| Commit message (Collapse) | Author | Age | Files | Lines |
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It is now possible to specify a tile for monsters when specifying
monsters in vault definitions. The syntax is "tile:<tile name>". All
tiles that don't start with "mons_" will have this prefixed, therefore
"tile:giant_bat" will become "tile:mons_giant_bat", but "tile:mons_rat"
will remain unchanged.
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This commit creates a new specifier for vaults: "TILE". Used much in the
same way as COLOUR, it can apply any specific tile to a feature. Example
syntax is specified in the syntax file, but copied here for clarity:
TILE: x = wall_flesh
Identical to FTILE and RTILE in syntax, but closer to COLOUR in
functionality. Instead of replacing the floor or relevant rock
tiles, this can be used to replace the tile used for any specific
feature.
This can be used in combination with FTILE and RTILE to change
the appearance of features. It can only be used with previously
specified tiles, however.
Like COLOUR and FTILE, this should be used sparingly and to good
effect.
Please, feel free to update vaults to use this! We want to ensure that
tiles players get the same experience as ASCII players do. This is only
the first stage in a push for greater flexibiltiy through tiles, but
hopefully it'll have a good impact.
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It is basically a simple wrapper onto spl-book.cc's
make_book_theme_randart. More documentation can be found in syntax.txt.
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MonPropsMarker can be used to set "speech_func" and "shout_func" on a
monster, functions which return a string to be used as the monster's
speech/shout message.
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See documentation. This is somewhat hackish (or at least, hackier), but
I think there's a precendent for it at least.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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It's not used anymore, and has issues, such as revealing
information on the level map.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Could still be improved with at least the following:
* The process of a proposal/patch making its way into into the game
* Versioning: use of agendas for major versions; only fixes for minor versions
And of course, needs to be updated for the new Mantis/Wiki once it's official. Feedback welcome!
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All the other dgn and map functions in Crawl are 0-indexed, so this makes
everything more consistent.
I've changed all the uses in the master branch, but if you're using these
functions in another branch (dpeg and due), then you'll need to adjust
all your coordinates to match.
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Vaults can now include other vaults as a part of their definition. These
subvaults are currently included by tag only and replace glyphs in their
parent vault. See documentation for more details.
Vault:8 has been modified to use subvaults.
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Might not make any sense, as I'm a bit tired.
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Also fix some erroneous whitespace in the syntax file.
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NO_CTELE_INTO causes grid-cells marked as such to reject controlled
teleport into them, with the message: "A strong magical force throws you
back!".
NO_TELE_INTO combines both of these flags (NO_RTELE_INTO and
NO_CTELE_INTO) to prevent both controlled and random teleports into a
specific cell.
Also document both of these.
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This changes the mechanics of naming slightly, allowing you to give a
monster a name that is a descriptor and will be treated with the usual
articles (your, the, a, etc) rather than as a name. See documentation.
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door_description_prefix: String to prefix to door name.
door_open_prompt: Prompt user if they really want to open the door.
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How to use the DEBUG_TESTS to get tests without having to do a full
debug build.
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Namely introduction.txt, syntax.txt, advanced.txt all inside of
docs/develop/levels.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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The monster name modifier flags MF_NAME_SUFFIX, MF_NAME_ADJECTIVE, and
MF_NAME_REPLACE can be used by monster specs via the spec tags
name_suffix, name_adjective and name_replace.
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Vaults can now override monster spell sets, or give non-casting monsters
spells, and mark monsters as wizard or priest types.
The M_ACTUAL_SPELLS, M_SPELLCASTER and M_PRIEST monster class flags are
converted into MF_* flags at monster creation/polymorph time, and only the
per-monster flags are checked when determining wizard/priestliness. See caveats
in level_design.txt.
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Item stacks can be made using the KITEM directive, but this is only
mentioned in the KITEM section.
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Mapping is no longer available as a randart property, so removing it
from the list. While +Tele is likewise no longer available, the unrand
Cloak of the Flash has evocable teleportation, so leaving it there for
now (randart rings of teleportation appear as *TELE).
The vault generation test set can be run individually by specifying it
on the command-line. This saves going through all the LOS tests if
generating maps with some regularity.
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Document usage of "n-headaed hydra" and "large/enourmous/etc slime
creature".
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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All glyph assignment declarations in maps (e.g. COLOUR, KPROP, FTILE)
can now assign multiple glyphs simultaneously. This should make some
vault definitions less cumbersome. See the doc for more details.
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Include new dump section "vaults", which for game-end dumps (or any
wizard-mode dumps) will include a list (by place) of all the vaults
generated in the game.
The savefile now includes a player-associated CrawlHashTable
(you.props), which can be used for storing player information which
doesn't need to be accessed efficiently.
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Markers can be placed on statues or orcish idols to cause auto-explore
to stop when those statues/idols are first found.
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