tables.txt -> aptitudes.txt crawl_macros.txt -> macros_guide.txt crawl_options.txt -> options_guide.txt
And while I already was at it, I added windows style linebreaks for ssh_guide.txt and monster_speech.txt, as well. Since I've somehow managed to uninstall my notepad (ages ago), opening and changing such files is always a bit fiddly, and I hope this change doesn't hurt anyone else.
crawl_manual.txt will also eventually need these, but we haven't yet decided on the new name.
Also update monster_speech.txt (yet again), and add hounds sniffing the ground to monspeak.txt as an in-game hint for blood scent.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3937 c06c8d41-db1a-0410-9941-cceddc491573
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{ "crawl_manual.txt", '*', true },
{ "tables.txt", '%', false },
{ "readme.txt", '^', false },
{ "crawl_macros.txt", '~', false },
{ "crawl_options.txt", '!', false },
{ "crawl_manual.txt", '*', true },
{ "aptitudes.txt", '%', false },
{ "readme.txt", '^', false },
{ "macros_guide.txt", '~', false },
{ "options_guide.txt", '!', false },
Sets the maximum width of the viewport. Making this larger
will allow Crawl to show a wider viewport on larger terminals.
Sets the maximum width of the viewport (defaults to 33).
Making this larger will allow Crawl to show a wider viewport
on larger terminals.
fire_quiver_best = false
Controls the behavior of the quiver. If false, the quiver
contains the previous ammo fired.
If true, Crawl will always put the best-ranked item in the
quiver, as specified by fire_order, current launcher, and
inventory ordering.
Monster speech probabilities
============================
* monspeak.txt handles messages for monsters communicating with you
* wpnnoise.txt handles randart weapons with the noises property
* godspeak.txt handles randomized speech by the gods, as well as
speech used for some divine abilities
* insult.txt Same file as above.
Not all monsters are equally likely to speak. Rather there are
different chances involved depending on several attributes, and most of
the time the database lookup stage isn't even reached.
The messages defined in insult.txt form a part of both databases.
Apart from that, keywords and statements defined for one database
cannot be automatically accessed from the other. Rather, they have to
be defined a second time.
The player will only ever hear monsters speak if they are nearby, and
monsters will only speak if they are not asleep, not submerged in
water, air or lava, and not wandering around aimlessly (unless neutral).
Whenever Dungeon Crawl is started, the game checks whether any of the
databases needs to be updated. If one of the underlying files has been
changed since the last check, the database is automatically rerolled.
That means that if you'd like to change one of the descriptions or add
some new monster speech all you have to do is modify the file, save, and restart the game to test your changes.
Berserk monsters are too busy killing and maiming to speak. Also, invisible
monsters the player can't see (for lack of see invisible) will always stay
silent, unless confused.
Contents:
A. Monster speech probabilities
B. A simple example
C. Key lookup in detail
D. Values in detail
E. Testing your changes
F. Publishing your changes
APPENDIX: List of monster glyphs
A. Monster speech probabilities
================================
Not all monsters are equally likely to speak. Rather there are
different chances involved, depending on several attributes, and most
of the time the database lookup stage isn't even reached.
First, the player will only ever hear monsters speak if they are in line of sight, and monsters will only ever speak if they are not
asleep, not submerged in water, air or lava, and not wandering around
aimlessly (unless neutral).
Berserk monsters are too busy killing and maiming to speak. Also,
invisible monsters the player can't see (for lack of see invisible)
will always stay silent, unless confused.
Neutral monsters only speak half as often, and for charmed monsters the
probability is divided by 3. The same applies to silenced monsters, i.e.
monsters that are not naturally silent will only get to even attempt to speak in
one out of three tries where the above chances hold.
Neutral monsters only speak half as often, and for charmed monsters
the probability is divided by 3. The same applies to silenced
monsters, i.e. monsters that are not naturally silent will only get to
even attempt to speak in one out of three tries where the above
chances hold.
Elyvilon) the prefix "good god" is used. Conversely, worshippers of one
of the evil gods (Yredelemnul, Makhleb, Kikubaaqudgha, Lugonu, Xom,
Beogh, or Vehumet) will use the prefix "evil god".
Elyvilon) the prefix "good god" is used. Conversely, worshippers of
one of the evil gods (Yredelemnul, Makhleb, Kikubaaqudgha, Lugonu, or Beogh) will use the prefix "evil god".
messages should be generic enough to allow for all the possibly skipped
prefixes, or else those cases should be caught earlier, e.g. if you
have "default friendly humanoid", you should also define "default
friendly fleeing humanoid" and "default friendly confused humanoid"
(and possibly both combined) even if only with "__NONE" (stay silent),
as the general friendly messages may look odd for a monster such
afflicted.
messages should be generic enough to allow for all the possibly
skipped prefixes, or else those cases should be caught earlier, e.g.
if you have "default friendly humanoid", you should also define
"default friendly fleeing humanoid" and "default friendly confused
humanoid" (and possibly both combined) even if only with "__NONE"
(stay silent), as the general friendly messages may look odd for a
monster such afflicted.
If you are playing with tiles, you may not know the monster glyphs,
but internally the monsters are still treated the same, and even under
tiles, the glyph keys used for step 3 are entirely valid. In case you
need to know the monster glyphs for your speech definitions you'll
find a list of monster glyphs at the end of this file. Also, for many
monsters you can find out their glyph in-game by searching the
database ('?/') and entering a vague enough monster name. For example,
entering "drac" will tell you that all draconians use the symbol 'd'.
database, so that we now check for "default" in combination with, one
after another, all combinations of three or less prefixes.
database, so that we now check for "default" in combination with,
one after another, all combinations of three or less prefixes.
