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author | Stefan O'Rear <stefanor@cox.net> | 2009-11-08 09:23:36 -0800 |
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committer | Stefan O'Rear <stefanor@cox.net> | 2009-11-08 09:26:10 -0800 |
commit | d591b006258fea1c86eee54e7dc18086a6e6b862 (patch) | |
tree | 38f5abac40df5bc94bdf850fc75df253bfd0742a /crawl-ref/source/mon-data.h | |
parent | 4f700904d0c0cca06fa2e7811e2759244d3c2aec (diff) | |
download | crawl-ref-d591b006258fea1c86eee54e7dc18086a6e6b862.tar.gz crawl-ref-d591b006258fea1c86eee54e7dc18086a6e6b862.zip |
Implement Eronarn's demonspawn generator
At 6am last night it all made sense, and except for the skill influence which
I'll need to confer with dpeg on, this is in. Rough outline:
1. Pick facets by tier, each facet consists of 1-3 mutations, tiers are
associated with mutation/level pairs.
2. Order mutations; you will not be gaining mutations for more than two
tiers at a time.
3. Schedule mutations, with some probability of overlap.
Diffstat (limited to 'crawl-ref/source/mon-data.h')
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