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-rw-r--r--crawl-ref/docs/develop/levels/syntax.txt17
1 files changed, 12 insertions, 5 deletions
diff --git a/crawl-ref/docs/develop/levels/syntax.txt b/crawl-ref/docs/develop/levels/syntax.txt
index 642e7f5564..c755b46b03 100644
--- a/crawl-ref/docs/develop/levels/syntax.txt
+++ b/crawl-ref/docs/develop/levels/syntax.txt
@@ -559,13 +559,20 @@ MONS: (list of monsters)
You can override the displayed monster tile using the "tile:"
specifier as follows:
- MONS: rat tile:giant_bat
+ MONS: rat tile:mons_giant_bat
In tiles version, this would create a monster that uses the
- '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.
+ 'monst_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.
+
+ You can set the monster's faction by specifying "att:" one of:
+ * att:hostile -- the default
+ * att:friendly -- tame, will follow you
+ * att:neutral -- hostile to both you and att:hostile monsters
+ * att:good_neutral -- hostile to att:hostile
+ * att:fellow_slime -- tame, won't follow you
Note that 8, 9, 0 also place monsters (see the table).