninja", "thug", "hunter", "acolyte", "abbot",
+
* Otherwise: subroom also has a random [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]] and the monster will now be caged in iron bars
            "page", "attendant", "neanderthal", "chieftain", "student", "wizard", "valkyrie",
+
|-
    "tourist", "samurai", "rogue", "ranger", "priestess", "priest", "monk",
+
|room with dangerous monster and loot
            "knight", "healer", "cavewoman", "caveman", "barbarian", "archeologist"
+
|style="background-color:pink"|No
 
+
|
* statuary
+
|
- This is a normal room with 5d5 random statues
+
|
- There is a 50% chance each for the existence of 3 statue traps
+
* Up to 3 monsters from the classes [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]]
 
+
** 100% chance of the first random hostile monster
* light source
+
** 50% chance of a second hostile monster
- This is a normal unlit room
+
** 25% chance of a third monster (not guaranteed to be hostile)
- There will be a lit oil lamp sitting in the room (if you get there before it burns out)
+
** These percentages are calculated independently, so there is still a 25% chance, even if the 50% chance fails.
 
+
* Random object
* temple of the gods
+
** 100% chance of the first object
- There are 3 randomly placed altars in this room, one of each alignment
+
** 75% chance of a second object
 
+
** 50% chance of a third object
* Mausoleum
+
** 25% chance of a fourth object (this one will be cursed)
<pre>
+
** 10% chance of a fifth object (this one will be blessed)
LEVEL:"vlt-%04i"
+
|-
FLAGS:rndvault
+
!Name
ROOM:"rndvault", random, random, random, (5,5) {
+
!Can be special
  TERRAIN:(1,1) & (2,1) & (3,1) &
+
!Size
          (1,2) &        (3,2) &
+
!Map
          (1,3) & (2,3) & (3,3), '-'
+
!Notes
  IF [50%] {
+
|-
    $mons = MONSTER: { 'M', 'V', 'L', 'Z' }
+
|boulder room
    SHUFFLE: $mons
+
|style="background-color:pink"|No
    MONSTER:$mons[0],(2,2), hostile
+
|
  } ELSE {
+
|
    OBJECT:('%', "corpse"), random, montype:'@'
+
|
  }
+
* 1d6 + 3 boulders
 
+
* 1d4 rolling boulder traps
  IF [20%] {
+
|-
    $place = { (2,1), (1,2), (3,2), (2,3) }
+
|spider nest
    SHUFFLE: $place
+
|style="background-color:pink"|No
    TERRAIN: $place[0], 'S'
+
|
  }
+
|
}
+
|
</pre>
+
* unlit
 
+
* 3d3 webs
* big room, 1, random type
+
|-
- This 17x10 room will be a larger version of any type of randomly generated room
+
|ice room
 
+
|style="background-color:pink"|No
* big room, 2 (max. vertical height), filled with fog
+
|
- This 10x17 normal room has a lot of clouds in it, plus 2d3 random hostile monsters
+
|
 
+
|
* very thin, long, horizontal room
+
* 10% chance of a cold trap
- this 50x3 room has 2d3 random hostile monsters
+
* Floor replaced by ice
 
+
|-
* very very thin, long, horizontal room
+
|random cloud/lava/ice/pool/tree room
- this 70x3 room has 2d3 random hostile monsters
+
|style="background-color:pink"|No
 
