Help me update PosBand!

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  • buzzkill
    Prophet
    • May 2008
    • 2939

    #16
    Originally posted by pampl
    ... I'm about to try sacrificing a live chicken to see if it helps. If anyone knows a better solution then shoot.
    A chicken won't get you crap. Gotta go goat, preferably a handsome one .
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.

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    • takkaria
      Veteran
      • Apr 2007
      • 1951

      #17
      Originally posted by pampl
      Nitpicking: their XP isn't reduced, it's just that XP needed to reach their current level increases, and can possibly increase to more XP than they have. But I get what you mean. Should their new level be displayed as yellow, as if it were drained? That's how it works now (I guess it's a simple test if max level > current level) but it might mislead people into trying !Restore Life Levels.

      Does anyone know how to stop V from throwing up the following warnings? My term window only has so many lines and I need to use all of them for my new errors.
      Code:
      cmd0.c: At top level:
      cmd0.c:119: warning: missing initializer
      cmd0.c:119: warning: (near initialization for 'cmd_action[0].prereq')
      cmd0.c:120: warning: missing initializer
      cmd0.c:120: warning: (near initialization for 'cmd_action[1].prereq')
      cmd0.c:121: warning: missing initializer
      cmd0.c:121: warning: (near initialization for 'cmd_action[2].prereq')
      cmd0.c:122: warning: missing initializer
      cmd0.c:122: warning: (near initialization for 'cmd_action[3].prereq')
      etc.
      Add -Wno-missing-field-initializers to CFLAGS in your makefile.
      takkaria whispers something about options. -more-

      Comment

      • pampl
        RePosBand maintainer
        • Sep 2008
        • 225

        #18
        Thanks to takkaria's generosity, expertise and rugged good looks, the problem has been solved! It turns out parser_getstr goes to the end of the line and I should have been using parser_getsym. Racial powers are now 90% operational.. their names and info don't display yet, and I still need to give player monsters mana, but other than that we have liftoff. There's almost nothing standing between me and trying to do slots again.. *whimpers*

        edit: I was taught a valuable lesson about hubris today, as I tried to cover myself in glory by doing a simple search-and-replace for "angband" to "reposband". Took an hour to fix all the niggling issues that cause. If I keep getting bright ideas like that I won't ever have to implement variable slots
        Last edited by pampl; December 23, 2010, 21:37.

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        • pampl
          RePosBand maintainer
          • Sep 2008
          • 225

          #19
          Oh, I'm afraid racial powers will be quite operational when your friends arrive. The only problem now is that with my latest tinkering I am no longer able to compile and the last compiled version has an assertion failure. I need to learn how to edit makefiles to solve this, I think. I have some files which don't get recompiled when I change them so I have to change something about a file that includes them- this is a problem with my makefiles right? Also, I'm #including some .c files which is apparently bad practice that can be solved if I understood makefiles better.

          I finished copying the hydra line from Pos, changed so that they could wear as many helmets and amulets as they have heads. I'm going to post a beta as soon as I finish the slot stuff because I really want to see what strategy people use when they're limited to innate melee and mediocre offensive magic but have nearly infinite helmet/amulet slots. I've done the chaos dragons too though I can't implement "detect chaos" or "summon hi dragons" yet, so they're slightly gimped. Not sure who I'll do next.. not having summoning done means I can't really do pack animals like hounds and spiders right, or summon spammers like liches and vampires and drujs (oh my!). Maybe I'll start doing the giant branching dragon tree that's hinted at in Pos's TODO list.

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          • pampl
            RePosBand maintainer
            • Sep 2008
            • 225

            #20
            I hate to bump my own thread like this but version 0.4 is up now and should compile and everything. I can get the right numbers of slots to display and I think I know how I want to make slots equippable, so I might be done before New Year's after all. On to the programming Q: does anyone know why starting items would have set pvals? And how to change that?

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            • pampl
              RePosBand maintainer
              • Sep 2008
              • 225

              #21
              Version 0.5.1 is done, and hydras and chaos drakes are almost completely playable. The one real gameplay problem (besides not all the powers being implemented) is that equipment lists longer than 23 characters are cut off. I'm trying to figure out how to get it to scroll a la shop menus. There're a lot of minor/medium bugs like monster scores being marked as cheating and quick start not working, though.. not sure how many of those I'll fix before I get tired of bug hunting and want to release.

              edit: forgot a 0
              Last edited by pampl; December 27, 2010, 20:35.

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