supported (see mines4_lemuel for an example).
Set default depth to D:a-b in all .des files. Random vaults that want to live in a non-main-dungeon branch must explicitly specify this in a DEPTH: line.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1823 c06c8d41-db1a-0410-9941-cceddc491573
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syn keyword desDeclarator NAME: ORIENT: DEPTH: PLACE: MONS: FLAGS: default-depth: TAGS: CHANCE: ITEM: KFEAT: KMONS: KITEM:syn keyword desOrientation encompass north south east west northeast northwest southeast southwest float no_hmirror no_vmirror no_rotate entry pan no_pool_fixup no_monster_gen generate_awake
syn keyword desDeclarator NAME: ORIENT: DEPTH: PLACE: MONS: FLAGS: default-depth: TAGS: CHANCE: WEIGHT: ITEM: KFEAT: KMONS: KITEM:syn keyword desOrientation encompass north south east west northeast northwest southeast southwest float no_hmirror no_vmirror no_rotate entry pan no_pool_fixup no_monster_gen generate_awake mini_float no_item_gen
Random minivaults are small maps that are placed onto a level that the dungeonbuilder has already constructed fully otherwise (the level may include othervaults).
Random minivaults are small maps that are placed onto a level that thedungeon builder has already constructed fully otherwise (the level mayinclude other vaults).
Minivaults should generally be completely surrounded by one-space offloor for accessibility. Minivaults are not handled like regularvaults in terms of entry-points: the entry-point glyph @ is ignoredfor minivaults. In general, at least one square of a minivault willbe reachable from the rest of the level, but there is no way topredict which one. If your minivault is intended to be accessible,surround it with floor.
Minivaults can use explicit @ exits, or be completely surrounded byone space of floor for accessibility. Alternatively, you can requestthat the dungeon builder pick appropriate exits as it does forfloating vaults by using the "mini_float" tag.
full-screen vaults and minivaults where it must not, and floatingvaults where it is optional). All @ will be connected to floor spacein the rest of the map (multiple @ close together may merge into thesame exit corridor). Make sure that no part of your entry level canbe cut off! If no @ is present in a floating vault (and there are nodoors on the edge of the map, see below), the level builder will putone or more on a random floor space '.' at the circumference. Notethat it is not possible to predict which floor spaces the levelbuilder will choose to connect; if you need predictability, useexplicit @ exits on the edge.
full-screen vaults where it must not, and floating vaults andminivaults where it is optional). All @ will be connected to floorspace in the rest of the map (multiple @ close together may mergeinto the same exit corridor). Make sure that no part of your entrylevel can be cut off! If no @ is present in a floating vault (andthere are no doors on the edge of the map, see below), the levelbuilder will use one or more random floor spaces '.' or doors at thecircumference as exits. Note that it is not possible to predictwhich spaces the level builder will choose to connect; if you needpredictability, use explicit @ exits on the edge.
default, if the PC's circle of line-of-sight is closer than 4squares from the edge, the viewport scrolls. If set at zero,the viewport scrolls only when the LOS circle reaches theviewport edge.
default, if the PC's circle of line-of-sight is closer thantwo squares from the edge, the viewport scrolls. If set atzero, the viewport scrolls only when the LOS circle reachesthe viewport edge.