diff options
author | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-24 05:05:29 +0000 |
---|---|---|
committer | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-24 05:05:29 +0000 |
commit | 87b16bb06d3f693ec3f6d727a50bdadf4df5c138 (patch) | |
tree | ad3445cac5278e9fa8c422f09d88639935159894 /crawl-ref/docs/level_design.txt | |
parent | 7facfd7958a3f544d702f12310b4d5f40563641b (diff) | |
download | crawl-ref-87b16bb06d3f693ec3f6d727a50bdadf4df5c138.tar.gz crawl-ref-87b16bb06d3f693ec3f6d727a50bdadf4df5c138.zip |
For items that originate in a portal vault, store the string describing
their origin place in "portal_vault_origin" in the item's prop hash table,
so that (for example) an item bought in a bazaar will display its origin
as "in a bazaar" after exiting the bazaar, instead of "in a Portal Vault".
The string can be made different than the default with the "dstorigin"
property of the entrance portal marker, or via the lua function
dgn.set_level_type_origin().
Ziggurat items now say "on level X of a ziggurat", and sewer items
"in the sewers", with other portal vaults using the default.
Breaks savefile compatibilty.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7577 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/docs/level_design.txt')
-rw-r--r-- | crawl-ref/docs/level_design.txt | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/crawl-ref/docs/level_design.txt b/crawl-ref/docs/level_design.txt index ec3ca511ae..22ef69203a 100644 --- a/crawl-ref/docs/level_design.txt +++ b/crawl-ref/docs/level_design.txt @@ -1270,14 +1270,6 @@ their uses: Portal vaults are different from branches in that they are not guaranteed. Also, there is only one go at a portal vault - if you leave, it's gone for good. You can apply special rules to a portal vault, like enforcing maprot. -Portal vaults can be particularly thematic, using specialised monster -sets, fitting loot, coloured dungeon features etc. Avoid death traps; -it is no fun to enter a vault, unable to leave and be killed outright. -Randomise in order to provide fun and reduce spoiler effects. For portal -vaults, it is desirable to have several different layouts (ideally each -of the maps has some randomisation on its own). Often, it is a good idea -to skew the map distribution: e.g. with four destination vaults, weights -like 40,30,20,10 might be more interesting than 25,25,25,25. Portal vaults can be particulary thematic, using specialised monster sets, fitting loot, coloured dungeon features etc. Avoid death traps; it @@ -1316,6 +1308,14 @@ once, you add a TAGS: uniq_BAR line. It should be noted that the label BAR may *not* end in _entry (otherwise the level builder assumes that the vault is a branch entry). +If you want the place name displayed while in the vault to be different +than the destination name, then you can give one_way_stair() a "dstname" +parameter. If you want the place origin for items in a character +dump to be different than the default you can give one_way_stair a +"dstorigin" parameter (i.e., dstname = "garden", dstorigin = "in the gardens"). +You can dynamically change the origin string using the lua function +dgn.set_level_type_origin(). + This will produce a portal, but attempting to use it will trigger an ASSERT since there's no map for the destination. So we create a destination map like so: |