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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-10-04 12:58:23 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-10-04 12:58:23 +0000
commit70d59beabaddfbb2edefee1f610e16881c8ff771 (patch)
treedf84450496a0044bac5a433f8805862cb42e89fe
parentce144b644df6884660606906b2e0bd2d002a9c6c (diff)
downloadcrawl-ref-70d59beabaddfbb2edefee1f610e16881c8ff771.tar.gz
crawl-ref-70d59beabaddfbb2edefee1f610e16881c8ff771.zip
Add documentation for weapon noises and update comments.
Also update information about Throwing crosstraining. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2325 c06c8d41-db1a-0410-9941-cceddc491573
-rw-r--r--crawl-ref/docs/crawl_manual.txt5
-rw-r--r--crawl-ref/docs/monster_speech.txt33
-rw-r--r--crawl-ref/source/unrand.h5
3 files changed, 36 insertions, 7 deletions
diff --git a/crawl-ref/docs/crawl_manual.txt b/crawl-ref/docs/crawl_manual.txt
index 639ac8177a..20f9e3aaf7 100644
--- a/crawl-ref/docs/crawl_manual.txt
+++ b/crawl-ref/docs/crawl_manual.txt
@@ -1915,10 +1915,9 @@ There are a number of individual weapon skills for missile weapons:
Throwing is the skill for all things hurled without a launcher: axes,
spears, stones, nets etc. The other skills refer to various types of
-missiles shot with a launcher. Since darts and stones can be thrown
-without launchers to good effect, their skills crosstrain:
+missiles shot with a launcher. Since stones can be thrown without
+launchers to good effect, these skills crosstrain:
- o Throwing and Darts
o Throwing and Slings
diff --git a/crawl-ref/docs/monster_speech.txt b/crawl-ref/docs/monster_speech.txt
index 96bf56e436..fc05c9f257 100644
--- a/crawl-ref/docs/monster_speech.txt
+++ b/crawl-ref/docs/monster_speech.txt
@@ -5,7 +5,8 @@ messages, or adding new ones really easy. This file will
hopefully help you in this endeavour.
shout.txt handles message output for monsters noticing you.
-speak.txt handles messages for monsters communicating.
+speak.txt handles messages for monsters communicating, and
+also the messages for weapon noises.
If you take a look through the two files, you'll see that
all entries have basically the same structure. Let's have a
@@ -78,6 +79,11 @@ friendly '5'
in this last round still nothing has been found, the
monster stays silent.
+ For obvious reasons, weapon noises get by without any such
+ prefixes, and the only hardcoded keywords are
+ "noisy weapon" for weapons with the noises property, and
+ "singing sword" for (who'd have guessed?) the Singing
+ Sword.
w:9
After a clear line the actual talk begins. You can skew
@@ -123,6 +129,10 @@ messages. If messages are placed directly one after another
they will be printed as a block. This can be useful, e.g.
for outputting first a "spell" and then it's (fake) result.
+Note that this does not work for weapon noises. Here only
+the first part of a paragraph before a carriage return is
+parsed.
+
The message entries themselves can be longer than a line,
though Crawl will simply truncate it should it exceed the
screen width (assuming 80 columns or less). The actual
@@ -182,6 +192,11 @@ VISUAL:
that can't speak (animals, usually), and manually set to
MSGCH_SOUND for all those variants of "You hear a shout!"
+ For weapon noises only a subset of the above is relevant,
+ as anything including VISUAL and the channel keys SPELL
+ and ENCHANT are considered invalid and will trigger a
+ default message instead. Again, the default channel is
+ MSGCH_TALK.
@The_monster@, @surface@
Like with @_friendly_imp_@ above, a number of variables
@@ -249,12 +264,24 @@ But wait, there's more!
Also, @says@ will get replaced with a synonym of 'say' that
fits a monster's (hardcoded) speech pattern and noise level.
+Weapon noises are handled differently in that all of the
+above replacements don't hold. Instead you can use
+@The_weapon@, @the_weapon@, @Your_weapon@, @your_weapon@ and
+@weapon@ which will get replaced by "The (weapon name)",
+"the (weapon name)", "Your (weapon name)", "your (weapon
+name)" and the plain weapon name, respectively. Note that
+the Singing Sword, being unique, cannot be referred to by
+the possessive variants, so they will be replaced with one
+of the definite article ones.
+
Pre-defined variables in the database include _high_priest_,
_mercenary_guard_, _wizard_, _hostile_adventurer_,
_friendly_imp_, _hostile_imp_, and _tormentor_. There are
also a few synonyms defined at the beginning of speak.txt
such as for @ATTACK@, @pointless@, @shouts@, @wails@, and
others.
+Weapon noises also use a number of synonyms which are
+defined at the end of speak.txt.
The best way to learn about how variables and other concepts
can be used is probably to see how it has been done for
@@ -287,6 +314,10 @@ such as 'F' (make monster friendly/unfriendly) and 's'
(make monster shout). These last two are of particular
interest to monster speech designers.
+The Singing Sword and all other hardcoded artefacts can be
+created with '&|'. The Elemental Staff and the spear of
+Voo-Doo are examples of noisy weapons.
+
You can also temporarily increase the likelihood of a given
message by adding a high weight value before it, e.g. w:500,
or equally temporarily push it into another channel (e.g.
diff --git a/crawl-ref/source/unrand.h b/crawl-ref/source/unrand.h
index 2775c2283a..57c2b0f0fc 100644
--- a/crawl-ref/source/unrand.h
+++ b/crawl-ref/source/unrand.h
@@ -80,8 +80,7 @@
Ranges for all these: 0 or 1.
make noise: Irritate nearby creatures and disrupts rest. Weapons only.
- Range: 1 - 4, for different types of noises (see special_wielded() in
- it_use3.cc); 0 for none.
+ Range: 0 or 1.
no spells: Prevents any spellcasting (but not scrolls or wands etc)
Range: 0 or 1.
teleport: Every now and then randomly teleports you. *Really* annoying.
@@ -861,7 +860,7 @@
SPWPN_VAMPIRICISM, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 0, // res poison, prot life
0, 0, 0, 0, 0, 0,
- 0, 3, 0, 0, 0, // noise
+ 0, 1, 0, 0, 0, // noise
0, 0, 0, 0, 0,
0, -30 // stealth
}