welcome and playing with the parameters is encouraged. See the top of entry.des for more details. The CHANCE: 500 is temporary, of course.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4386 c06c8d41-db1a-0410-9941-cceddc491573
YNBOB53YYNII3UBE274Q2I4EH3FGJAB74VKSLZ3N2NFXF2LRHO7QC
##############################################################################
# Fog generator entry vaults
#
# This is highly experimental. Please report about the fogs -- do they look
# foggy enough? Increased chances for easier testing. Feel free to tweak the
# numbers. Once we have a number of functioning fog machines, we can use them
# easily everywhere else (with different effect than thin mist, of course).
#
# Keep on tokin' onward through the fog!
#
# MARKER: U = lua:fog_machine { \
# pow_max = 6, delay = 10, size = 1, walk_dist= 6, spread_rate=10
# \
# }
#
# Matthew Cline:
#
# delay: The delay between eruptions. Can be constant, or randomly
# vary between delay_min and delay_max
#
# size: The number of grid-squares the cloud is to cover. Can be constant,
# or randomly vary between size_max and size_min
#
# lifetime: How long each cloud grid is to last, specified via pow_min,
# pow_max and pow_rolls, fed into the three parameter random_range()
# function (increasing pow_rolls decreases the chance of extreme
# values happening). All three of these parameters are passed to
# the C function so that individual cloud grids in a single eruption
# can have different random lifetimes.
#
# spread_rate: Percent chance a cloud will spread each time manage_clouds()
# is called. Defaults to whatever is normal for that cloud type
# (i.e., 20% chance for steam, grey smoke and black smoke, 0% for
# other types).
#
# walk_dist: How far to perform a random walk from the Lua marker before
# stopping and using that spot as the center of the cloud eruption;
# defaults to 0. If used to places lots of 1x1 clouds around the
# marker it produces an overall cloud which is dense around the
# center and thins out around the edges.
#
# Right now the spread rate of a cloud remains constant as it spreads. I
# think
# that if it were to made to undergo exponential decay that a useful effect
# could be made just be creating a 1x1 cloud on top of the Lua marker with a
# 100% spread rate and letting it disperse across the area (without decay a
# 100% spread rate cloud quickly expands until it reaches the maximum cloud
# limit and then takes forever to die out).
#
# Long lasting 30 square cloud every 100 to 200 normal-speed player turns.
NAME: fog_1
TAGS: entry
CHANCE: 500
ORIENT: float
MARKER: U = lua:fog_machine { \
pow_max = 100, delay_min = 1000, delay_max = 2000, size = 30 \
}
MAP
...........
...........
...........
...........
...........
.....U.....
....{......
...........
...........
.........bb
.........bb
ENDMAP
# Constantly meandering clouds of various powers.
NAME: fog_2
TAGS: entry
CHANCE: 500
ORIENT: float
MARKER: U = lua:fog_machine { \
pow_max = 10, delay = 30, size = 1, spread_rate = 30 \
}
MAP
...........
...........
...........
...........
...........
.....U.....
....{......
...........
...........
.........vv
.........vv
ENDMAP
# Constantly meandering clouds of various powers.
NAME: fog_3
TAGS: entry
CHANCE: 500
ORIENT: float
MARKER: U = lua:fog_machine { \
pow_min=4, pow_max = 6, delay = 10, size = 1, walk_dist=0, spread_rate=10 \
}
MAP
...........
...........
...........
...........
...........
.....U.....
....{......
...........
...........
.........mm
.........mm
ENDMAP
# Constantly meandering clouds of various powers.
NAME: fog_4
TAGS: entry
CHANCE: 500
ORIENT: float
MARKER: U = lua:fog_machine { \
pow_max = 10, delay = 5, size = 1, spread_rate = 30 \
}
MAP
...........
...........
...........
...........
...........
.....U.....
....{......
...........
...........
.........cc
.........cc
ENDMAP
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