DCSS - mon-pick-data.h raw floor data
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mon-pick-data.h raw floor data
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Last update: 0.19-a, 21c7ecd8841e5d5d
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These spreadsheets provide given chances for a selected monster to be used for a given assumed floor.
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This list doesn't make any particular notes for monster bands, nor vaults. Such data can be gleamed from
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mon-place.cc's tables and the raw dumps from objstat (plus the whole dat/des folder itself), respectively.
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Natural generation can dip up to five floors down. Vaults use 0s as non-banded floor spawns, 9s as +5 floors,
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and 8s as *2 +4 floors. OOD calls, vaults or not, are capped at the bottom of the branch's table- the only branches
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that currently have OOD tables are D, Elf, Vaults, Crypt, Tomb, and Depths. See branch_ood_cap in mon-pick.cc.
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OOD ranges are not checked for liquid monsters or zombie bases.
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Table notes
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* “MONS_NO_MONSTER” has been used to replace a variety of completely-harmless-for-their-depth spawns.
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It skips the spawn during regular generation, but re-rolls for vault calls.
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* Pandemonium uses per-level monster sets, but accesses this generic list for 1/40 natural monster spawns.
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This list is also used for the Orb Run.
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* Portal branches only use their tables for Shadow Creatures. Wizlabs have per-map sets,
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Ziggurats use the given floor set. As noted on the page, there are no tables for Labyrinths or Troves-
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Shadow Creatures will fail to summon. This all only holds true so long as a portal doesn't explicitly place
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every monster in it in the vault syntax, the default portal design assumption.
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* “Late zombies” are used for derived undead in Crypt, Tomb, Hells, Pan, and Abyss.
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* Water and Lava: Lair, Spider, Slime, Orc, Elf, Vaults, Crypt, Tomb, and all portals share the same possible
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water spawns, and the same applies to all of those branches + Swamp for lava spawns. Abyss, Pan, Shoals,
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Zot, and D:1-5 cannot place any monsters in liquids. The Hells zombify any living monsters left in the water
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table.
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Future shift ideas
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* Get rid of >30% MONS_NO_MONSTER results through redistribution?... D, Lair.
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* OOD Tables for other branches- most pernient for Lair and Tomb
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(Of course, fitting in OOD tables requires messing up current formulas to accomodate further floors.)
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* Vaults: Trim out insects / arachnids?
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* Slime: Make the less concentrated organelles less common with depth, not more
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* Hells: Shift from seven floors to four, re-scale junk, add OOD table
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Original spreadsheet-formats done by regret-index, dynamic formulas provided by Grunt.
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Notes
Dungeon
Lair
Potential Lair OOD Table
Swamp
Snake
Shoals
Spider
Slime
Orc
Elf
Vaults
Crypt
Tomb
Depths
Zot
Vestibule
Gehenna
Cocytus
Dis
Tartarus
Late Zombies
Pan
Abyss
Portals
Water
Lava
Dungeon_Liquids