Map Glyphs

A map definition is always the last thing in a vault definition, and looks like:

MAP
........
........
.GLYPHS.
........
........
ENDMAP

It can be any size, within the maximum limit. (TODO: limit)

Terrain

Glyph Name Description Feature Type (dungeon_feature_type)
 . 
floor DNGN_FLOOR
 x 
rock wall DNGN_ROCK_WALL
 X 
permanent rock wall always undiggable DNGN_PERMAROCK_WALL
 c 
stone wall only affected by Shatter DNGN_STONE_WALL
 m 
clear rock wall DNGN_CLEAR_ROCK_WALL
 n 
clear stone wall only affected by Shatter DNGN_CLEAR_STONE_WALL
 o 
clear permanent rock wall always undiggable DNGN_CLEAR_PERMAROCK_WALL
 v 
metal wall grounds electricity DNGN_METAL_WALL
 b 
crystal wall reflects cold and fire DNGN_GREEN_CRYSTAL_WALL
 t 
tree a single square doesn't block LOS DNGN_TREE
Doors
 + 
closed door DNGN_CLOSED_DOOR
 = 
runed door DNGN_RUNED_DOOR
Fluids
 W 
shallow water
 w 
deep water can be randomly turned into shallow water by the level-builder; you can prevent this conversion with the no_pool_fixup TAG. Also, water may automatically receive water creatures! For entry vaults, avoid this with the no_monster_gen TAG or KMASK.
 l 
lava again, use the no_monster_gen TAG or KMASK for entry vaults!

Features

Glyph Name Description
 @ 
Entry point must be on outside edge. This point will be connected to the rest of the level with a corridor for both normal vaults and minivaults. If a normal vault, or a minivault tagged 'mini_float', has no entry points defined, random traversable squares on its edge will be chosen and connected, as if they had the @ glyph.\\The + and = glyphs, when placed on the edge of the map, are also considered entry points.
 }{ 
Stone stairs You must be able to reach these from each other. The { upstair is also the stair on which the player will enter the dungeon for entry vaults.
 )( 
Stone stairs, set 2.
 ][ 
Stone stairs, set 3.
 >< 
escape hatches you can leave the level by these but will usually not land on stairs/hatches
 I 
orcish idol (does nothing)
 ^ 
random trap.
 ~ 
random trap suitable for the branch and depth the map is being used.
 A 
Stone Arch.
 B 
Altar. These are assigned specific types (e.g. of Zin etc) in dungeon.cc, in order.
 C 
Random Altar.
 G 
Granite statue Does nothing - you can see through but not walk through. Also, sight-based effects like smiting work past granite statues, as does apportation.\\NOTE: F used to put down a granite Statue most of the time but occasionally Orange or Silver or Ice statues (1 in 100). You can reproduce this by using F on the map together with
SUBST:   F = G:99 F:1
KMONS:   F = orange crystal statue / silver statue / ice statue
 T 
Water fountain
 U 
Magic fountain
 V 
Permanently dry fountain
 Y 
Blood fountain Use sparingly!

Items

Glyph Description
 %
normal item
 * 
higher level item (good)
 | 
superb item (almost guaranteed excellent)
 d-k 
item array item. See section below on ITEM: arrays for more info.

NOTE: The P (place a rune here with 1/3 chance) and R (place a honeycomb with 2/3 chance or else a royal jelly) symbols have been removed. You can produce the desired behaviour using

      SUBST: P = O..
      KITEM: R = w:2 honeycomb / w:1 royal jelly

The O symbol has been removed. It used to either place an appropriate rune, or an appropriate substitution for a rune (a staircase into a branch in branch entry vaults, a portal in portal entry vaults). This behaviour can be produced with appropriate KITEM and KFEAT lines, for example:

      KITEM: O = decaying rune of Zot
      KFEAT: O = enter_swamp
      KFEAT: O = enter_portal_vault

Monsters

Glyph Description
 0 
normal monster (this is equivalent to MONS: random)
 9 
+5 depth monster
 8 
(+2) * 2 depth monster (aargh!). Can get golden dragons and titans this way.*
 1-7 
monster array monster. See section below on MONS: arrays for more information

Monster Depth in Portal Vaults

Using '0', '9', and '8' in portal vaults will use monsters from the level that the portal was entered from, unless a random monster list has been set.

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dcss/help/maps/syntax/glyphs.txt · Last modified: 2014-03-30 09:37 by Reaver
 
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