documentation.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5257 c06c8d41-db1a-0410-9941-cceddc491573
RV4L36J3DCVW3SONFFYAVK44XJQOFVNPGKHET7VOIFYHWZHCJRNAC 3RCLZOPUS4SA463D5ZVHZE66MARNXBWOYXDOOR6IKZNKCCSXSX2AC EIY4GQI3FDZOE242QLFTMRTAGWI6YQ4KBS3H26ZC2OZ2IYBP5QIQC CUTUQIDTUFZIYXRDEWJJU743DSFOAWRXCF7RQKUQVY5RHGXH67UAC 347OTVM5V6C5UE5ERARQJQTVNTHKQNL5NEKE43TI2SYUH64CWT6QC 6MAMXLPWLW5IXKQXGUNSKNZNHZM7U24GQNN4IWZL2FKKGAKL23YAC J6APXOT4QOGQFONWB7G546VTVF6QG42HVOROMHF7YBDJPR4K26OAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC PMCHUVWMCDXOWGXB4SWMBXFGHJYZG7KZ34SE33HFUGHPQYP3LYEAC 7U7IZUR2C7UALYI4Y3SHBYGTHYVQM6JI4PXDFXUFL3T3L6JBSC6AC L254F6ZIU2HWGLFFGPIORTN4C3TDQ3E5JZ7Z7GQA5AEDIKL6PKDAC 6TEISZD7HYSSL24EOKIBNURU66KGSQX7B7SNAHBP4DQSAOTGH2MQC KEANRIMF5CGFVZ2XJYNFPOAKLXOSOJUOVA73IWBWOG576265ERHAC 72GIZBEMQLEF3TITOHABWHRLL5TE7KOUSVWOUEHFMO2OZQ4EIB7AC RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC CHO4U5JC3RNTLXVIDXXJYZMOBZJ4VXW2GVJWDOTBRKK3AJ36LDLQC R3ZUGT5VJ2DG5NFPG4RBWDWTULDE7L4REYSGVPHJPDXFG6OBIXYAC G7CTMQ3VNTAB73ZI3LNZHKTAJ5LEQEGG772MVFQQ5XXLCMJVORTQC 64RZSOR4B4T5QO3FAERBTH2QJIQFSCIFHI4WYK3MDAEAZVAHRLVQC AIIVH43Z5X3GTPFY4FXQRZPG6Y7QPH2KJ47VM2Q43PCGGD5MTMOAC 6GSGCC5JQJ5NOKX36UHRNOCXNHDBS2A2TDMAR34UBOGWE2DORXIQC 76MT5JQZVCEU6FXMOE7ACRT4J2XGP3OMF3KGGZ4BR5F4WRKCJDRQC MCBXXIV6GICTZB56APSXMJEI63FVQWVZR3H2DRNMMFDH2XCGK4JAC FYD4A5TIETIV2ZLFYWGHXANU6WQFKMVREHM7OZY2TAXSBMMCDLJAC 3RR5RASA63JOMIHQONIMP55RFG4AJW4GWFAUWN65OECAFTCQY3PQC 6PYFSVZZOCQMKUKT3DBGX5OYMWDTXTR5ETQHM5EGZFXOV75NWCYAC NLXVJSK53M3GCGGVJWYPHYZJ2A7JAF2FEYQPIGLRUYJ3FTWYONLQC YOYLOYEHDT254RQ6KODMNSSNWS5S4AMT35QAXLFWZAPX7BGL7MMAC "<w>F</w>: toggle target friendly/good neutral/neutral/hostile\n""<w>P</w>: apply divine blessing to target\n""<w>s</w>: force target to shout or speak\n"
Note that this only works for permanent allies (such as you canget when worshipping Beogh or the Shining One), and that monstershave their own reasonings for which items they may need, and whenthey feel safe enough to pick them up. Except for "none", theseoptions won't let you override these restrictions.
