General format: @id:textual_name @map EITHER map definition OR random(minw,minh) @end @legend k:mon:kobold s:ob:50:short sword #:cell:stone wall #:cell:EMPTY #:cell:SOLID @end @flags ... @end Legend is: c:type:what[:pct][:alttype:altwhat] OR c:exit (denotes an exit, for use by linkexits) if pct chance fails, use alttype & altwhat to determine what to place. c = any letter type = ob, mon or cell pct = optional pct chance of appearing what = text of what this letter represents alttype = optional ob/mon/cell if pct chance fails altwhat = optional text of what it represents if pct chance fails Flags can be: at(x,y) type:what[:pct] // put what at position x,y 'type' can be: ob, mon, cell coords can be negative ("count back from right/bottom") atoneof(x,y)(x,y)...(x,y) type:what[:pct] // place 'what' at one of the given positions (picked randomly) exitat(x,y) // vault exit is at position x,y box(x,y,x2,y2) type:what[:pct] // outline box with what fill(x,y,x2,y2) type:what[:pct] // filled box with what coords can be negative ("count back from right/bottom") cellempty:xxx // set empty cell type. eg. "dirt" cellsolid:xxx // set solid cell type. eg. "brick wall" scatter(x,y,x2,y2) type:what:howmany[:pct] // scatter what within region howmany can be: - a number (x) - a range (x-y) - a pct of the total region cells (x%) coords can be negative ("count back from right/bottom") pct is optional (chance of this happening) autodoors:pct // automatically add at least one door to the edges of // this room. // pct is chance of the exit being a door as opposed // to jsut an opening. autopop // automatically add obs/mons/pillars to this vault as // if it were a normal room. dlevmin:xxx // can only randomly appear at or below dungeon // level xxx (or map difficulty xxx for world map) dlevmax:xxx // can only randomly appear at or before dungeon // levle xxx entertext:xxx // show xxx when a non-blind player enters goesin:xxx // can only randomly appear in habitat xxx // (can appear multiple times) usehabitat:xxx // cells in this vault have habitat=xxx margin:x,y // must be x/y away from edges of map // MAY ONLY USE ONE OF THE FOLLOWING mayrotate // vault can be rotated randomly mayflipx // vault can be flipped horz mayflipy // vault can be flipper vert nolink // don't try to link this vault up to the rest of // the map rarity:xxx // how common this vault is. // xxx can be: // common (default) // uncommon // rare // vrare / veryrare // never norandom // this vault doesn't appear randomly. it will only // appear when specifically requested via a region's // outline. tag:xxxx // add tag "xxx" to vault(for use with rndvaultwithtag) NOTES: when adding lfs/objects, "random" creates a random one.