Random vault (UnNetHack)

From NetHackWiki
Revision as of 17:10, 8 September 2013 by Ozymandias (talk | contribs) (Created page with "Random vaults (not to be confused with Vaults) are a part of the level generation formula introduced in UnNetHack. On half of levels that have at least 1/6 the maxim...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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

On half of levels that have at least 1/6 the maximum number of rooms, UnNetHack will attempt to place a vault. After a vault generation attempt, whether or not it was successful, there will be no more attempts to place a vault on that level.

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"

Possible Vaults

  • Normal Random Room

- Exactly what it says on the tin, this vault is just like any randomly generated 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 filled with items 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 is an *ordinary* room (instead of a normal random 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 70x3 room has 2d3 random hostile monsters