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Diffstat (limited to 'crawl-ref/docs/develop/levels/syntax.txt')
-rw-r--r-- | crawl-ref/docs/develop/levels/syntax.txt | 21 |
1 files changed, 15 insertions, 6 deletions
diff --git a/crawl-ref/docs/develop/levels/syntax.txt b/crawl-ref/docs/develop/levels/syntax.txt index 0a7b56d7e2..b058e6387d 100644 --- a/crawl-ref/docs/develop/levels/syntax.txt +++ b/crawl-ref/docs/develop/levels/syntax.txt @@ -520,7 +520,7 @@ ITEM: (list of items, separated by comma) provided. For example, "owner:Roxanne" may create "Roxanne's Treatise on Mountains". - NOTE: You can place multiple items on the same square by using the + NOTE: You can place multiple items on the same square by using the KITEM directive. See that section for more information. MONS: (list of monsters) @@ -562,7 +562,7 @@ MONS: (list of monsters) MONS: rat tile:mons_giant_bat In tiles version, this would create a monster that uses the - 'monst_giant_bat' tile, but is otherwise identical to a rat. + 'mons_giant_bat' tile, but is otherwise identical to a rat. Obviously, this substition of one monster onto another should never be used, but it can be useful for customised vault monsters if an alternate tile exists. In ASCII mode, this will do nothing. @@ -808,9 +808,9 @@ COLOUR: . = green / blue:5 / red / none the COLOUR will transfer to the resulting transformed glyph. There are two types of colour available: base and "elemental". - Available base colours are as follows: blue, green, cyan, - red, magenta, brown, lightgrey, darkgrey, lightblue, lightgreen, - lightcyan, lightred, lightmagenta, yellow and white. + Available base colours are as follows: blue, green, cyan, + red, magenta, brown, lightgrey, darkgrey, lightblue, lightgreen, + lightcyan, lightred, lightmagenta, yellow and white. Elemental colours are: fire, ice, earth, electricity, air, poison, water, magic, mutagenic, warp, enchant, heal, holy, dark, death, @@ -821,6 +821,9 @@ COLOUR: . = green / blue:5 / red / none Even more so than base colours, elemental colours should be used very, very, very sparingly. + Colours apply automatically to floor and rock wall tiles, although + not all branches have coloured variations for their tile set. + FTILE: . = floor_grass:20 / floor_dirt / none Similar to COLOUR, FTILE allows you to attach explicit floor tiles to any glyph. In non-tiles builds, this does nothing. @@ -838,6 +841,9 @@ FTILE: . = floor_grass:20 / floor_dirt / none Like COLOUR, this should be used sparingly. + If COLOUR is also specified and there is a coloured variation + of this tile, then it will be used. + RTILE: x = wall_hive:15 / wall_lair / none Identical to FTILE, but for rock walls. Not useful for anything but the rock wall feature. @@ -854,6 +860,9 @@ TILE: x = wall_flesh Like COLOUR and FTILE, this should be used sparingly and to good effect. + If COLOUR is also specified and there is a coloured variation + of this tile, then it will be used. + To override doors, use the specific tile set in combination with the "no_random" specifier. Example: + = no_random dngn_fleshy_orifice @@ -1032,7 +1041,7 @@ KPROP: x = bloody Available properties are: * "bloody": Causes features to appear as though splattered with - blood. This should be used very, very sparingly! + blood. This should be used very, very sparingly! * "no_cloud_gen": Prevents clouds from being generated over this feature (usually lava). Does not stop fog generators or clouds entering from nearby squares. |