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authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-22 11:25:01 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-22 11:25:01 +0000
commitf00872b7a53d4b7d0aa8eb8b769f88b9abe5f830 (patch)
treef0c6e0522d23a32ffcb2599fb33cf6b02c2f758b /crawl-ref/docs/level_design.txt
parent50dd7b84736b4c1c87908cae1030419f773e638d (diff)
downloadcrawl-ref-f00872b7a53d4b7d0aa8eb8b769f88b9abe5f830.tar.gz
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[2615112] Fix portal vaults sharing ghosts. Ghosts are now saved into bones.XXX where XXX is set from the 'dstext' property of the portal, or to the first three letters of the 'dst' property.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9148 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/docs/level_design.txt')
-rw-r--r--crawl-ref/docs/level_design.txt13
1 files changed, 9 insertions, 4 deletions
diff --git a/crawl-ref/docs/level_design.txt b/crawl-ref/docs/level_design.txt
index 165716de98..8dd1799c24 100644
--- a/crawl-ref/docs/level_design.txt
+++ b/crawl-ref/docs/level_design.txt
@@ -1330,15 +1330,15 @@ portal vaults in the following steps (no compilation is necessary):
Before going into the details of portal vault creation, some words about
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
+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 particulary thematic, using specialised monster
+Portal vaults can be particulary thematic, using specialised monster
sets, fitting loot, coloured dungeon features etc. Avoid death traps; it
is no fun to enter a vault, being unable to leave and be killed outright.
In order to provide fun and reduce spoiler effects, randomise. For portal
-vaults, it is desirable to have several different layouts (ideally each
+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.
@@ -1388,6 +1388,11 @@ that isn't present the "dst" paremeter. It can be set to something else
with the "overmap" parameter. A note can be made to accompany the
portal's position on the overmap with the "overmap_note" parameter.
+Bones files for characters killed in the portal vault will normally
+use an extension derived from the first three letters of the 'dst'
+property. You can override this by setting the 'dstext' property to
+your preferred extension.
+
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:
@@ -1496,7 +1501,7 @@ end
You can then use this line in the map definition to execute the lua block:
: sewer_random_monster_list(_G)
-You can also set env.spawn_random_rate() to have monsters generated from the
+You can also set env.spawn_random_rate() to have monsters generated from the
list during play.