diff options
Diffstat (limited to 'crawl-ref/docs/level_design.txt')
-rw-r--r-- | crawl-ref/docs/level_design.txt | 13 |
1 files changed, 9 insertions, 4 deletions
diff --git a/crawl-ref/docs/level_design.txt b/crawl-ref/docs/level_design.txt index 165716de98..8dd1799c24 100644 --- a/crawl-ref/docs/level_design.txt +++ b/crawl-ref/docs/level_design.txt @@ -1330,15 +1330,15 @@ portal vaults in the following steps (no compilation is necessary): Before going into the details of portal vault creation, some words about their uses: Portal vaults are different from branches in that they are -not guaranteed. Also, there is only one go at a portal vault - if you +not guaranteed. Also, there is only one go at a portal vault - if you leave, it's gone for good. You can apply special rules to a portal vault, like enforcing maprot. -Portal vaults can be particulary thematic, using specialised monster +Portal vaults can be particulary thematic, using specialised monster sets, fitting loot, coloured dungeon features etc. Avoid death traps; it is no fun to enter a vault, being unable to leave and be killed outright. In order to provide fun and reduce spoiler effects, randomise. For portal -vaults, it is desirable to have several different layouts (ideally each +vaults, it is desirable to have several different layouts (ideally each of the maps has some randomisation on its own). Often, it is a good idea to skew the map distribution: e.g. with four destination vaults, weights like 40,30,20,10 might be more interesting than 25,25,25,25. @@ -1388,6 +1388,11 @@ that isn't present the "dst" paremeter. It can be set to something else with the "overmap" parameter. A note can be made to accompany the portal's position on the overmap with the "overmap_note" parameter. +Bones files for characters killed in the portal vault will normally +use an extension derived from the first three letters of the 'dst' +property. You can override this by setting the 'dstext' property to +your preferred extension. + This will produce a portal, but attempting to use it will trigger an ASSERT since there's no map for the destination. So we create a destination map like so: @@ -1496,7 +1501,7 @@ end You can then use this line in the map definition to execute the lua block: : sewer_random_monster_list(_G) -You can also set env.spawn_random_rate() to have monsters generated from the +You can also set env.spawn_random_rate() to have monsters generated from the list during play. |