+
|
* L-shaped
+
|
 +
|
 +
* 30% of the tiles are replaced with cloud, lava, ice, pools, or trees (all will be the same type of replacement)
 +
|-
 +
|buried treasure
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 +
|
 +
* Guaranteed buried chest with 3d4 objects
 +
|-
 +
|massacre
 +
|style="background-color:pink"|No
 +
|
 +
|
 +
|
 +
* 5d5 random corpses of the following
 +
** @', "apprentice", "warrior", "ninja", "thug", "hunter", "acolyte", "abbot", "page", "attendant", "neanderthal", "chieftain", "student", "wizard", "valkyrie", "tourist", "samurai", "rogue", "ranger", "priestess", "priest", "monk", "knight", "healer", "cavewoman", "caveman", "barbarian", "archeologist", "convict"
 +
* Each corpse generated has a 90% chance of being the same as the previous corpse generated
 +
|-
 +
|statuary
 +
|style="background-color:pink"|No
 +
|
 +
|
 +
|
 +
* 5d5 statues
 +
* 3 statue traps, each with 50% of existing
 +
|-
 +
|light source
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 +
|
 +
* unlit
 +
* guaranteed lit oil lamp
 +
|-
 +
|potentially spooky
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 +
|
 +
* unlit
 +
* if it's night time:
 +
** 100% of first grave
 +
** 20% of second grave
 +
** if DL > 10, there will be a [[&]]
 +
|-
 +
|temple of the gods
 +
|style="background-color:pink"|No
 +
|
 +
|
 +
|
 +
* one altar of each alignment
 +
|-
 +
!Name
 +
!Can be special
 +
!Size
 +
!Map
 +
!Notes
 +
|-
 +
|mausoleum
 +
|style="background-color:pink"|No
 +
|5x5
 +
|
 +
|
 +
* Equal chance of one of the following
 +
** random hostile [[L]], [[M]], [[V]], [[Z]] in the middle
 +
** corpse of a random [[@]]
 +
* 20% of a secret door
 +
** never in a corner
 +
* outer tiles will be solid rock
 +
|-
 +
|big room, 1, random type
 +
|style="background-color:pink"|No
 +
|17x10
 +
|
 +
|
 +
* a larger version of any type of randomly generated room
 +
|-
 +
|big room, 2 (max. vertical height), filled with fog
 +
|style="background-color:pink"|No
 +
|10x17
 +
|
 +
|
 +
* lot of clouds
 +
* 2d3 random hostile monsters
 +
|-
 +
|very thin, long, horizontal room
 +
|style="background-color:pink"|No
 +
|50x5
 +
|
 +
|
 +
* 2d3 random hostile monsters
 +
|-
 +
|very very thin, long, horizontal room
 +
|style="background-color:pink"|No
 +
|70x3
 +
|
 +
|
 +
* 2d3 random hostile monsters
 +
|-
 +
|L-shaped
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-----xxx
 
-----xxx
Line 147: Line 251:
 
--------
 
--------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.
+
|
 
+
* can exist in any of the 4 possible rotations
* L-shaped, big
+
|-
 +
|L-shaped, big
 +
|style="background-color:pink"|No
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-------xxxxxx
 
-------xxxxxx
Line 164: Line 272:
 
-------------
 
-------------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.
+
|
 
+
* can exist in any of the 4 possible rotations
* Blocked center
+
|-
 +
|Blocked center
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-----------
 
-----------
Line 180: Line 292:
 
-----------
 
-----------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- It is possible for lava to be replaced with either pools or solid rock
+
|
- This room can be turned into any type of special room
+
* 75% chance of replacing lava with one of the following:
 
+
** solid rock
* circular, small
+
** pool of water
 +
** crystal ice wall
 +
|-
 +
|Circular, small
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xx---xx
 
xx---xx
Line 193: Line 311:
 
xx---xx
 
xx---xx
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can be turned into any type of special room
+
|
 
+
|-
* circular, medium
+
|Circular, medium
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xx-----xx
 
xx-----xx
Line 207: Line 328:
 
xx-----xx
 
xx-----xx
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can be turned into any type of special room
+
|
 
+
|-
 
+
!Name
* circular, large
+
!Can be special
 +
!Size
 +
!Map
 +
!Notes
 +
|-
 +
|Circular, big
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xxx-----xxx
 
xxx-----xxx
Line 224: Line 353:
 
xxx-----xxx
 
xxx-----xxx
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can be turned into any type of special room
+
|
 
