# file: dungeon_profile.txt # Contains information about how each type of dungeon level (and the town) # are generated. # name: The profile name. This needs to match the corresponding entry in # list-dun-profiles.h so the correct level-building function can be called # params: block_size : rooms : unusual : rarity # block_size is the size of the blocks which the dungeon is divided into; a # room will never cross a block boundary. rooms is the number of rooms to # aim for. unusual is a measure of how likely high rarity roooms are to # appear - higher values give less rare rooms. rarity is the maximum rarity # room allowed with this cave profile # tunnel: rnd : chg : con : pen : jct # These are percentage chances - rnd of choosing a random tunnel direction # (as opposed to heading in the desired direction), chg the chance of changing # direction, at any tunnel grid, con the chance of just terminating a tunnel, # pen the chance of putting a door in a room entrance, jct the chance of a # door at a tunnel junction. # streamer: den : rng : mag : mc : qua : qc # Streamers are drawn as a random walk which stops at the dungeon edge. # den is the number of grids near any walk grid to make streamer; rng is how # far from the walk those grids can be; mag and qua are the numbers of magma # and quartz streamers per level; 1/mc and 1/qc are the chances of treasure in # magma and quartz. # cutoff is used to decide which profile to use; a random number 0 to 99 # is picked and successive profiles are rejected until this number is smaller # than the cutoff. If cutoff is -1, those profiles are not used or are picked # in some different way. It is IMPORTANT that non-zero cutoffs appear in # ascending order through this file. # room: name : height : width : level : pit : rarity : cutoff # name is the room name, which must match the name in list-rooms.h so the # correct room-building function can be called. # height and width are the maximum dimensions of the room, and define how much # space is allocated for that room. # level is the minimum depth at which this room can appear. # pit is 1 if the room is a pit/nest, 0 otherwise. # rarity is the room's rarity - normally 0, 1 or 2 (see comments about profile # rarity above). Some rooms are chosen by a different means; in this case # rarity is usually 0. # cutoff is used as for profile cutoffs to pick between rooms once a rarity is # chosen. It is IMPORTANT that non-zero cutoffs appear in ascending order # within the rooms of the same rarity for a given profile. # Note that getting a smaller cave profile cutoff or room cutoff after a larger # one will result in the smaller one never appearing. ## Town name:town streamer:1:1:0:0:0:0 params:1:0:200:0 cutoff:-1 ## Labyrinth - these have cutoff -1, but still appear after other checks name:labyrinth params:1:0:200:0 cutoff:-1 ## Cavern name:cavern params:1:0:200:0 cutoff:5 ## Classic name:classic params:11:50:200:2 tunnel:10:30:15:25:50 streamer:5:2:3:90:2:40 cutoff:55 # Greater vaults only have rarity 0 but they have other checks room:Greater vault:44:66:35:0:0:100 # Very rare rooms (rarity = 2) room:monster pit:11:33:5:1:2:8 room:monster nest:11:33:5:1:2:16 room:Medium vault:22:33:30:0:2:38 room:Lesser vault:22:33:20:0:2:55 # Unusual rooms (rarity = 1) #room:large room:11:33:3:0:1:15 #room:crossed room:11:33:3:0:1:35 #room:circular room:22:22:1:0:1:50 #room:overlap room:11:33:1:0:1:70 #room:room template:11:33:5:0:1:100 # Normal rooms (rarity = 0) #room:simple room:11:33:1:0:0:100 room:room template:11:33:1:0:0:100 ## Modified name:modified params:1:50:250:2 tunnel:10:30:15:25:50 streamer:5:2:3:90:2:40 cutoff:100 # Really big rooms only have rarity 0 but they have other checks room:Greater vault:44:66:35:0:0:100 room:huge room:44:66:40:0:0:100 # Very rare rooms (rarity = 2) room:room of chambers:44:66:10:0:2:4 room:monster pit:11:33:5:1:2:12 room:monster nest:11:33:5:1:2:20 room:Medium vault:22:33:30:0:2:40 room:Lesser vault:22:33:20:0:2:60 # Unusual rooms (rarity = 1) #room:Interesting room:44:55:0:0:1:10 #room:large room:11:33:3:0:1:25 #room:crossed room:11:33:3:0:1:40 #room:circular room:22:22:1:0:1:55 #room:overlap room:11:33:1:0:1:70 #room:room template:11:33:5:0:1:100 # Normal rooms (rarity = 0) #room:simple room:11:33:1:0:0:100 room:room template:11:33:1:0:0:100 ## Moria - these have cutoff -1, but still appear after other checks name:moria params:1:50:250:2 tunnel:10:30:15:25:30 streamer:5:2:3:90:2:40 cutoff:-1 # Really big rooms only have rarity 0 but they have other checks room:Greater vault:44:66:35:0:0:100 # Very rare rooms (rarity = 2) room:room of chambers:44:66:10:0:2:4 room:monster pit:11:33:5:1:2:12 room:monster nest:11:33:5:1:2:20 room:Medium vault:22:33:30:0:2:40 room:Lesser vault:22:33:20:0:2:60 room:Interesting room:44:55:0:0:2:100 # Normal moria-style rooms (rarity = 0) room:moria room:11:33:1:0:0:100 ## Lair name:lair params:1:50:500:2 tunnel:10:30:15:25:50 streamer:5:2:3:90:2:40 cutoff:-1 # Really big rooms only have rarity 0 but they have other checks room:Greater vault:44:66:35:0:0:100 room:huge room:44:66:40:0:0:100 # Very rare rooms (rarity = 2) room:room of chambers:44:66:10:0:2:4 room:monster pit:11:33:5:1:2:12 room:monster nest:11:33:5:1:2:20 room:Medium vault:22:33:30:0:2:40 room:Lesser vault:22:33:20:0:2:60 # Unusual rooms (rarity = 1) room:Interesting room:44:55:0:0:1:10 room:large room:11:33:3:0:1:25 room:crossed room:11:33:3:0:1:40 room:circular room:22:22:1:0:1:55 room:overlap room:11:33:1:0:1:70 room:room template:11:33:5:0:1:100 # Normal rooms (rarity = 0) room:simple room:11:33:1:0:0:100 ## Gauntlet name:gauntlet params:1:0:200:0 cutoff:-1 ## Hard Centre name:hard centre params:1:0:200:0 cutoff:-1