From efb32830c959c44ff33f0121dc29cf4ab1b46b9f Mon Sep 17 00:00:00 2001 From: Jude Brown Date: Sun, 6 Dec 2009 20:43:07 +1000 Subject: Update monsters documentation: dur, sum, seen, and 0/8/9. --- crawl-ref/docs/develop/levels/syntax.txt | 30 ++++++++++++++++++++++++++++-- 1 file changed, 28 insertions(+), 2 deletions(-) (limited to 'crawl-ref/docs') diff --git a/crawl-ref/docs/develop/levels/syntax.txt b/crawl-ref/docs/develop/levels/syntax.txt index 5f395335de..5dd29559a8 100644 --- a/crawl-ref/docs/develop/levels/syntax.txt +++ b/crawl-ref/docs/develop/levels/syntax.txt @@ -100,10 +100,13 @@ Monsters 0 - normal monster 9 - +5 depth monster 8 - (+2) * 2 depth monster (aargh!). Can get golden dragons and titans - this way. + this way.[*] 1-7 - monster array monster. See section below on MONS: arrays for more information +[*] (using '0', '9', and '8' in portal vaults will use monsters from the + level that the portal was entered from, unless a random monster list + has been set) H. Header information ======================= @@ -277,7 +280,7 @@ PLACE: Used to specify certain special levels. Existing special levels PLACE can be used with random vaults and minivaults for testing them. -TAGS: Tags go an a TAGS: line and are space-separated. You can have several +TAGS: Tags go on a TAGS: line and are space-separated. You can have several TAGS: lines, or use \ for very long ones. Valid tags are: * "allow_dup": Vaults are normally used only once per game. If you have a vault that can be used more than once, use allow_dup to tell @@ -581,6 +584,9 @@ MONS: (list of monsters) a random launcher, there is no way to force the ammo type to match the launcher type. + Overriding Monster Names: + ------------------------- + Individual monsters can be given names as follows: MONS: kobold name:Durwent @@ -647,6 +653,9 @@ MONS: (list of monsters) Monster names should be used very sparingly. + Overriding Monster Stats: + ------------------------- + Further monster customisation can be made by using "hd" and "hp". These two tags allow you to completely overwrite the original hit dice and hit points of a monster: @@ -662,6 +671,23 @@ MONS: (list of monsters) Creates a kobold with 20 hit points. This is also useful for monsters (such as statues) which come with non-randomised HP values. + Monsters can be marked as summoned by using "dur" and "sum" tags. The + "dur" tag accepts an integer between 1 and 6 inclusive. The "sum" tag + accepts the name of a spell (parsed as per the spells tag, described + below) or any of "clone" (Rakshasa), "animate" (from animate dead), + "chaos" (made from pure chaos), "miscast" (summoned from by spell + miscast effect), "zot" (summoned by a Zot trap), "wrath" (summoned by + a god in an act of retribution), "aid" (summoned by a god in order to + give aid). + + Of the spells, "shadow_creatures" has the most significant effect, in + that monsters will dissipate into the shadows rather than disappear in + a puff of smoke. Using non-summoning spells will also have no effect. + + Tagging a monster with "seen" will override the system and force that + player to be marked as already viewed; this means that it won't + generate messages such as "XYZ comes into view". + Overriding Monster Spells: -------------------------- Monster spell sets can be overridden with a spells: tag, -- cgit v1.2.3-54-g00ecf