Implementing the restructure changes
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Currently implementing 5cf8776: moving from old to atomic effect, "CURE_NONORLYBIG" lost the ability to cure hallucinations. This is true for both activation.txt and object.txt (!Life).PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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More activation changes:
- "MON_SLOW" was before a "BOLT_AWARE", but is now a "BOLT_STATUS" in activation.txt; same for "POLYMORPH"
- "SHROOM_PURGING" was curing poison (not mentioned in the description), now it doesn'tLast edited by PowerWyrm; June 11, 2015, 11:54.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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From 8cecbfb: the "DARKNESS" effect has been split in two, "DARKEN_AREA" and "TIMED_INC:BLIND". The problem with incrementing the "BLIND" counter is that it only checks vs the innate protection, that is PROT_BLIND. The old darkness effect was also checking vs RES_DARK. This makes half-orcs, which are innately resistant to darkness, suffer from blindness when reading a scroll of darkness, which is silly...
No idea where to put the check though. As an extra parameter to the TIMED_INC effect probably.
Old code:
Code:if (!player_resists(context->player, ELEM_DARK)) { int amount = effect_calculate_value(context, FALSE); player_inc_timed(context->player, TMD_BLIND, amount, TRUE, TRUE); } wieldeds_notice_element(context->player, ELEM_DARK);
Another little change: the DARKNESS effect was a radius-3 ball doing 10 damage, so the DARKEN_AREA effect should have p2=3 and a dice:10 line.Last edited by PowerWyrm; June 12, 2015, 18:42.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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In the same vein, potions of experience were restoring lost exp before increasing it. Now they just do GAIN_EXP.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Potions of salt water were paralyzing the character independently of having FA. The INC_TIMED effect now always checks for corresponding protection (PARALYZE/FA), so the paralyzing effect is now gone if you have FA.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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From 8cecbfb: the "DARKNESS" effect has been split in two, "DARKEN_AREA" and "TIMED_INC:BLIND". The problem with incrementing the "BLIND" counter is that it only checks vs the innate protection, that is PROT_BLIND. The old darkness effect was also checking vs RES_DARK. This makes half-orcs, which are innately resistant to darkness, suffer from blindness when reading a scroll of darkness, which is silly...
No idea where to put the check though. As an extra parameter to the TIMED_INC effect probably.
Old code:
Code:if (!player_resists(context->player, ELEM_DARK)) { int amount = effect_calculate_value(context, FALSE); player_inc_timed(context->player, TMD_BLIND, amount, TRUE, TRUE); } wieldeds_notice_element(context->player, ELEM_DARK);
Another little change: the DARKNESS effect was a radius-3 ball doing 10 damage, so the DARKEN_AREA effect should have p2=3 and a dice:10 line.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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If I recall correctly, !Experience have not restored lost experience for several past versions now. The change was that they used to be limited when @ experience was fairly early in the game, but in 3.5 they delivered the full 100,000 exp. points regardless of @ level. If @ had lost some experience, the points were applied to the loss first and any remaining increased experience.“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
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If I recall correctly, !Experience have not restored lost experience for several past versions now. The change was that they used to be limited when @ experience was fairly early in the game, but in 3.5 they delivered the full 100,000 exp. points regardless of @ level. If @ had lost some experience, the points were applied to the loss first and any remaining increased experience.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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More atomic effects problems: "PROJECT_LOS" is used to map multiple effects that had different parameters which were lost in the process.
- the "dispel" effects: damage boost + check vs aware
- haste monsters: no damage boost + no check vs aware
- confuse/slow/sleep monsters: no damage boost + check vs aware
- the "dispel all" effect (staff of Power): damage boost + no check vs aware
The fix should probably to add a "PROJECT_LOS_AWARE" effect and keep the p2 parameter for damage boost.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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More atomic effects problems: "PROJECT_LOS" is used to map multiple effects that had different parameters which were lost in the process.
- the "dispel" effects: damage boost + check vs aware
- haste monsters: no damage boost + no check vs aware
- confuse/slow/sleep monsters: no damage boost + check vs aware
- the "dispel all" effect (staff of Power): damage boost + no check vs aware
The fix should probably to add a "PROJECT_LOS_AWARE" effect and keep the p2 parameter for damage boost.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Artifact activation messages are used for randarts. Unfortunately, randarts also have their names randomized, which breaks the activation format. Basically, an artifact "The something of Foo" should have an activation message like "The {kind} does something..." and an artifact "The something 'Foo'" should have an activation message like "{name} does something...". Otherwise, you get funny messages like "Of Arath glows deep blue...".PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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When porting activations to a text file, most artifact activation messages were tied to the corresponding activation. In the case an activation was used by more than one artifact, an alternate message was added in artifact.txt for that artifact. Unfortunately, the alt_msg parameter of the artifact structure is never used in the code, so all artifacts get the base activation message. For example, Narya should say "Narya glows deep red..." (alternate message), but instead it says "The Ring of Fire lets out a shrill wail..." (base PROTEVIL message).PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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