Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The level*_ev.tsv references the events in the level*.rpy script that get called at that position on the map. The destination of the stairs is part of those events. down2 event for example on floor 2 asks if you want to go down the steps, if so play the steps SFX, unload/load textures if changing dungeon type (unload cave, load castle in this case), etc, and change your position to be on floor 3 at X=9|Y=17 coordinates (the steps on floor 3 going up).
If it's a one time event it'll erase the event flag on the map afterwards with stand.replace(), replacing something like ev3_1 with a blank spot. stand.replace blanks out at the current position, but you can modify elsewhere on the map with Coordinate().replace(). Coordinate(level25,16,24,0,0).replace() blanks out the wall near the entrance of floor 25 to create the shortcut after fighting the succubus for example. I'm guessing you can conditionally add stuff to the map the same way.
Edit: Nevermind. The game seems to automatically copy .rpy files, and convert these copies into .rpyc files.