diff options
Diffstat (limited to 'crawl-ref/docs')
-rw-r--r-- | crawl-ref/docs/develop/levels/syntax.txt | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/crawl-ref/docs/develop/levels/syntax.txt b/crawl-ref/docs/develop/levels/syntax.txt index 0a7b56d7e2..d99fb5faf9 100644 --- a/crawl-ref/docs/develop/levels/syntax.txt +++ b/crawl-ref/docs/develop/levels/syntax.txt @@ -821,6 +821,9 @@ COLOUR: . = green / blue:5 / red / none Even more so than base colours, elemental colours should be used very, very, very sparingly. + Colours apply automatically to floor and rock wall tiles, although + not all branches have coloured variations for their tile set. + 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. @@ -838,6 +841,9 @@ FTILE: . = floor_grass:20 / floor_dirt / none Like COLOUR, this should be used sparingly. + If COLOUR is also specified and there is a coloured variation + of this tile, then it will be used. + RTILE: x = wall_hive:15 / wall_lair / none Identical to FTILE, but for rock walls. Not useful for anything but the rock wall feature. @@ -854,6 +860,9 @@ TILE: x = wall_flesh Like COLOUR and FTILE, this should be used sparingly and to good effect. + If COLOUR is also specified and there is a coloured variation + of this tile, then it will be used. + To override doors, use the specific tile set in combination with the "no_random" specifier. Example: + = no_random dngn_fleshy_orifice |