"orc", so we retry the above using "orc" instead of "orc wizard". The
same is repeated for "friendly fleeing beogh 'o'", and we still
"orc", so we retry the above using "orc" instead of "orc wizard".
The same is repeated for "friendly fleeing beogh 'o'", and we still
With the help of some rather complicated functions the game works out
that orcs can be described as humanoids of average intelligence.
With the help of some rather complicated functions the game works
out that orcs can be described as humanoids of average intelligence.
the database for "friendly fleeing related beogh humanoid", something
that, not surprisingly (since Beogh and humanoid don't go well
together), doesn't exist. Annoyingly enough, neither do the variants
"friendly fleeing related humanoid", "friendly fleeing beogh
humanoid" or even "friendly fleeing humanoid".
the database for "friendly fleeing related beogh humanoid",
something that, not surprisingly (since Beogh and humanoid don't go
well together), doesn't exist. Annoyingly enough, neither do the
variants "friendly fleeing related humanoid", "friendly fleeing
beogh humanoid" or even "friendly fleeing humanoid".
respectively. Note that the Singing Sword, being unique, cannot be
referred to by the possessive variants, so they will be replaced with
the appropriate definite article ones.
respectively.
Note that the Singing Sword, being unique, cannot be referred to by
the possessive variants, so they will be replaced with the appropriate
definite article ones.
Note, though, that these only will take effect if a VISUAL message just
happens to be chosen. As stated above, the database search doesn't
really care whether a monster is supposed to be silent, so it may pick
any noisy monster speech, but the message output will care and refuse
to print such nonsense, so that in this case the monster will actually
stay silent after all.
Note, though, that these only will take effect if a VISUAL message
just happens to be chosen. As stated above, the database search
doesn't really care whether a monster is supposed to be silent, so it
may pick any noisy monster speech, but the message output will care
and refuse to print such nonsense, so that in this case the monster
will actually stay silent after all.
The Singing Sword and all other hardcoded artefacts can be created
with '&|'. The Elemental Staff and the spear of Voo-Doo are examples
of noisy weapons.
Also, the Singing Sword and all other hardcoded artefacts can be
created with '&|'. The Elemental Staff and the spear of Voo-Doo are
examples of noisy weapons.
searching the monspeak database you'll get extensive information on all
keys and prefixes tried. Once you're done testing don't forget to
searching the monspeak database you'll get extensive information on
all keys and prefixes tried. Once you're done testing don't forget to
APPENDIX: List of monster glyphs
================================
Lowercase letters:
------------------
a giant cockroach, giant ant, soldier ant
b giant bat, butterfly
c centaur (warrior), yaktaur (captain)
d all draconians
e all elves
f fungus, wandering mushroom
g goblin, hobgoblin, gnoll, boggart
h all hounds (jackal, hound, wolf, warg, war dog, hell hound)
and hogs (hog, hell-hog)
j snails: elephant slug, giant slug, giant snail
k winged insects: killer bee, bumblebee
l lizards (giant newt/gecko/iguana/lizard, gila monster, komodo
dragon), and drakes (swamp drake, firedrake, death drake,
lindwurm)
n ghouls: necrophage, ghoul, rotting hulk
o all orcs
p all ghosts, phantom, and insubstantial wisp
r all rodents (rats of all colours, and quokka)
s arachnides (giant mite, giant centipede, scorpion, wolf spider,
redback)
t minotaur
u (very) ugly thing
v all vortices, and air elemental
w all worms and larvae
x unseen horror, small abomination
y wasps, giant mosquito, giant blowfly, moth of wrath
z small zombie/skeleton/simulacrum, skeletal warrior, flying skull,
curse skull, and curse toe
Uppercase letters:
------------------
A Angel, Daeva
B all beetles
C all giants, ettin, cyclops, and titan
D all dragons, wyvern, and hydra
E efreet
F all frogs
G all eyes, giant spore, and giant orange brain
H hippogriff, manticore, griffon, and sphinx
I ice beast
J all jellies, oozes, and slime creature, pulsating lump,
giant amoeba, jellyfish, and acid blob
K all kobolds
L all liches
M all mummies
N all naga
O all ogres
P all plants
Q queen bee, and queen ant
R (fake) rakshasa
S all snakes, and salamander
T all trolls
U all bears
V all vampires
W all wraiths, wight, and spectral warrior/thing
X abomination, tentacled monstrosity, and Orb Guardian
Y all yaks, and sheep
Z large zombie/skeleton/simulacrum
Numbers:
--------
1 all Fiends, Executioner, Blue/Green Death, Balrug, Cacodemon
2 sun demon, reaper, soul eater, ice devil, and Lorocyproca
3 hellion, tormentor, blue/iron devil, neqoxec, orange/shadow demon,
hellwing, ynoxinul, and demonic crawler
4 red/rotting/hairy devil, beast, and smoke demon
5 all imps, and other minor demons (quasit, lemure, ufetubus, manes,
midge)
8 all golems, and living statues
9 all gargoyles
Other symbols:
--------------
# earth elemental, fire elemental, and vapour
{ water elemental
; all fish, and electrical eel
@ all humans, (glowing) shapeshifter, and Killer Klown
& all pandemonium lords
* ball lightning, and orb of fire
% death cob
shadow
For uniques, see their monster description for their subtype.