+
|-
* T-shaped
+
|T-shaped
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xxx-----xxx
 
xxx-----xxx
Line 237: Line 369:
 
-----------
 
-----------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.
+
|
 
+
* Can exist in any of 4 rotations
* S-shaped
+
|-
 +
|S-shaped
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-----xxx
 
-----xxx
Line 253: Line 389:
 
xxx-----
 
xxx-----
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.
+
|
 
+
* Can exist in any of 2 rotations
 
+
|-
* Z-shaped
+
|Z-shaped
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xxx-----
 
xxx-----
Line 270: Line 409:
 
-----xxx
 
-----xxx
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.
+
|
 
+
* Can exist in any of 2 rotations
* U-shaped
+
|-
 +
|U-shaped
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-----xxx-----
 
-----xxx-----
Line 283: Line 426:
 
-------------
 
-------------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.
+
|
 
+
* Can be flipped vertically
* C-shaped
+
|-
 +
|C-shaped
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
--------
 
--------
Line 298: Line 445:
 
--------
 
--------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.
+
|
 
+
* Can be flipped horizontally
* Tetris L-shaped
+
|-
 +
|Tetris L-shaped
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-----xxx
 
-----xxx
Line 314: Line 465:
 
--------
 
--------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.
+
|
 
+
* Can exist in any of 4 rotations
* Tetris J-shaped
+
|-
 +
|Tetris J-shaped
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xxx-----
 
xxx-----
Line 330: Line 485:
 
--------
 
--------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.
+
|
 
+
* Can be in any of 4 rotations
* 4-Leaf Clover
+
|-
 +
|Four-leaf clover
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-----x-----
 
-----x-----
Line 346: Line 505:
 