Note that this only works for intelligent permanent allies (suchas you can get when worshipping Beogh or the Shining One), andthat monsters have their own reasonings for which items they mayneed, and when they feel safe enough to pick them up. Except for"none", these options won't let you override these requirements.
speech has been outsourced by Matthew Cline. This makes changingexisting messages, or adding new ones really easy. This file willhopefully help you in this endeavour.
speech has been outsourced. This makes changing existing messages,or adding new ones really easy. This file will hopefully help you inthis endeavour.
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 to
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 to
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
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
First, the player will only ever hear monsters speak if they are inline of sight, and monsters will only ever speak if they are not
First, the player will only ever hear monsters speak if they are inline of sight, and monsters will only ever speak if they are not
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 above
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 above
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 a
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 a
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,
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,
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".
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".
Special monster speech----------------------Rarely, monster speech will also rely on hard-coded keys, such asBoris' "return_speech". If such a hard-coded key is changed or removed,the speech in question will simply not be printed. This may look odd inthe game, but will have no other effect. Sometimes, default messageswill be output instead.
Note that the Singing Sword, being unique, cannot be referred to bythe possessive variants, so they will be replaced with the appropriate
Note that the Singing Sword, being unique, cannot be referred to bythe possessive variants, so they will be replaced with the appropriate
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.
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.
All in all, chances of silent "speech" are lower (as is intended) butonly VISUAL messages even have a chance to be printed under thesecircumstances.
To summarize, chances of silent "speech" are overall lower (as isintended) but only VISUAL messages even have a chance to be printedunder these circumstances.
whether this is the case by pressing '&' during the game. If you aretold that this is an "unknown command" (likely, since WIZARD buildsare generally not distributed), you will have to compile the game foryourself.
whether this is the case by reading the in-game version information('?v'). If Wizard mode is not listed among the included features(likely, since WIZARD builds are generally not distributed), you willhave to compile the game for yourself.
If you have WIZARD mode compiled in, you can simply answer "yes" tothe safety question resulting from pressing '&', and then test to yourheart's content. Pressing '&' followed by a number of other keys willexecute wizard mode commands that are all listed in the wizard helpmenu (press '&?').
If you have WIZARD mode compiled in, you can access special wizardcommands by pressing '&'. First answer "yes" to the safety questionand then you can test to your heart's content. Pressing '&' followedby a number of other keys will execute wizard mode commands that areall listed in the wizard help menu (press '&?').
Also, the Singing Sword and all other hardcoded artefacts can becreated with '&|'. The Elemental Staff and the spear of Voo-Doo are
Also, the Singing Sword and all other hardcoded artefacts can becreated with '&|'. The Elemental Staff and the spear of Voo-Doo are
using "make clean", then "make wizard".If you play with DEBUG_MONSPEAK compiled in, whenever the game issearching the monspeak database you'll get extensive information onall keys and prefixes tried. Once you're done testing don't forget to
using "make clean", then "make wizard".If you play with DEBUG_MONSPEAK compiled in, whenever the game issearching the monspeak database you'll get extensive information onall keys and prefixes tried. Once you're done testing don't forget to
Since this newsgroup is being shared with a number of otherroguelike games, it is generally considered polite to flagsubjects of posts pertaining only to Crawl with "-crawl-" or
Since this newsgroup is being shared with a number of otherroguelike games, it is generally considered polite to flagsubjects of posts pertaining only to Crawl with "-crawl-" or
l lizards (giant newt/gecko/iguana/lizard, gila monster, komododragon), and drakes (swamp drake, firedrake, death drake,lindwurm)
l lizards (giant newt/gecko/iguana/lizard, gila monster, komododragon),and drakes (swamp drake, firedrake, death drake, lindwurm)
* easy_butcher won't switch away from distortion weapons.* Distortion effect now cancels butchering.* Fixed weapon swap ignoring {!w}.* Added inscriptions =p, !p for preventing autosaccing.
* Mummy curses now only decay a random amount of a stack of potions.* Began changing monster resists to have several levels, like the player's.
* Unknown mimics are now consistently treated like items.* Changed monster resists to have several levels, like the player's.