I was messing around with Angband 3.2 today, adding a new spellcasting class (Elementalists, with spellbooks based more or less on the classical elements). Everything went fine until I discovered that the way the spell indexing works seems to require a set number of spells per realm. The number is apparently 64, and Elementlists get only 16...
It *would* be possible to get this working, I think, but it looks like it would require some stupid hackery, testing for the problem realm number and stuff. So before I reimplement the whole thing in a way that doesn't use spellbooks, I have two questions...
1. Is there a non-hacky way to work around this problem in 3.2, without making huge changes?
2. If not, could allowance for magic realms of varying sizes be added to the list of wanted features for the next release? (Assuming it's not too much of a pain to do in C.)
Though FWIW, despite this setback I'm finding it quite fun to work with the current V codebase. It's much less confusing than the other variants I've looked at.
It *would* be possible to get this working, I think, but it looks like it would require some stupid hackery, testing for the problem realm number and stuff. So before I reimplement the whole thing in a way that doesn't use spellbooks, I have two questions...
1. Is there a non-hacky way to work around this problem in 3.2, without making huge changes?
2. If not, could allowance for magic realms of varying sizes be added to the list of wanted features for the next release? (Assuming it's not too much of a pain to do in C.)
Though FWIW, despite this setback I'm finding it quite fun to work with the current V codebase. It's much less confusing than the other variants I've looked at.
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