-----x-----
 
-----x-----
 
</replacecharsblock></div>
 
</replacecharsblock></div>
- It can be turned into any type of special room.
+
|
 +
|-
 +
|Cross
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 +
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 +
xxx-----xxx
 +
xxx|...|xxx
 +
xxx|...|xxx
 +
----...----
 +
|.........|
 +
|.........|
 +
|.........|
 +
----...----
 +
xxx|...|xxx
 +
xxx|...|xxx
 +
xxx-----xxx
 +
</replacecharsblock></div>
 +
|
 +
|-
 +
!Name
 +
!Can be special
 +
!Size
 +
!Map
 +
!Notes
 +
|-
 +
|watcher in the water
 +
|style="background-color:pink"|No
 +
|
 +
|
 +
|
 +
* Not to be confused with the [[Watcher in the Water|monster of the same name]]
 +
* This room contains 1d3 random pools
 +
* If this occurs on level 3 or deeper, it will contain, a [[Giant eel]], [[Electric eel]], or [[Kraken]]
 +
|-
 +
|room with sessile growths
 +
|style="background-color:pink"|No
 +
|
 +
|
 +
|
 +
* 4d3 sleeping [[gas spore]]s, [[F]], [[b]], [[j]], and [[P]]
 +
|-
 +
|Pillars
 +
|style="background-color:lightgreen"|Yes
 +
|10x10
 +
|
 +
|
 +
*There is a 2x2 pillar with one of the following terrain:
 +
** 50% chance of solid rock
 +
** 10% chance of lava
 +
** 10% chance of ice
 +
** 10% chance of a pool of water
 +
** 10% chance of trees
 +
** 10% chance of crystal ice wall
 +
|-
 +
|Small tightly-placed pillars
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 +
|
 +
* If the width or height is even, no special terrain
 +
* Otherwise, 1x1 pillars with one of the following terrain:
 +
** 5/12 chance of solid rock
 +
** 1/12 chance of lava
 +
** 1/12 chance of ice
 +
** 1/12 chance of a pool or water
 +
** 1/12 chance of tree
 +
** 1/12 chance of crystal ice wall
 +
** 1/12 chance of cloud
 +
** 1/12 chance or iron bars
 +
|-
 +
|Mirrored obstacles
 +
|style="background-color:lightgreen"|Yes
 +
|
 +
|
 +
|
 +
* If the width or height is below 4, no obstacles
 +
* Otherwise, 1d3 pairs of mirrored obstacles, using one of the following terrain:
 +
** 5/12 chance of solid rock
 +
** 1/12 chance of lava
 +
** 1/12 chance of ice
 +
** 1/12 chance of a pool or water
 +
** 1/12 chance of tree
 +
** 1/12 chance of crystal ice wall
 +
** 1/12 chance of cloud
 +
** 1/12 chance or iron bars
 +
|-
 +
|Trap Room
 +
|style="background-color:pink"|No
 +
|
 +
|
 +
|
 +
* Filled with [[trap]]s.
 +
* The number of traps will be equal to 1/4 the area of the room, plus up to an additional 1/3 of the room
 +
* The traps will be selected from the following list:
 +
** (pit/spiked pit)
 +
** land mine
 +
** falling rock
 +
** (fire/cold trap)
 +
** (trap door/hole)
 +
** (arrow/dart)
 +
|-
 +
|Underground rivers
 +
|style="background-color:pink"|No
 +
|
 +
|
 +
|
 +
* might not count as an actual "room"
 +
* random "globs" of lava or water pools
 +
|-
 +
|Trapped rust monster, disenchanter, or disintegrator
 +
|style="background-color:pink"|No
 +
|5x5
 +
|
 +
|
 +
* Has a 2x2 island of hostile [[R]], surrounded by pools of water
 +
* Other than [[polymorph]], this is the only time that [[disintegrator]]s can appear in UnNetHack (thankfully)
 +
|-
 +
|Fern nursery
 +
|style="background-color:pink"|No
 +
|
 +
|
 +
|
 +
* If DL >= 3:
 +
** 25% chance of a [[fern|dungeon fern]]
 +
** 50% chance of a [[fern|arctic fern]]
 +
** 50% chance of a [[fern|blazing fern]]
 +
** 50% chance of an [[fern|swamp fern]]
 +
|-
 +
|Ozymandias' Tomb
 +
|style="background-color:pink"|No
 +
|
 +
|
 +
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 +
1=[[engraving|{{brightred|1}}]]
 +
2=[[engraving|{{brightred|2}}]]
 +
3=[[hole|{{brown|^}}]]
 +
4=[[falling rock trap|{{lightgray|^}}]]
 +
)=[[chest|{{brown|)}}]]
 +
`=[[statue trap|{{white|`}}]]
  
* Watcher in the Water
 
- Not to be confused with the [[Watcher in the Water|monster of the same name]]
 
- This room contains 1d3 random pools
 
- If this occurs on level 3 or deeper, it will contain, a [[Giant eel]], [[Electric eel]], or [[Kraken]]
 
  
* room with sessile growths
+
---------
- This room contains 4d3 sleeping [[gas spore]]s, [[F]], [[b]], [[j]], and [[P]]
+
|4.....)|
 +
|..3..3.|
 +
|....3.`|
 +
|....21\|
 +
|.......|
 +
|4.....4|
 +
|......`|
 +
---------
 +
</replacecharsblock></div>
 +
|
 +
* The room is lit
 +
* [[engraving|{{brightred|1}}]], burned, reads "Look on my works, ye mighty, and despair"
 +
* [[engraving|{{brightred|2}}]], burned, 10% chance of existing, reads "My name is Ozymandias, king of kings"
 +
* Each hole has chance of existing, between 30% to 80%
 +
* Falling rock traps will be replaced by webs if DL >= 7
 +
* The falling rock tap/web nearest the throne is guaranteed, others have a 75% chance of existing
 +
* The chest is trapped
 +
* The statue trap near the throne has a statue of a werejackal
 +
* The statue trap near the corner has a statue of an Elvenking
 +
|-
  
