documentation.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5257 c06c8d41-db1a-0410-9941-cceddc491573
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"<w>F</w>: toggle target friendly/good neutral/neutral/hostile\n"
"<w>P</w>: apply divine blessing to target\n"
"<w>s</w>: force target to shout or speak\n"
Note that this only works for permanent allies (such as you can
get when worshipping Beogh or the Shining One), and that monsters
have their own reasonings for which items they may need, and when
they feel safe enough to pick them up. Except for "none", these
options won't let you override these restrictions.
Note that this only works for intelligent permanent allies (such
as you can get when worshipping Beogh or the Shining One), and
that monsters have their own reasonings for which items they may
need, and when they feel safe enough to pick them up. Except for
"none", these options won't let you override these requirements.
speech has been outsourced by Matthew Cline. This makes changing
existing messages, or adding new ones really easy. This file will
hopefully help you in this endeavour.
speech has been outsourced. This makes changing existing messages,
or adding new ones really easy. This file will hopefully help you in
this endeavour.
The messages defined in insult.txt form a part of both databases.
Apart from that, keywords and statements defined for one database
cannot be automatically accessed from the other. Rather, they have to
The messages defined in insult.txt form a part of both databases.
Apart from that, keywords and statements defined for one database
cannot be automatically accessed from the other. Rather, they have to
changed since the last check, the database is automatically rerolled.
That means that if you'd like to change one of the descriptions or add
changed since the last check, the database is automatically rerolled.
That means that if you'd like to change one of the descriptions or add
First, the player will only ever hear monsters speak if they are in
line of sight, and monsters will only ever speak if they are not
First, the player will only ever hear monsters speak if they are in
line of sight, and monsters will only ever speak if they are not
Neutral monsters only speak half as often, and for charmed monsters
the probability is divided by 3. The same applies to silenced
monsters, i.e. monsters that are not naturally silent will only get to
even attempt to speak in one out of three tries where the above
Neutral monsters only speak half as often, and for charmed monsters
the probability is divided by 3. The same applies to silenced
monsters, i.e. monsters that are not naturally silent will only get to
even attempt to speak in one out of three tries where the above
messages should be generic enough to allow for all the possibly
skipped prefixes, or else those cases should be caught earlier, e.g.
if you have "default friendly humanoid", you should also define
"default friendly fleeing humanoid" and "default friendly confused
humanoid" (and possibly both combined) even if only with "__NONE"
(stay silent), as the general friendly messages may look odd for a
messages should be generic enough to allow for all the possibly
skipped prefixes, or else those cases should be caught earlier, e.g.
if you have "default friendly humanoid", you should also define
"default friendly fleeing humanoid" and "default friendly confused
humanoid" (and possibly both combined) even if only with "__NONE"
(stay silent), as the general friendly messages may look odd for a
If you are playing with tiles, you may not know the monster glyphs,
but internally the monsters are still treated the same, and even under
tiles, the glyph keys used for step 3 are entirely valid. In case you
need to know the monster glyphs for your speech definitions you'll
find a list of monster glyphs at the end of this file. Also, for many
monsters you can find out their glyph in-game by searching the
database ('?/') and entering a vague enough monster name. For example,
If you are playing with tiles, you may not know the monster glyphs,
but internally the monsters are still treated the same, and even under
tiles, the glyph keys used for step 3 are entirely valid. In case you
need to know the monster glyphs for your speech definitions you'll
find a list of monster glyphs at the end of this file. Also, for many
monsters you can find out their glyph in-game by searching the
database ('?/') and entering a vague enough monster name. For example,
the database for "friendly fleeing related beogh humanoid",
something that, not surprisingly (since Beogh and humanoid don't go
well together), doesn't exist. Annoyingly enough, neither do the
variants "friendly fleeing related humanoid", "friendly fleeing
beogh humanoid" or even "friendly fleeing humanoid".
the database for "friendly fleeing related beogh humanoid",
something that, not surprisingly (since Beogh and humanoid don't go
well together), doesn't exist. Annoyingly enough, neither do the
variants "friendly fleeing related humanoid", "friendly fleeing
beogh humanoid" or even "friendly fleeing humanoid".
