Difference between revisions of "Random vault (UnNetHack)"

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m (Fixed a tiny factual error. Also, could someone who is good with .des write something for the vaults still left as code?)
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- It is possible for some of the lava to be replaced with pools or floor
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- 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
 
- This room can be turned into any type of special room
  

Revision as of 00:53, 9 September 2013

Random vaults (not to be confused with Vaults) are a part of the level generation formula introduced in UnNetHack.

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.

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 rooms. 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

  • Normal Random Room

- Exactly what it says on the tin, this is a normal room. It can be converted into any possible special room.

  • Fake Delphi

- This 11x9 vault looks a bit like the room the oracle is in - a big room with a small room in the center - 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

  • Big room 1

- This is a random 30x10 room - 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

  • lava/ice/pool/tree/fountain room
LEVEL:"vlt-%04i"
FLAGS:rndvault
ROOM:"rndvault", random, random, random, (3,3) {
  $terr = TERRAIN: { 'L', 'I', 'P', 'T', '{' }
  SHUFFLE: $terr
   IF [10%] { TERRAIN:(0,0), $terr[0] }
   IF [10%] { TERRAIN:(1,0), $terr[0] }
   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] }
   IF [10%] { TERRAIN:(0,2), $terr[0] }
   IF [10%] { TERRAIN:(1,2), $terr[0] }
   IF [10%] { TERRAIN:(2,2), $terr[0] }
}
  • Big room 2

- This 10x17 random vault has 2d3 random hostile monsters inside it

  • thin, long, horizontal room

- This 17x3 random vault has 2d3 random hostile monsters inside it

  • thin, long, vertical room

- This 3x17 random vault has 2d3 random hostile monsters inside it

  • tiny cage, big monster

- This 5x5 random vault is just a random room with a 2x2 subroom if it is generated on Dungeon Level 1 or 2 - 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

  • room with dangerous monster and loot

- This randomly sized vault contains a random hostile M, D, O, Z, T, or H - 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 - All of these probabilities are calculated independently of each other

  • boulder room

- This otherwise normal room contains 1d6+3 boulders, and 1d4 rolling boulder traps

  • spider nest

- This otherwise normal room contains 3d3 webs

  • ice room

- This is a normal room, except the floor is replaced by ice

  • 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

  • buried treasure

- This room can take the form of any other special room - Buried somewhere in the room is a chest filled with 3d4 random objects

  • 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: '@', "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"
  • statuary

- This is a normal room with 5d5 random statues - There is a 50% chance each for the existence of 3 statue traps

  • light source

- This is a normal unlit room - There will be a lit oil lamp sitting in the room (if you get there before it burns out)

  • temple of the gods

- There are 3 randomly placed altars in this room, one of each alignment

  • Mausoleum
LEVEL:"vlt-%04i"
FLAGS:rndvault
ROOM:"rndvault", random, random, random, (5,5) {
  TERRAIN:(1,1) & (2,1) & (3,1) &
          (1,2) &         (3,2) &
          (1,3) & (2,3) & (3,3), '-'
  IF [50%] {
    $mons = MONSTER: { 'M', 'V', 'L', 'Z' }
    SHUFFLE: $mons
    MONSTER:$mons[0],(2,2), hostile
  } ELSE {
    OBJECT:('%', "corpse"), random, montype:'@'
  }

  IF [20%] {
    $place = { (2,1), (1,2), (3,2), (2,3) }
    SHUFFLE: $place
    TERRAIN: $place[0], 'S'
  }
}
  • big room, 1, random type

- This 17x10 room will be a larger version of any type of randomly generated room

  • 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

- this 50x3 room has 2d3 random hostile monsters

  • very very thin, long, horizontal room

- this 70x3 room has 2d3 random hostile monsters

  • L-shaped

-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
--------

- This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.

  • L-shaped, big

-------xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....-------
|...........|
|...........|
|...........|
|...........|
|...........|
-------------

- This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.

