Dungeon Dilettante
Posts: 3
Joined: Saturday, 22nd August 2015, 23:00
abomination tile variations
thank you for your attention.
Questions, Explanations, Howtos
Dungeon Dilettante
Posts: 3
Joined: Saturday, 22nd August 2015, 23:00
Dungeon Master
Posts: 502
Joined: Wednesday, 7th March 2012, 13:25
Location: Lexington, KY, US
luna vagrant wrote:hi, i´d like to ask for a little help here....playing 0.15.2, i noticed macabre masses and small abominations, when they fuse and turn into large abominations, always seem to generate only the first tile style (the one which looks like a green mound with bits of flesh). is it possible to alter the source code so they could generate the other tile versions as well, randomly ? if so....what exactly should i add or change in the source code to make it so ?
thank you for your attention.
Dungeon Dilettante
Posts: 3
Joined: Saturday, 22nd August 2015, 23:00
Dungeon Master
Posts: 502
Joined: Wednesday, 7th March 2012, 13:25
Location: Lexington, KY, US
luna vagrant wrote:thanks, but...mmmmm....maybe i placed it somewhere wrong in the mon-abil.cc. it couldn´t compile.
"mon-abil.cc: in function 'bool _do_merge_crawlies(monster*, monster*)´:
mon-abil.cc:541: error: 'TILE_NUM_KEY' was not declared in this scope
make: *** [mon-abil.o] Error 1".
.....i really don´t know much about c++, i should have said...no idea what went wrong.
Dungeon Dilettante
Posts: 3
Joined: Saturday, 22nd August 2015, 23:00
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