Special monster speech
----------------------
Rarely, monster speech will also rely on hard-coded keys, such as
Boris' "return_speech". If such a hard-coded key is changed or removed,
the speech in question will simply not be printed. This may look odd in
the game, but will have no other effect. Sometimes, default messages
will be output instead.
Note that the Singing Sword, being unique, cannot be referred to by
the possessive variants, so they will be replaced with the appropriate
Note that the Singing Sword, being unique, cannot be referred to by
the possessive variants, so they will be replaced with the appropriate
Note, though, that these only will take effect if a VISUAL message
just happens to be chosen. As stated above, the database search
doesn't really care whether a monster is supposed to be silent, so it
may pick any noisy monster speech, but the message output will care
and refuse to print such nonsense, so that in this case the monster
will actually stay silent after all.
Note, though, that these only will take effect if a VISUAL message
just happens to be chosen. As stated above, the database search
doesn't really care whether a monster is supposed to be silent, so it
may pick any noisy monster speech, but the message output will care
and refuse to print such nonsense, so that in this case the monster
will actually stay silent after all.
All in all, chances of silent "speech" are lower (as is intended) but
only VISUAL messages even have a chance to be printed under these
circumstances.
To summarize, chances of silent "speech" are overall lower (as is
intended) but only VISUAL messages even have a chance to be printed
under these circumstances.
whether this is the case by pressing '&' during the game. If you are
told that this is an "unknown command" (likely, since WIZARD builds
are generally not distributed), you will have to compile the game for
yourself.
whether this is the case by reading the in-game version information
('?v'). If Wizard mode is not listed among the included features
(likely, since WIZARD builds are generally not distributed), you will
have to compile the game for yourself.
If you have WIZARD mode compiled in, you can simply answer "yes" to
the safety question resulting from pressing '&', and then test to your
heart's content. Pressing '&' followed by a number of other keys will
execute wizard mode commands that are all listed in the wizard help
menu (press '&?').
If you have WIZARD mode compiled in, you can access special wizard
commands by pressing '&'. First answer "yes" to the safety question
and then you can test to your heart's content. Pressing '&' followed
by a number of other keys will execute wizard mode commands that are
all listed in the wizard help menu (press '&?').
Also, the Singing Sword and all other hardcoded artefacts can be
created with '&|'. The Elemental Staff and the spear of Voo-Doo are
Also, the Singing Sword and all other hardcoded artefacts can be
created with '&|'. The Elemental Staff and the spear of Voo-Doo are
using "make clean", then "make wizard".
If you play with DEBUG_MONSPEAK compiled in, whenever the game is
searching the monspeak database you'll get extensive information on
all keys and prefixes tried. Once you're done testing don't forget to
using "make clean", then "make wizard".
If you play with DEBUG_MONSPEAK compiled in, whenever the game is
searching the monspeak database you'll get extensive information on
all keys and prefixes tried. Once you're done testing don't forget to
Since this newsgroup is being shared with a number of other
roguelike games, it is generally considered polite to flag
subjects of posts pertaining only to Crawl with "-crawl-" or
Since this newsgroup is being shared with a number of other
roguelike games, it is generally considered polite to flag
subjects of posts pertaining only to Crawl with "-crawl-" or
l lizards (giant newt/gecko/iguana/lizard, gila monster, komodo
dragon), and drakes (swamp drake, firedrake, death drake,
lindwurm)
l lizards (giant newt/gecko/iguana/lizard, gila monster, komodo
dragon),
and drakes (swamp drake, firedrake, death drake, lindwurm)
* easy_butcher won't switch away from distortion weapons.
* Distortion effect now cancels butchering.
* Fixed weapon swap ignoring {!w}.
* Added inscriptions =p, !p for preventing autosaccing.
* Mummy curses now only decay a random amount of a stack of potions.
* Began changing monster resists to have several levels, like the player's.
* Unknown mimics are now consistently treated like items.
* Changed monster resists to have several levels, like the player's.