* Pillars
+
!Name
<pre>
+
!Can be special
LEVEL:"vlt-%04i"
+
!Size
FLAGS:rndvault
+
!Map
ROOM:"ordinary", random, random, random, (10, 10) {
+
!Notes
  $terr = terrain: { '-', '-', '-', '-', '-', 'L', 'I', 'P', 'T' }
+
|-
  SHUFFLE: $terr
+
|Pacman
  FOR $y = 0 TO ((room.height - 3) / 4) {
+
|style="background-color:pink"|No
    FOR $x = 0 TO ((room.width - 3) / 4) {
+
|
      TERRAIN:coord(($x * 4) + 2, ($y * 4) + 2), $terr[0]
+
|
      TERRAIN:coord(($x * 4) + 3, ($y * 4) + 2), $terr[0]
+
<div class="ttyscreen"><replacecharsblock rules="ttymap">
      TERRAIN:coord(($x * 4) + 2, ($y * 4) + 3), $terr[0]
+
--------------------
      TERRAIN:coord(($x * 4) + 3, ($y * 4) + 3), $terr[0]
+
|....|........|....|
    }
+
|.--.|.------.|.--.|
  }
+
|.|..............|.|
}
+
|.|.--.|-FF-|.--.|.|
</pre>
+
|......|    |......|
 
+
|.|.--.|----|.--.|.|
* Small, tightly-spaced pillars
+
|.|..............|.|
<pre>
+
|.--.|.------.|.--.|
LEVEL:"vlt-%04i"
+
|....|........|....|
FLAGS:rndvault
+
--------------------
ROOM:"ordinary", random, random, random, random {
+
</replacecharsblock></div>
  IF [ (room.width % 2) == 0 ] { BREAK }
+
|
  IF [ (room.height % 2) == 0 ] { BREAK }
+
* All of these are guaranteed at random positions:
  $terr = terrain: { '-', '-', '-', '-', '-', 'L', 'I', 'P', 'T', 'C' ,'F' }
+
** an [[apple]]
  SHUFFLE: $terr
+
** a [[pear]]
  FOR $y = 0 TO ((room.height - 3) / 2) {
+
** a [[banana]]
    FOR $x = 0 TO ((room.width - 3) / 2) {
+
** an [[orange]]
      TERRAIN:coord(($x * 2) + 1, ($y * 2) + 1), $terr[0]
+
** a [[melon]]
    }
+
** a [[ghost]] named Inky
  }
+
** a ghost named Blinky
}
+
** a ghost named Pinky
</pre>
+
** a ghost named Clyde
 
+
|}
* Mirrored obstacles
+
{{variant-343}}
<pre>
+
[[Category:UnNetHack special rooms]]
LEVEL:"vlt-%04i"
 
FLAGS:rndvault
 
ROOM:"ordinary", random, random, random, random {
 
  IF [ room.width < 4 ] { BREAK }
 
  IF [ room.height < 4 ] { BREAK }
 
  $terr = terrain: { '-', '-', '-', '-', '-', 'L', 'I', 'P', 'T', 'C', 'F' }
 
  SHUFFLE: $terr
 
  LOOP [ 1d3 ] {
 
    $x = 1d6 - (1)
 
    IF [ $x >= room.width ] { $x = (room.width - (1)) }
 
    $y = 1d6 - (1)
 
    IF [ $y >= room.height ] { $y = (room.height - (1)) }
 
    TERRAIN:coord($x, $y), $terr[0]
 
    $mx = room.width - ($x) - (1)
 
    $my = room.height - ($y) - (1)
 
    TERRAIN:coord($mx, $my), $terr[0]
 
  }
 
}
 
</pre>
 
 
 
* Trap room
 
- As the name suggests, this is a room filled with traps.
 
