… | |
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75 | |
75 | |
76 | monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists. |
76 | monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists. |
77 | If it doesn't exist, then it will look for a directory |
77 | If it doesn't exist, then it will look for a directory |
78 | of that name. If it finds a directory, it will choose |
78 | of that name. If it finds a directory, it will choose |
79 | a style based on dungeon_level. It will pick the style |
79 | a style based on dungeon_level. It will pick the style |
80 | with the name <name>_# with the # closest to the |
80 | with the name <name>_# with the # closest to the |
81 | dungeon_level. Monster objects are copied from the |
81 | dungeon_level. Monster objects are copied from the |
82 | style map, so you may form style maps with modified |
82 | style map, so you may form style maps with modified |
83 | monsters which are weaker or stronger than the default |
83 | monsters which are weaker or stronger than the default |
84 | archetype.A style of "none" causes no monsters to be |
84 | archetype. A style of "none" causes no monsters to be |
85 | generated. |
85 | generated. |
86 | |
86 | |
87 | treasurestyle <style> (Special) If the style name chosen is contained |
87 | treasurestyle <style> (Special) If the style name chosen is contained |
88 | in the lib/treasures file, it will use |
88 | in the lib/treasures file, it will use |
89 | that for making treasures. If it is NOT |
89 | that for making treasures. If it is NOT |
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117 | symmetry 4 both 2 and 3 symmetry |
117 | symmetry 4 both 2 and 3 symmetry |
118 | |
118 | |
119 | |
119 | |
120 | Layout Style: Parameter: Effect: |
120 | Layout Style: Parameter: Effect: |
121 | |
121 | |
122 | |
122 | |
123 | maze maze_type 0: roomy (open space with some walls) |
123 | maze maze_type 0: roomy (open space with some walls) |
124 | 1: sparse (maze with some larger open spaces) |
124 | 1: sparse (maze with some larger open spaces) |
125 | 2: braided (few dead ends) |
125 | 2: braided (few dead ends) |
126 | 3: closed (complete maze) |
126 | 3: closed (complete maze) |
127 | default: random |
127 | default: random |
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142 | "onion layers" |
142 | "onion layers" |
143 | |
143 | |
144 | =head2 Map generation parameters |
144 | =head2 Map generation parameters |
145 | |
145 | |
146 | |
146 | |
147 | difficulty Set the map difficulty. Has no relation to the |
147 | difficulty Set the map difficulty. Has no relation to the |
148 | "difficulty" defined in common/*.c. |
148 | "difficulty" defined in common/*.c. |
149 | If nonzero, this map and its descendants will |
149 | If nonzero, this map and its descendants will |
150 | have the same difficulty. If zero, it'll be set |
150 | have the same difficulty. If zero, it'll be set |
151 | to the value of dungeon_level and incremeneted with |
151 | to the value of dungeon_level and incremeneted with |
152 | each recursive map. |
152 | each recursive map. |
153 | |
153 | |
154 | difficulty_increase Sets how fast the difficulty increases. This value |
154 | difficulty_increase Sets how fast the difficulty increases. This value |
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163 | |
163 | |
164 | |
164 | |
165 | dungeon_level Another way of setting the map difficulty. This |
165 | dungeon_level Another way of setting the map difficulty. This |
166 | has no relation to the "difficulty" defined in |
166 | has no relation to the "difficulty" defined in |
167 | the common/*.c source code. The effect is to pick |
167 | the common/*.c source code. The effect is to pick |
168 | which monsters to use: for example, if the |
168 | which monsters to use: for example, if the |
169 | monsterstyle |
169 | monsterstyle |
170 | is "humanoid" and the dungeonlevel is 9, the style |
170 | is "humanoid" and the dungeonlevel is 9, the style |
171 | map /styles/monsterstyles/humanoid/humanoid_9 will be |
171 | map /styles/monsterstyles/humanoid/humanoid_9 will be |
172 | the style from which monsters are chosen. After the |
172 | the style from which monsters are chosen. After the |
173 | monsters are placed, the map |
173 | monsters are placed, the map |
174 | difficulty is set according |
174 | difficulty is set according |
175 | to the server's rule, for treasure purposes. |
175 | to the server's rule, for treasure purposes. |
176 | |
176 | |
177 | dungeon_depth The map generated will have an exit to another |
177 | dungeon_depth The map generated will have an exit to another |
178 | random map of the same style if |
178 | random map of the same style if |
179 | dungeon_level < dungeon_depth. The next random map |
179 | dungeon_level < dungeon_depth. The next random map |
180 | will have dungeon_level incremented. If dungeon_level |
180 | will have dungeon_level incremented. If dungeon_level |
181 | >= dungeon_depth, no exit to a more difficult map |
181 | >= dungeon_depth, no exit to a more difficult map |
182 | will be made. |
182 | will be made. |
183 | |
183 | |
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206 | |
206 | |
207 | final_map When dungeon_level >= dungeon_depth, another exit |
207 | final_map When dungeon_level >= dungeon_depth, another exit |
208 | isn't usually made. However, if final_map is set |
208 | isn't usually made. However, if final_map is set |
209 | to a map's name, then an exit to this map will |
209 | to a map's name, then an exit to this map will |
210 | be made. |
210 | be made. |
211 | |
211 | |
212 | exit_on_final_map The default action is to place an exit on |
212 | exit_on_final_map The default action is to place an exit on |
213 | the final map. When explicitly set to 'no' this will |
213 | the final map. When explicitly set to 'no' this will |
214 | not place a return exit on the final_map. |
214 | not place a return exit on the final_map. |
215 | If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP! |
215 | If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP! |
216 | |
216 | |
217 | =head2 Misc. Parameters |
217 | =head2 Misc. Parameters |
218 | |
218 | |