  • Blocked center

-----------
|.........|
|.........|
|.........|
|...}}}...|
|...}}}...|
|...}}}...|
|.........|
|.........|
|.........|
-----------

- 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

  • circular, small

xx---xx
x--.--x
|-...-|
|.....|
|-...-|
x--.--x
xx---xx

- This room can be turned into any type of special room

  • circular, medium

xx-----xx
x--...--x
|-.....-|
|.......|
|.......|
|.......|
|-.....-|
x--...--x
xx-----xx

- This room can be turned into any type of special room


  • circular, large

xxx-----xxx
x---...---x
x-.......-x
|-.......-|
|.........|
|.........|
|.........|
|-.......-|
x-.......-x
x---...---x
xxx-----xxx

- This room can be turned into any type of special room

  • T-shaped

xxx-----xxx
xxx|...|xxx
xxx|...|xxx
----...----
|.........|
|.........|
|.........|
-----------

- This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.

  • S-shaped

-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
----...|
xxx|...|
xxx|...|
xxx-----

- This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.


  • Z-shaped

xxx-----
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
|...----
|...|xxx
|...|xxx
-----xxx

- This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.

  • U-shaped

-----xxx-----
|...|xxx|...|
|...|xxx|...|
|...-----...|
|...........|
|...........|
|...........|
-------------

- This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.

  • C-shaped

--------
|......|
|......|
|...----
|...|xxx
|...|xxx
|...----
|......|
|......|
--------

- This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.

  • Tetris L-shaped

-----xxx
|...|xxx
|...|xxx
|...|xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
--------

- This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.

  • Tetris J-shaped

xxx-----
xxx|...|
xxx|...|
xxx|...|
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
--------

- This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.

  • 4-Leaf Clover

-----x-----
|...|x|...|
|...---...|
|.........|
---.....---
xx|.....|xx
---.....---
|.........|
|...---...|
|...|x|...|
-----x-----

- It can be turned into any type of special room.

  • Watcher in the Water

- Not to be confused with the 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 spores, F, b, j, and P

  • Pillars
LEVEL:"vlt-%04i"
FLAGS:rndvault
ROOM:"ordinary", random, random, random, (10, 10) {
  $terr = terrain: { '-', '-', '-', '-', '-', 'L', 'I', 'P', 'T' }
  SHUFFLE: $terr
  FOR $y = 0 TO ((room.height - 3) / 4) {
    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), $terr[0]
       TERRAIN:coord(($x * 4) + 2, ($y * 4) + 3), $terr[0]
       TERRAIN:coord(($x * 4) + 3, ($y * 4) + 3), $terr[0]
    }
  }
}
  • Small, tightly-spaced pillars
LEVEL:"vlt-%04i"
FLAGS:rndvault
ROOM:"ordinary", random, random, random, random {
  IF [ (room.width % 2) == 0 ] { BREAK }
  IF [ (room.height % 2) == 0 ] { BREAK }
  $terr = terrain: { '-', '-', '-', '-', '-', 'L', 'I', 'P', 'T', 'C' ,'F' }
  SHUFFLE: $terr
  FOR $y = 0 TO ((room.height - 3) / 2) {
    FOR $x = 0 TO ((room.width - 3) / 2) {
       TERRAIN:coord(($x * 2) + 1, ($y * 2) + 1), $terr[0]
    }
  }
}
  • Mirrored obstacles
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]
  }
}
  • 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
LEVEL:"vlt-%04i"
FLAGS:rndvault
GEOMETRY:random
MAP
  
  
ENDMAP
$terr = terrain: { ('L', lit), 'P' }
SHUFFLE:$terr
SPILL:random, $terr[0], north, 2d4
  • 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 disintegrators can appear in UnNetHack (thankfully)

  • Fern Nursery

- 25% chance of a dungeon fern - 50% chance of a arctic fern - 50% chance of a blazing fern - 50% chance of an arctic fern


This page is a stub. Should you wish to do so, you can contribute by expanding this page.

A user has suggested improving this page or section as follows:

"Please improve this list. Also, right now the "filled" flag doesn't factor into these descriptions"