- The number of traps will be equal to 1/4 the area of the room, plus up to an additional 1/3 of the room
 
- The traps will be selected from the following list:
 
(pit/spiked pit), land mine, falling rock, (fire/cold trap), (trap door/hole), (arrow/dart)
 
 
 
* Underground rivers
 
<pre>
 
LEVEL:"vlt-%04i"
 
FLAGS:rndvault
 
GEOMETRY:random
 
MAP
 
 
 
 
 
ENDMAP
 
$terr = terrain: { ('L', lit), 'P' }
 
SHUFFLE:$terr
 
SPILL:random, $terr[0], north, 2d4
 
</pre>
 
 
 
* Trapped rust monster, disenchanter, or disintegrator
 
- This is a 5x5 room with a 2x2 cage of iron bars in the center. In the cage is a random [[R]]
 
- Other than [[polymorph]], this is the only time that [[disintegrator]]s can appear in UnNetHack (thankfully)
 
 
 
* Fern Nursery
 
- 25% chance of a [[fern|dungeon fern]]
 
- 50% chance of a [[fern|arctic fern]]
 
- 50% chance of a [[fern|blazing fern]]
 
- 50% chance of an [[fern|arctic fern]]
 
 
 
 
 
{{stub|Please improve this list. Also, right now the "filled" flag doesn't factor into these descriptions}}
 
[[Category:UnNetHack]] [[Category:Special rooms]]
 

Latest revision as of 02:07, 17 February 2024

Random vaults are a part of the level generation formula used in UnNetHack. Despite the name, these are entirely unrelated to the hidden vaults filled with gold, and are used to create unique rooms that connect normally to the rest of the dungeon.

In the UnNetHack source code, the random vaults are defined in dat/vaults.des. The upcoming release of NetHack 3.7.0 will have a similar feature, called themed rooms.

Description

Every room that is not a vault or part of a special level and not a vault is selected from the list of random vaults. The "normal random room" has a 4041 chance of being selected; all the others have a 12050 chance of being selected. Some of these rooms can be further transformed into special rooms.

