From 9ad85435681ad82c7ef07d2083e40e525e2b0f55 Mon Sep 17 00:00:00 2001 From: Darshan Shaligram Date: Wed, 4 Nov 2009 20:09:46 +0530 Subject: Allow vaults to override monster spells with spells: 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. --- crawl-ref/source/acr.cc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'crawl-ref/source/acr.cc') diff --git a/crawl-ref/source/acr.cc b/crawl-ref/source/acr.cc index e6aad2d09b..8b876b1cb5 100644 --- a/crawl-ref/source/acr.cc +++ b/crawl-ref/source/acr.cc @@ -3557,9 +3557,6 @@ static bool _initialise(void) // Set up the Lua interpreter for the dungeon builder. init_dungeon_lua(); - // Read special levels and vaults. - read_maps(); - // Initialise internal databases. databaseSystemInit(); @@ -3567,6 +3564,9 @@ static bool _initialise(void) init_spell_name_cache(); init_spell_rarities(); + // Read special levels and vaults. + read_maps(); + cio_init(); // System initialisation stuff. -- cgit v1.2.3-54-g00ecf