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?
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