Possible vaults

Name Can be special Size Map Notes
Normal random room Yes
  • The regular rooms found in vanilla NetHack
  • The only one with a unique chance of being generated, (40/41 compared to 1/2050)
Fake Delphi Subroom only 11x9
  • A big room with a small room in the center, similar to Delphi
  • Both the room and the subroom are guaranteed to be lit
  • There is a door to the subroom, with a 25% chance of a second door.
  • Both doors have a chance of being locked and/or trapped and/or secret.
room with a subroom Subroom only
  • A random room with a random subroom
big room, 1 No 30x10
  • Has a 75% chance of having a random normal room as a subroom
    • This subroom will have a randomly placed door with a 50% chance of a second door
    • Both doors have a chance of being locked and/or trapped and/or secret.
lava/ice/pool/tree/fountain room No 3x3
  • The center square of the room has an equal chance of being lava, ice, pool, tree, or fountain.
  • Each other square has a 10% chance of being the same as the center square.
big room, 2 (max. vertical height) No 10x17
  • 2d3 random hostile monsters
thin, long, horizontal room No 17x3
  • 2d3 random hostile monsters
thin, long, vertical room No 3x17
  • 2d3 random hostile monsters
tiny cage, big monster No 5x5
  • DL1 or DL2: just a random room with a 2x2 subroom
  • Otherwise: subroom also has a random M, D, O, Z, T, or H and the monster will now be caged in iron bars
room with dangerous monster and loot No
  • Up to 3 monsters from the classes M, D, O, Z, T, or H
    • 100% chance of the first random hostile monster
    • 50% chance of a second hostile monster
    • 25% chance of a third monster (not guaranteed to be hostile)
    • These percentages are calculated independently, so there is still a 25% chance, even if the 50% chance fails.
  • Random object
    • 100% chance of the first object
    • 75% chance of a second object
    • 50% chance of a third object
    • 25% chance of a fourth object (this one will be cursed)
    • 10% chance of a fifth object (this one will be blessed)
Name Can be special Size Map Notes
boulder room No
  • 1d6 + 3 boulders
  • 1d4 rolling boulder traps
spider nest No
  • unlit
  • 3d3 webs
ice room No
  • 10% chance of a cold trap
  • Floor replaced by ice
random cloud/lava/ice/pool/tree room No
  • 30% of the tiles are replaced with cloud, lava, ice, pools, or trees (all will be the same type of replacement)
buried treasure Yes
  • Guaranteed buried chest with 3d4 objects
massacre No
  • 5d5 random corpses of the following
    • @', "apprentice", "warrior", "ninja", "thug", "hunter", "acolyte", "abbot", "page", "attendant", "neanderthal", "chieftain", "student", "wizard", "valkyrie", "tourist", "samurai", "rogue", "ranger", "priestess", "priest", "monk", "knight", "healer", "cavewoman", "caveman", "barbarian", "archeologist", "convict"
  • Each corpse generated has a 90% chance of being the same as the previous corpse generated
statuary No
  • 5d5 statues
  • 3 statue traps, each with 50% of existing
light source Yes
  • unlit
  • guaranteed lit oil lamp
potentially spooky Yes
  • unlit
  • if it's night time:
    • 100% of first grave
    • 20% of second grave
    • if DL > 10, there will be a &
temple of the gods No
  • one altar of each alignment
Name Can be special Size Map Notes
mausoleum No 5x5
  • Equal chance of one of the following
    • random hostile L, M, V, Z in the middle
    • corpse of a random @
  • 20% of a secret door
    • never in a corner
  • outer tiles will be solid rock
big room, 1, random type No 17x10
  • a larger version of any type of randomly generated room
big room, 2 (max. vertical height), filled with fog No 10x17
  • lot of clouds
  • 2d3 random hostile monsters
very thin, long, horizontal room No 50x5
  • 2d3 random hostile monsters
very very thin, long, horizontal room No 70x3
  • 2d3 random hostile monsters
L-shaped Yes

-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
--------
  • can exist in any of the 4 possible rotations
L-shaped, big No

-------xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....-------
|...........|
|...........|
|...........|
|...........|
|...........|
-------------
  • can exist in any of the 4 possible rotations
Blocked center Yes

-----------
|.........|
|.........|
|.........|
|...}}}...|
|...}}}...|
|...}}}...|
|.........|
|.........|
|.........|
-----------
  • 75% chance of replacing lava with one of the following:
    • solid rock
    • pool of water
    • crystal ice wall
Circular, small Yes

xx---xx
x--.--x
|-...-|
|.....|
|-...-|
x--.--x
xx---xx
Circular, medium Yes

xx-----xx
x--...--x
|-.....-|
|.......|
|.......|
|.......|
|-.....-|
x--...--x
xx-----xx
Name Can be special Size Map Notes
Circular, big Yes

xxx-----xxx
x---...---x
x-.......-x
|-.......-|
|.........|
|.........|
|.........|
|-.......-|
x-.......-x
x---...---x
xxx-----xxx
T-shaped Yes

xxx-----xxx
xxx|...|xxx
xxx|...|xxx
----...----
|.........|
|.........|
|.........|
-----------
  • Can exist in any of 4 rotations
S-shaped Yes

-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
----...|
xxx|...|
xxx|...|
xxx-----
  • Can exist in any of 2 rotations
Z-shaped Yes

xxx-----
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
|...----
|...|xxx
|...|xxx
-----xxx
  • Can exist in any of 2 rotations
U-shaped Yes

-----xxx-----
|...|xxx|...|
|...|xxx|...|
|...-----...|
|...........|
|...........|
|...........|
-------------
  • Can be flipped vertically
C-shaped Yes

