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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...............
...xxxx?xxxx...
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...xxxxxxxxx...
...............
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xxxxxxxxx
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 dungeon
builder has already constructed fully otherwise (the level may include other
vaults).
Random minivaults are small maps that are placed onto a level that the
dungeon builder has already constructed fully otherwise (the level may
include other vaults).
Minivaults should generally be completely surrounded by one-space of
floor for accessibility. Minivaults are not handled like regular
vaults in terms of entry-points: the entry-point glyph @ is ignored
for minivaults. In general, at least one square of a minivault will
be reachable from the rest of the level, but there is no way to
predict which one. If your minivault is intended to be accessible,
surround it with floor.
Minivaults can use explicit @ exits, or be completely surrounded by
one space of floor for accessibility. Alternatively, you can request
that the dungeon builder pick appropriate exits as it does for
floating vaults by using the "mini_float" tag.
full-screen vaults and minivaults where it must not, and floating
vaults where it is optional). All @ will be connected to floor space
in the rest of the map (multiple @ close together may merge into the
same exit corridor). Make sure that no part of your entry level can
be cut off! If no @ is present in a floating vault (and there are no
doors on the edge of the map, see below), the level builder will put
one or more on a random floor space '.' at the circumference. Note
that it is not possible to predict which floor spaces the level
builder will choose to connect; if you need predictability, use
explicit @ exits on the edge.
full-screen vaults where it must not, and floating vaults and
minivaults where it is optional). All @ will be connected to floor
space in the rest of the map (multiple @ close together may merge
into the same exit corridor). Make sure that no part of your entry
level can be cut off! If no @ is present in a floating vault (and
there are no doors on the edge of the map, see below), the level
builder will use one or more random floor spaces '.' or doors at the
circumference as exits. Note that it is not possible to predict
which spaces the level builder will choose to connect; if you need
predictability, use explicit @ exits on the edge.
default, if the PC's circle of line-of-sight is closer than 4
squares from the edge, the viewport scrolls. If set at zero,
the viewport scrolls only when the LOS circle reaches the
viewport edge.
default, if the PC's circle of line-of-sight is closer than
two squares from the edge, the viewport scrolls. If set at
zero, the viewport scrolls only when the LOS circle reaches
the viewport edge.