X-Git-Url: https://plomlompom.com/repos/test.html?a=blobdiff_plain;f=README;h=2a0206deb2935950eeb388b70ac7a09c0812a840;hb=4266e8b48fc5481ce24c0bf02fdd517217f8390a;hp=1923471d851ed791720fbc071a5eb9ff8de3bee6;hpb=bfd1888150ed5345fb4552ccaa8f304ae4819980;p=plomrogue diff --git a/README b/README index 1923471..2a0206d 100644 --- a/README +++ b/README @@ -12,10 +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. Contrary to the player, they by default see the whole map. (To -make them see only what is in their line of sight, enable ENEMY_FOV in the -server config file; see below "Hacking / server internals and configuration".) +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 @@ -134,10 +132,7 @@ 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. "ENEMY_FOV" followed by "0" or "1" sets whether enemies -see the whole map or only that to which they have an unobstructed line of sight. -Since plomrogue's FOV algorithm is currently very expensive, this is disabled by -default. +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'