diff options
Diffstat (limited to 'crawl-ref/docs/level_design.txt')
-rw-r--r-- | crawl-ref/docs/level_design.txt | 40 |
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: |