X-Git-Url: https://plomlompom.com/repos/feed.xml?a=blobdiff_plain;ds=sidebyside;f=README;h=2a0206deb2935950eeb388b70ac7a09c0812a840;hb=4266e8b48fc5481ce24c0bf02fdd517217f8390a;hp=9fc5305f72c870669fbd70c7ab0817f6d61a9133;hpb=6b1d36c9e673fd8f8595119080dca63a39ba483b;p=plomrogue diff --git a/README b/README index 9fc5305..2a0206d 100644 --- a/README +++ b/README @@ -12,8 +12,8 @@ to gain hitpoints. Note that different kinds of movements/actions take different numbers of turns to finish. Enemies' AI is very dumb so far: Each turn, they try to move towards their -shortest-path-wise nearest enemy. If no enemy is found in their surroundings, -they just wait. +shortest-path-wise nearest enemy visible to them. If they see no enemy, they +just wait. Once you start a new world, every move of yours is recorded in a file called "record". Once you re-start the game, all of your previous moves are replayed @@ -46,7 +46,7 @@ sports a list of keybindings available globally, and additionally via the window selected as active. Hit "W" (per default keybindings) to switch the "active" window to a view that -allows changing its geometry. One more hit on "w" switches the window to a view +allows changing its geometry. One more hit on "W" switches the window to a view that allows changing its window-specific keybindings. The global keybindings can be changed in the "Global keys" window, those of the window geometry configuration in the "Window geometry keys" window, and those of the @@ -78,8 +78,9 @@ Hacking / server internals and configuration -------------------------------------------- The ./confserver/world file defines the map object types, actions available to -them and the map itself. Each definition consists of a multi-line block wherein -each line sets one attribute of the object type, action or the map. +them, the map itself, the map object type (species) of the player and whether +enemies see the whole map or only a line-of-sight field of view. Each definition +consists of a single- or multi-line block wherein each line sets one attribute. Here's a typical map definition block: @@ -130,6 +131,9 @@ yet: or if they are inanimate, but are otherwise crushed). Note that the after, it may even be the same). "START_NUMBER" sets the number of objects that are to appear of the given type on the map on game start. +A line of "PLAYER_TYPE" followed by a number sets the map object type (id) of +the player's creature. + All these definition block members must be present within their blocks, but only "ACTION" / "OBJECT" / "MAP_TYPE" must be positioned at their respective blocks' first line; the others may appear in whatever order and even multiple times. If