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 },{ "aptitudes.txt", '%', false },{ "readme.txt", '^', false },{ "macros_guide.txt", '~', false },{ "options_guide.txt", '!', false },
Sets the maximum width of the viewport. Making this largerwill 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 viewporton larger terminals.
fire_quiver_best = falseControls the behavior of the quiver. If false, the quivercontains the previous ammo fired.If true, Crawl will always put the best-ranked item in thequiver, as specified by fire_order, current launcher, andinventory 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 asspeech used for some divine abilities* insult.txt Same file as above.
Not all monsters are equally likely to speak. Rather there aredifferent chances involved depending on several attributes, and most ofthe 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 databasecannot be automatically accessed from the other. Rather, they have tobe defined a second time.
The player will only ever hear monsters speak if they are nearby, andmonsters will only speak if they are not asleep, not submerged inwater, air or lava, and not wandering around aimlessly (unless neutral).
Whenever Dungeon Crawl is started, the game checks whether any of thedatabases needs to be updated. If one of the underlying files has beenchanged since the last check, the database is automatically rerolled.That means that if you'd like to change one of the descriptions or addsome 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, invisiblemonsters the player can't see (for lack of see invisible) will always staysilent, unless confused.
Contents:A. Monster speech probabilitiesB. A simple exampleC. Key lookup in detailD. Values in detailE. Testing your changesF. Publishing your changesAPPENDIX: List of monster glyphsA. Monster speech probabilities================================Not all monsters are equally likely to speak. Rather there aredifferent chances involved, depending on several attributes, and mostof 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 notasleep, not submerged in water, air or lava, and not wandering aroundaimlessly (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 theprobability 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 inone out of three tries where the above chances hold.
Neutral monsters only speak half as often, and for charmed monstersthe probability is divided by 3. The same applies to silencedmonsters, i.e. monsters that are not naturally silent will only get toeven attempt to speak in one out of three tries where the abovechances hold.
Elyvilon) the prefix "good god" is used. Conversely, worshippers of oneof 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 ofone 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 skippedprefixes, or else those cases should be caught earlier, e.g. if youhave "default friendly humanoid", you should also define "defaultfriendly 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 suchafflicted.
messages should be generic enough to allow for all the possiblyskipped 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 confusedhumanoid" (and possibly both combined) even if only with "__NONE"(stay silent), as the general friendly messages may look odd for amonster 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 undertiles, the glyph keys used for step 3 are entirely valid. In case youneed to know the monster glyphs for your speech definitions you'llfind a list of monster glyphs at the end of this file. Also, for manymonsters you can find out their glyph in-game by searching thedatabase ('?/') 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, oneafter 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". Thesame 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 outthat orcs can be described as humanoids of average intelligence.
With the help of some rather complicated functions the game worksout that orcs can be described as humanoids of average intelligence.
the database for "friendly fleeing related beogh humanoid", somethingthat, not surprisingly (since Beogh and humanoid don't go welltogether), doesn't exist. Annoyingly enough, neither do the variants"friendly fleeing related humanoid", "friendly fleeing beoghhumanoid" or even "friendly fleeing humanoid".
the database for "friendly fleeing related beogh humanoid",something that, not surprisingly (since Beogh and humanoid don't gowell together), doesn't exist. Annoyingly enough, neither do thevariants "friendly fleeing related humanoid", "friendly fleeingbeogh humanoid" or even "friendly fleeing humanoid".
respectively. Note that the Singing Sword, being unique, cannot bereferred to by the possessive variants, so they will be replaced withthe appropriate definite article ones.
respectively.Note that the Singing Sword, being unique, cannot be referred to bythe possessive variants, so they will be replaced with the appropriatedefinite article ones.
Note, though, that these only will take effect if a VISUAL message justhappens to be chosen. As stated above, the database search doesn'treally care whether a monster is supposed to be silent, so it may pickany noisy monster speech, but the message output will care and refuseto print such nonsense, so that in this case the monster will actuallystay silent after all.
Note, though, that these only will take effect if a VISUAL messagejust happens to be chosen. As stated above, the database searchdoesn't really care whether a monster is supposed to be silent, so itmay pick any noisy monster speech, but the message output will careand refuse to print such nonsense, so that in this case the monsterwill actually stay silent after all.
The Singing Sword and all other hardcoded artefacts can be createdwith '&|'. The Elemental Staff and the spear of Voo-Doo are examplesof noisy weapons.
Also, the Singing Sword and all other hardcoded artefacts can becreated with '&|'. The Elemental Staff and the spear of Voo-Doo areexamples of noisy weapons.
searching the monspeak database you'll get extensive information on allkeys and prefixes tried. Once you're done testing don't forget to
searching the monspeak database you'll get extensive information onall 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 antb giant bat, butterflyc centaur (warrior), yaktaur (captain)d all draconianse all elvesf fungus, wandering mushroomg goblin, hobgoblin, gnoll, boggarth all hounds (jackal, hound, wolf, warg, war dog, hell hound)and hogs (hog, hell-hog)j snails: elephant slug, giant slug, giant snailk winged insects: killer bee, bumblebeel lizards (giant newt/gecko/iguana/lizard, gila monster, komododragon), and drakes (swamp drake, firedrake, death drake,lindwurm)n ghouls: necrophage, ghoul, rotting hulko all orcsp all ghosts, phantom, and insubstantial wispr all rodents (rats of all colours, and quokka)s arachnides (giant mite, giant centipede, scorpion, wolf spider,redback)t minotauru (very) ugly thingv all vortices, and air elementalw all worms and larvaex unseen horror, small abominationy wasps, giant mosquito, giant blowfly, moth of wrathz small zombie/skeleton/simulacrum, skeletal warrior, flying skull,curse skull, and curse toeUppercase letters:------------------A Angel, DaevaB all beetlesC all giants, ettin, cyclops, and titanD all dragons, wyvern, and hydraE efreetF all frogsG all eyes, giant spore, and giant orange brainH hippogriff, manticore, griffon, and sphinxI ice beastJ all jellies, oozes, and slime creature, pulsating lump,giant amoeba, jellyfish, and acid blobK all koboldsL all lichesM all mummiesN all nagaO all ogresP all plantsQ queen bee, and queen antR (fake) rakshasaS all snakes, and salamanderT all trollsU all bearsV all vampiresW all wraiths, wight, and spectral warrior/thingX abomination, tentacled monstrosity, and Orb GuardianY all yaks, and sheepZ large zombie/skeleton/simulacrumNumbers:--------1 all Fiends, Executioner, Blue/Green Death, Balrug, Cacodemon2 sun demon, reaper, soul eater, ice devil, and Lorocyproca3 hellion, tormentor, blue/iron devil, neqoxec, orange/shadow demon,hellwing, ynoxinul, and demonic crawler4 red/rotting/hairy devil, beast, and smoke demon5 all imps, and other minor demons (quasit, lemure, ufetubus, manes,midge)8 all golems, and living statues9 all gargoylesOther 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 cobshadowFor uniques, see their monster description for their subtype.