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-rw-r--r--crawl-ref/docs/develop/levels/syntax.txt9
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