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-rw-r--r--crawl-ref/docs/level_design.txt13
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.