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-rw-r--r--crawl-ref/docs/level_design.txt40
1 files changed, 32 insertions, 8 deletions
diff --git a/crawl-ref/docs/level_design.txt b/crawl-ref/docs/level_design.txt
index 08946bdd98..2720df6cb3 100644
--- a/crawl-ref/docs/level_design.txt
+++ b/crawl-ref/docs/level_design.txt
@@ -509,23 +509,23 @@ BFLAGS: Persistent, changeable per-*branch* flags which affect game
they've been (like in the Abyss)
* no_magic_map - which prevents magic mapping from working.
-FLOORCOL: blue
- FLOORCOL: allows you to set the floor colour for the level the
+LFLOORCOL: blue
+ LFLOORCOL: allows you to set the floor colour for the level the
vault appears in. Should only be used for bazaars and other
portal vaults.
-ROCKCOL: yellow
- ROCKCOL: allows you to set the colour of rock walls for the level
+LROCKCOL: yellow
+ LROCKCOL: allows you to set the colour of rock walls for the level
the vault appears in. Should only be used for bazaars and other
portal vaults.
-FLOORTILE: (tile name string, e.g. "floor_tomb")
- Like FLOORCOL, this overrides the default floor tiles used for
+LFLOORTILE: (tile name string, e.g. "floor_tomb")
+ Like LFLOORCOL, this overrides the default floor tiles used for
this level. If the tile specified has variations, those will be
used automatically.
-ROCKTILE: (tile name string, e.g. "wall_hive")
- Same as FLOORTILE, but for rock walls.
+LROCKTILE: (tile name string, e.g. "wall_hive")
+ Same as LFLOORTILE, but for rock walls.
ITEM: (list of items, separated by comma)
These are used to help place specified items at specific places
@@ -686,6 +686,30 @@ COLOUR: . = green / blue:5 / red / none
where it won't cause confusion (i.e.: never re-colour features
like lava or traps unless you really know what you do!)
+ If you apply COLOUR to a glyph and then apply a SUBST,
+ the COLOUR will transfer to the resulting transformed glyph.
+
+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.
+ If the tile specified has variations, those will be used
+ automatically. Only tiles from the dungeon image can be used.
+
+ This will not (necessarily) replace the feature tile itself,
+ only the floor. If you set the FTILE on a fountain glyph,
+ then the fountain will still appear normally, but the floor
+ underneath it will be the tile that was specified.
+
+ If a feature that normally covers the floor (e.g. rock walls) is
+ destroyed, this floor tile will be used in place of the normal floor.
+ Thus, it can be useful even for non-floor features.
+
+ Like COLOUR, this should be used sparingly.
+
+RTILE: x = wall_hive:15 / wall_lair / none
+ Identical to FTILE, but for rock walls. Not useful for anything
+ but the rock wall feature.
+
SHUFFLE: def, 12/3?
This allows you to randomly permute glyphs on the map. There are
two ways: