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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-24 05:05:29 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-24 05:05:29 +0000
commit87b16bb06d3f693ec3f6d727a50bdadf4df5c138 (patch)
treead3445cac5278e9fa8c422f09d88639935159894 /crawl-ref/docs/level_design.txt
parent7facfd7958a3f544d702f12310b4d5f40563641b (diff)
downloadcrawl-ref-87b16bb06d3f693ec3f6d727a50bdadf4df5c138.tar.gz
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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
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@@ -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: