[1610591] Friendlies on dangerous terrain cannot be displaced. Prompting for confirmation would be more consistent, but also more irritating.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@587 c06c8d41-db1a-0410-9941-cceddc491573
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# [ds] If your map is not a minivault, make sure the side(s) that form the
# border have a rock wall padding at least 6 deep. For instance, if your map
# is ORIENT: north, you must have a 6 deep border of rock wall (or any
# other kind of wall) along the northern, eastern, and western edges of the
# map. If you're doing a fullscreen map (encompass), you must pad all around
# the map with 6 layers of wall.
# If your map is not a minivault, make sure the side(s) that form the border
# have a rock wall padding at least 6 deep. For instance, if your map is
# ORIENT: north, you must have a 6 deep border of rock wall (or any other kind
# of wall) along the northern, eastern, and western edges of the map. If
# you're doing a fullscreen map (encompass), you must pad all around the map
# with 6 layers of wall. For ORIENT: encompass maps, you don't need to
# explicitly include the padding provided you make the map small enough that
# the padding can be provided automatically.
# [dshaligram] All vaults MUST have an ORIENT: attribute; if there's no
# ORIENT: attribute, the vault is considered to be a minivault, which is
# usually not what you want.
# All vaults MUST have an ORIENT: attribute; if there's no ORIENT: attribute,
# the vault is considered to be a minivault, which is usually not what you
# want.
# Minivaults are handled very differently from regular vaults and special
# levels. They're placed *after* normal map generation, whereas normal vaults
# are placed before generating the rest of the level. There's no way to
# guarantee generation of a minivault on a particular level, whereas vaults
# can be forced to appear using a PLACE: attribute.
#
# Floating vaults:
# If you want to do vault-like things in a map that should be positioned like
# a minivault, use ORIENT: float. This allows the vault to be placed in the
# middle of a level, unlike normal vaults that must be anchored to at least
# two edges of the map. Floating maps also do not need explicit entry points -
# the dungeon builder will choose random entry points if you don't specify
# any.
#
# [ds] If your map is not a minivault, make sure the side(s) that form the
# border have a rock wall padding at least 6 deep. For instance, if your map
# is ORIENT: north, you must have a 6 deep border of rock wall (or any
# other kind of wall) along the northern, eastern, and western edges of the
# map. If you're doing a fullscreen map (encompass), you must pad all around
# the map with 6 layers of wall.
# If your map is not a minivault, make sure the side(s) that form the border
# have a rock wall padding at least 6 deep. For instance, if your map is
# ORIENT: north, you must have a 6 deep border of rock wall (or any other kind
# of wall) along the northern, eastern, and western edges of the map. If
# you're doing a fullscreen map (encompass), you must pad all around the map
# with 6 layers of wall. For ORIENT: encompass maps, you don't need to
# explicitly include the padding provided you make the map small enough that
# the padding can be provided automatically.
# [dshaligram] All special levels MUST have an ORIENT: attribute; if there's
# no ORIENT: attribute, the level is considered to be a minivault, which is
# usually not what you want.
# All vaults MUST have an ORIENT: attribute; if there's no ORIENT: attribute,
# the vault is considered to be a minivault, which is usually not what you
# want.
# Minivaults are handled very differently from regular vaults and special
# levels. They're placed *after* normal map generation, whereas normal vaults
# are placed before generating the rest of the level. There's no way to
# guarantee generation of a minivault on a particular level, whereas vaults
# can be forced to appear using a PLACE: attribute.
#
# Floating vaults:
# If you want to do vault-like things in a map that should be positioned like
# a minivault, use ORIENT: float. This allows the vault to be placed in the
# middle of a level, unlike normal vaults that must be anchored to at least
# two edges of the map. Floating maps also do not need explicit entry points -
# the dungeon builder will choose random entry points if you don't specify
# any.
#