How do I regenerate the monster file?

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  • Elfin Jedi
    Adept
    • Mar 2013
    • 102

    How do I regenerate the monster file?

    I can't figure out how to run Angband 4.0.4 with the -p option. I've done lots of google searches, searched this forum, read the modifying the game help files, and tried to run "Angband -p" with my Command Prompt system, but so far I haven't found anything that works.
    Last edited by Elfin Jedi; July 5, 2016, 08:47.
  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    #2
    Not sure what you mean by the -p reference, probably because I'm playing on a Mac. However, if you mean what I think you mean by "regenerate" the monster file, i.e., to have a full knowledge monster file, then copy monster.txt from the gamedata directory and put it in your player directory. Rename the copied file as lore.txt and you will have full monster knowledge.
    “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 Dead

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    • Elfin Jedi
      Adept
      • Mar 2013
      • 102

      #3
      No, I am editing the monster file, adding monsters from Unangband, and version 4.0.4's monster file says:

      "# 'power' is for power information--level, rarity, power, scaled power and
      # experience for killing. The power and scaled power fields are determined
      # algorithmically; if any changes are made to monsters, this file should be
      # regenerated by running the game with the '-p' option."

      Comment

      • takkaria
        Veteran
        • Apr 2007
        • 1951

        #4
        Originally posted by Elfin Jedi
        No, I am editing the monster file, adding monsters from Unangband, and version 4.0.4's monster file says:

        "# 'power' is for power information--level, rarity, power, scaled power and
        # experience for killing. The power and scaled power fields are determined
        # algorithmically; if any changes are made to monsters, this file should be
        # regenerated by running the game with the '-p' option."
        This is now the '-r' option on (non OS X) Unix, and you should add the angband.ini file on Windows and add the line Rebalance=1.
        takkaria whispers something about options. -more-

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        • Elfin Jedi
          Adept
          • Mar 2013
          • 102

          #5
          Ok, Thanks.

          Is the angband.ini file the angband file in the main folder that says its type is configuration settings (contains Graphics=0, Graphics_Nice=0, TileWidth=1, TileHeight=1, etc.)?

          If not, where do I get/find it?

          Either way is there somewhere I need to add it to?

          And if it is does if matter which window's settings I put Rebalance=1 under?

          Comment

          • takkaria
            Veteran
            • Apr 2007
            • 1951

            #6
            Originally posted by Elfin Jedi
            Ok, Thanks.

            Is the angband.ini file the angband file in the main folder that says its type is configuration settings (contains Graphics=0, Graphics_Nice=0, TileWidth=1, TileHeight=1, etc.)?

            If not, where do I get/find it?

            Either way is there somewhere I need to add it to?

            And if it is does if matter which window's settings I put Rebalance=1 under?
            Yes that's the one. It should go in the top section, marked [Angband]. Take it out once you've run the game once, or the game will slow down noticeably at startup.
            takkaria whispers something about options. -more-

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #7
              Oh good. I was just about to ask the same thing. I wanted to bring Azriel back under the name Mandros, with a few other nasty tricks (PASSWALL, S_UNDEAD.)
              And monsters that "shimme" in name or description should, you know, shimmer. (Notably Blink Dogs and Shimmering Vortex. Irridescent beetles should shimmer blue, too.) Also, hallucination makes auto-shimmer just a hopeless flag. The game slows badly and becomes horribly distracting.

              Comment

              • Elfin Jedi
                Adept
                • Mar 2013
                • 102

                #8
                For me it runs into an assertion failure in mon-make.c at line 910. Expression: race && race->name. Is that because I have added/changed monster races? It does this right after loading or creating a new character. It sounds like I will need to recompile it.

                Comment

                • takkaria
                  Veteran
                  • Apr 2007
                  • 1951

                  #9
                  Originally posted by Elfin Jedi
                  For me it runs into an assertion failure in mon-make.c at line 910. Expression: race && race->name. Is that because I have added/changed monster races? It does this right after loading or creating a new character. It sounds like I will need to recompile it.
                  Do all of your new monsters have names set correctly? Maybe you could post your altered monster.txt file for debugging purposes. I don't think recompiling the game will achieve anything since all you've done is edited external data files.
                  takkaria whispers something about options. -more-

                  Comment

                  • Elfin Jedi
                    Adept
                    • Mar 2013
                    • 102

                    #10
                    I changed some of the monster bases and added some new ones. I am adding the monsters from Unangband. I did change the kobold base to goblin because there will be more goblins. I wonder if that is what it is unhappy about.

                    I have only reached part way through level 5 so far. It says the file is 265.4 KB and the forum limit is 19.5 KB.

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      #11
                      You can put your new monster.txt file up on a paste site, e.g. http://pastebin.com/ . You should probably also provide the monster_base.txt file as well. But yes, if you renamed the kobold base class to "goblin", then you need to find all references to "kobold" in the monster entries and change them as well. For example:
                      Code:
                      name:24:Small kobold
                      base:kobold
                      color:y
                      info:110:8:20:24:70
                      power:1:1:40:4:5
                      blow:HIT:HURT:1d5
                      flags:DROP_60
                      desc:It is a squat and ugly humanoid figure with a canine face.
                      Where it says "base:kobold", you would need to instead have "base:goblin".

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6883

                        #12
                        You will also need to update ui-knowledge.c, which still uses hard-coded genera.
                        Also, you absolutely need to fix monster-base.txt

                        Comment

                        • Elfin Jedi
                          Adept
                          • Mar 2013
                          • 102

                          #13
                          Originally posted by Derakon
                          You can put your new monster.txt file up on a paste site, e.g. http://pastebin.com/ . You should probably also provide the monster_base.txt file as well. But yes, if you renamed the kobold base class to "goblin", then you need to find all references to "kobold" in the monster entries and change them as well. For example:
                          Code:
                          name:24:Small kobold
                          base:kobold
                          color:y
                          info:110:8:20:24:70
                          power:1:1:40:4:5
                          blow:HIT:HURT:1d5
                          flags:DROP_60
                          desc:It is a squat and ugly humanoid figure with a canine face.
                          Where it says "base:kobold", you would need to instead have "base:goblin".
                          I already did all the above (except for the pastebin part). As for the hard-coded part I still haven't managed to compile the base game. Also, my game just crashed when I ran into my first tangleweed (plant base), so I think I will put my edited monster, monster-base, and pit (used kobold/goblin base) files into another folder for now and focus on getting the base game to compile first.

                          Comment

                          • Pete Mack
                            Prophet
                            • Apr 2007
                            • 6883

                            #14
                            I repeat: you need to update monster-base.txt

                            Comment

                            • Elfin Jedi
                              Adept
                              • Mar 2013
                              • 102

                              #15
                              I did though. I added a base for plants, trees, fish, misc, and changed kobold to goblin. Wait... the plant base doesn't have a pain entry. That would make senses with the monster messages error it gave me when it crashed. Ok, thanks.

                              Comment

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