Random vault (UnNetHack)

From NetHackWiki
Revision as of 17:39, 8 September 2013 by Ozymandias (talk | contribs)
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.

All rooms that are not gold vaults or special rooms are selected from the list of random vaults.

However, when selecting from this list, the probability is based on the "vaultgen" flag - for normal random room it is set to 2000 and for all other vaults, it defaults to 1, meaning that normal rooms (potentially replaced by special rooms) are much more likely than the rest of the vaults listed.

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