--------
|......|
|......|
|...----
|...|xxx
|...|xxx
|...----
|......|
|......|
--------
  • Can be flipped horizontally
Tetris L-shaped Yes

-----xxx
|...|xxx
|...|xxx
|...|xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
--------
  • Can exist in any of 4 rotations
Tetris J-shaped Yes

xxx-----
xxx|...|
xxx|...|
xxx|...|
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
--------
  • Can be in any of 4 rotations
Four-leaf clover Yes

-----x-----
|...|x|...|
|...---...|
|.........|
---.....---
xx|.....|xx
---.....---
|.........|
|...---...|
|...|x|...|
-----x-----
Cross Yes

xxx-----xxx
xxx|...|xxx
xxx|...|xxx
----...----
|.........|
|.........|
|.........|
----...----
xxx|...|xxx
xxx|...|xxx
xxx-----xxx
Name Can be special Size Map Notes
watcher in the water No
room with sessile growths No
Pillars Yes 10x10
  • There is a 2x2 pillar with one of the following terrain:
    • 50% chance of solid rock
    • 10% chance of lava
    • 10% chance of ice
    • 10% chance of a pool of water
    • 10% chance of trees
    • 10% chance of crystal ice wall
Small tightly-placed pillars Yes
  • If the width or height is even, no special terrain
  • Otherwise, 1x1 pillars with one of the following terrain:
    • 5/12 chance of solid rock
    • 1/12 chance of lava
    • 1/12 chance of ice
    • 1/12 chance of a pool or water
    • 1/12 chance of tree
    • 1/12 chance of crystal ice wall
    • 1/12 chance of cloud
    • 1/12 chance or iron bars
Mirrored obstacles Yes
  • If the width or height is below 4, no obstacles
  • Otherwise, 1d3 pairs of mirrored obstacles, using one of the following terrain:
    • 5/12 chance of solid rock
    • 1/12 chance of lava
    • 1/12 chance of ice
    • 1/12 chance of a pool or water
    • 1/12 chance of tree
    • 1/12 chance of crystal ice wall
    • 1/12 chance of cloud
    • 1/12 chance or iron bars
Trap Room No
  • Filled with traps.
  • The number of traps will be equal to 1/4 the area of the room, plus up to an additional 1/3 of the room
  • The traps will be selected from the following list:
    • (pit/spiked pit)
    • land mine
    • falling rock
    • (fire/cold trap)
    • (trap door/hole)
    • (arrow/dart)
Underground rivers No
  • might not count as an actual "room"
  • random "globs" of lava or water pools
Trapped rust monster, disenchanter, or disintegrator No 5x5
  • Has a 2x2 island of hostile R, surrounded by pools of water
  • Other than polymorph, this is the only time that disintegrators can appear in UnNetHack (thankfully)
Fern nursery No
Ozymandias' Tomb No
---------
|^.....)|
|..^..^.|
|....^.`|
|....21\|
|.......|
|^.....^|
|......`|
---------
  • The room is lit
  • 1, burned, reads "Look on my works, ye mighty, and despair"
  • 2, burned, 10% chance of existing, reads "My name is Ozymandias, king of kings"
  • Each hole has chance of existing, between 30% to 80%
  • Falling rock traps will be replaced by webs if DL >= 7
  • The falling rock tap/web nearest the throne is guaranteed, others have a 75% chance of existing
  • The chest is trapped
  • The statue trap near the throne has a statue of a werejackal
  • The statue trap near the corner has a statue of an Elvenking
Name Can be special Size Map Notes
Pacman No

--------------------
|....|........|....|
|.--.|.------.|.--.|
|.|..............|.|
|.|.--.|-##-|.--.|.|
|......|    |......|
|.|.--.|----|.--.|.|
|.|..............|.|
|.--.|.------.|.--.|
|....|........|....|
--------------------
  • All of these are guaranteed at random positions: