summaryrefslogtreecommitdiffstats
path: root/crawl-ref/docs/level_design.txt
diff options
context:
space:
mode:
authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-26 12:35:56 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-26 12:35:56 +0000
commit760d182372b577060b2a48baef13d97e3f5e11b6 (patch)
treec7ee6b836aa661870f72e57ae162983032c6e5ff /crawl-ref/docs/level_design.txt
parent92a5149b413abe69641720581624b5f867e663e5 (diff)
downloadcrawl-ref-760d182372b577060b2a48baef13d97e3f5e11b6.tar.gz
crawl-ref-760d182372b577060b2a48baef13d97e3f5e11b6.zip
Add a "patrolling" flag to monster creation in mapdef and dungeon.cc,
and add it to Orb Guardians in Zot:5. At least in theory, they should now be returning to their starting points if you flee and stay away for long enough. "In theory" because the bad monster pathfinding prevents them from actually finding their way back. We've got the same problem with minotaurs in labyrinths, who've also got this flag set. Because of these restrictions it's almost impossible to test whether it would work without such problems. In any case, it's there for later. Also: spacing and commenting fixes in dungeon.cc. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5253 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/docs/level_design.txt')
-rw-r--r--crawl-ref/docs/level_design.txt12
1 files changed, 10 insertions, 2 deletions
diff --git a/crawl-ref/docs/level_design.txt b/crawl-ref/docs/level_design.txt
index 8c062df940..30c62ff2a5 100644
--- a/crawl-ref/docs/level_design.txt
+++ b/crawl-ref/docs/level_design.txt
@@ -361,6 +361,10 @@ TAGS: Tags go an a TAGS: line and are space-separated. Valid tags are:
entry vault.
* "generate_awake": Monsters placed (using MONS, KMONS) in this vault
will be generated awake.
+ * "patrolling": Monsters placed (using MONS, KMONS) in this vault
+ will be generated with their starting position as patrol point.
+ If not otherwise occupied (fighting, seeking) they will patrol
+ the area.
* "no_item_gen": Prevents random item generation in the vault.
Items explicitly placed by the vault are not affected.
* "mini_float": applicable only to minivaults, requests that
@@ -518,6 +522,10 @@ MONS: (list of monsters)
(without the quotes). Use this sparingly:
MONS: generate_awake giant beetle
+ Individual monsters may be prefixed with the "patrolling"
+ (without the quotes). Use this sparingly:
+ MONS: patrolling naga guardian
+
Monsters can also be given colours that override their default
colour. Use this *very* sparingly:
MONS: col:darkgrey fungus
@@ -537,9 +545,9 @@ MONS: (list of monsters)
originally generated with will be removed and destroyed. This
can be used force a monster to have no items whatsoever:
MONS: orc; nothing
-
+
Items given to an orc or an elf will be made orcish or elven
- unless the item's race type is explicitly set otherwise.
+ unless the item's race type is explicitly set otherwise.
Limitations: If an item in the item list has alternatives,
there's no way to force all monsters dervied from that monster