welcome and playing with the parameters is encouraged. See the top of entry.des for more details. The CHANCE: 500 is temporary, of course.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4386 c06c8d41-db1a-0410-9941-cceddc491573
YNBOB53YYNII3UBE274Q2I4EH3FGJAB74VKSLZ3N2NFXF2LRHO7QC ############################################################################### Fog generator entry vaults## This is highly experimental. Please report about the fogs -- do they look# foggy enough? Increased chances for easier testing. Feel free to tweak the# numbers. Once we have a number of functioning fog machines, we can use them# easily everywhere else (with different effect than thin mist, of course).## Keep on tokin' onward through the fog!
## MARKER: U = lua:fog_machine { \# pow_max = 6, delay = 10, size = 1, walk_dist= 6, spread_rate=10# \# }## Matthew Cline:## delay: The delay between eruptions. Can be constant, or randomly# vary between delay_min and delay_max## size: The number of grid-squares the cloud is to cover. Can be constant,# or randomly vary between size_max and size_min## lifetime: How long each cloud grid is to last, specified via pow_min,# pow_max and pow_rolls, fed into the three parameter random_range()# function (increasing pow_rolls decreases the chance of extreme# values happening). All three of these parameters are passed to# the C function so that individual cloud grids in a single eruption# can have different random lifetimes.## spread_rate: Percent chance a cloud will spread each time manage_clouds()# is called. Defaults to whatever is normal for that cloud type# (i.e., 20% chance for steam, grey smoke and black smoke, 0% for# other types).## walk_dist: How far to perform a random walk from the Lua marker before# stopping and using that spot as the center of the cloud eruption;# defaults to 0. If used to places lots of 1x1 clouds around the# marker it produces an overall cloud which is dense around the# center and thins out around the edges.## Right now the spread rate of a cloud remains constant as it spreads. I# think# that if it were to made to undergo exponential decay that a useful effect# could be made just be creating a 1x1 cloud on top of the Lua marker with a# 100% spread rate and letting it disperse across the area (without decay a# 100% spread rate cloud quickly expands until it reaches the maximum cloud# limit and then takes forever to die out).## Long lasting 30 square cloud every 100 to 200 normal-speed player turns.NAME: fog_1TAGS: entryCHANCE: 500ORIENT: floatMARKER: U = lua:fog_machine { \pow_max = 100, delay_min = 1000, delay_max = 2000, size = 30 \}MAP............................................................U.........{.....................................bb.........bbENDMAP# Constantly meandering clouds of various powers.NAME: fog_2TAGS: entryCHANCE: 500ORIENT: floatMARKER: U = lua:fog_machine { \pow_max = 10, delay = 30, size = 1, spread_rate = 30 \}MAP............................................................U.........{.....................................vv.........vvENDMAP# Constantly meandering clouds of various powers.NAME: fog_3TAGS: entryCHANCE: 500ORIENT: floatMARKER: U = lua:fog_machine { \pow_min=4, pow_max = 6, delay = 10, size = 1, walk_dist=0, spread_rate=10 \}MAP............................................................U.........{.....................................mm.........mmENDMAP# Constantly meandering clouds of various powers.NAME: fog_4TAGS: entryCHANCE: 500ORIENT: floatMARKER: U = lua:fog_machine { \pow_max = 10, delay = 5, size = 1, spread_rate = 30 \}MAP............................................................U.........{.....................................cc.........ccENDMAP##############################################################################