Monster, item, spell, etc. properties in YAML instead of the current custom format. More verbosity, better readability, and possibly more detailed specs. Each monster/item/whatever would be a separate "document" (within the same file as related ones).
Example:
IMO having a better info format would go a long, long way towards making the game more hackable. The way things currently are, most of my Angband related projects have hit a brick wall of "Ugh, I don't want to edit any more info files."
... And yes, for the record I am volunteering my time for this, if anyone thinks it's a good idea.
Actually, I'm currently free on weekends, and itching for a project; adding a libyaml dependency to Angband, and moving stuff from C and text files into YAML, seems like a good possibility.
What do you people think? Any advice on what code base I should be using as a basis, etc. before I take the plunge?
Example:
Code:
--- name: Ancient Red Dragon level: 41 rarity: 1 speed: 10 hitpoints: 880 armor: 90 experience: 2500 sight: 200 description: > A huge draconic form. Wisps of smoke steam from its nostrils and the extreme heat surrounding it makes you gasp for breath. flags: [evil, dragon, bashDoor, pushMonster, spawnAsleep] resists: [fire, light, rockRemover, sleep, confusion] breaths: - effect: fire damage: 300 frequency: 0.2 spells: - effect: blind frequency: 0.1 - effect: scare frequency: 0.1 - effect: confuse frequency: 0.2 attacks: - type: claw damage: 4d9 - type: claw damage: 4d9 - type: bite damage: 7d9 effect: fire
... And yes, for the record I am volunteering my time for this, if anyone thinks it's a good idea.
Actually, I'm currently free on weekends, and itching for a project; adding a libyaml dependency to Angband, and moving stuff from C and text files into YAML, seems like a good possibility.
What do you people think? Any advice on what code base I should be using as a basis, etc. before I take the plunge?
Comment