YAY! Takkaria, thank you very much!! DD
Customization of gamedata files
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Note that this will have the odd behavior of "filling you up" to Hungry if you trigger the trap when Weak.
I guess the ideal would be to subtract some amount from the player's hunger counter, but I'm not familiar enough with how these effect specifications work to know if that's possible.Comment
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Note that this will have the odd behavior of "filling you up" to Hungry if you trigger the trap when Weak.
I guess the ideal would be to subtract some amount from the player's hunger counter, but I'm not familiar enough with how these effect specifications work to know if that's possible.
Filing that now.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Great!
I wanna add 'curses' which induce hunger; like inverse 'slow digestion', but it seems there is no way to implement it without modifying the code; so it would be splendid to have customization in this field!https://tangaria.com - Angband multiplayer variant
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/rfe
add possibility to assign certain chance for an item to produce certain effects. EX:
- assign ..% chance that food ration would be rotten (or poisoned ) and would make player sick for a while.
Something like
random:[chance]:[effect type]:[effect]...
eg:
name:& Ration~ of Food
graphics:,:U
type:food
properties:0:8:3
alloc:40:0 to 50
pile:100:1d5
effect:NOURISH
dice:6000
random:1:TIMED_INC:POISONED
msg_self:That tastes good.
desc:This nutritious but fairly bland food is familiar to anyone contemplating
desc: long journeys.
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Actually my dream to have 'proper' rotten rations, but I suppose it's too hard to implement such behaviour.. So they would be the same as normal rations (kinda 'mimic'-items), and you would understand that they are bad only after you would eat them. But I suppose it's too hard to implement such behaviour, cause rotten and common items won't stack in a pile. What do you think?Last edited by tangar; January 30, 2019, 20:11.https://tangaria.com - Angband multiplayer variant
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It's not pleasant but the following would give you a 1/4 chance of poison:
Code:effect:RANDOM effect:NOURISH dice:6000 effect:NOURISH dice:6000 effect:NOURISH dice:6000 effect:TIMED_INC:POISONED
takkaria whispers something about options. -more-👍 1Comment
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Yayyy! Thank you It's alright for now
*rubs his hands in anticipation* Time to poison some food.. poor things...https://tangaria.com - Angband multiplayer variant
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What about to give a possibility to assign an object to tileset 'quick&dirty' way (actually it nice and clean.. ), right in gamedata file? eg:
name:& Lantern~
type:light
graphics:~:U
properties:3:50:35
alloc:70:5 to 100
combat:0:1d1:0:0:0
flags:TAKES_FUEL | EASY_KNOW | LIGHT_2 | IGNORE_FIRE
tile:3:0x87:0x99
tile:4:0x89:0x81
tile:[number of tileset]:[x]:[y] , so in eg above 'tile:3' is Gervais tileset; 'tile: 4' - Nomad.
and make it override tileset .prf files. Such addition would make adding and assigning new object to tileset very pleasant and easy
Right now to add or reassign object you need to edit 5 different .prf files with the same name.. It's hell mess. Even if it's only 1 tileset to modify - having everything in one file is so great DDhttps://tangaria.com - Angband multiplayer variant
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What about to give a possibility to assign an object to tileset 'quick&dirty' way (actually it nice and clean.. ), right in gamedata file? eg:
where:
tile:[number of tileset]:[x]:[y] , so in eg above 'tile:3' is Gervais tileset; 'tile: 4' - Nomad.
and make it override tileset .prf files. Such addition would make adding and assigning new object to tileset very pleasant and easy
Right now to add or reassign object you need to edit 5 different .prf files with the same name.. It's hell mess. Even if it's only 1 tileset to modify - having everything in one file is so great DDOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I think it would be a mistake to have both systems in place. Having it in object.txt is quite elegant. But it depends who you're optimising for - existing tileset maintainers or new tileset producers. If the latter, you want tilesets as modular as you can get them; if the former, you want everything in one place.takkaria whispers something about options. -more-Comment
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/bug (?)
1) it seems 'dice:n+4d2' doesn't work (and dice:4d2+10 would crush the game)
I've tried several tests:
dice:10+4d2
dice:50+4d2
etc
eg
Code:spell:Detect Monsters:1:1:23:4 effect:DETECT_VISIBLE_MONSTERS dice:10+4d2 desc:Detects all non-invisible monsters in the immediate area, desc:for one turn only
2) when I make spell:
dice:11d2 - it works at distance ~4, not 11-22
dice:8d2 - works as... 8. not 8-16
8d3 also works as 8Last edited by tangar; February 1, 2019, 12:47.https://tangaria.com - Angband multiplayer variant
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It seems it works this way (thanks to Powerwyrm for help):
Code:spell:Detect Monsters:1:1:23:4 effect:DETECT_VISIBLE_MONSTERS dice:11d2
11 tiles horizontally
2 tiles vertically
so 10d10 would be LOS
/rfe
maybe it should be not 'd', but 'r' (radius).. Like 11r3
cause right now it's very messy with RPG dice notationhttps://tangaria.com - Angband multiplayer variant
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It would be great to add 'simple' condition's system to gamedata customization. It would be give wide possibilities, eg to make different races to react differently at stuff.
It could be called: flagcheck
Example of impementation: in PWMA we have corpses of monster. Why not to give possibility to eat them (hello, Nethack!). But different races should have different effects on eating corpses. We can't let elf to eat orc's corpses without consequences So, eg:
Code:name:corpse (orcish) graphics:%:w type:corpse properties:0:100:0 combat:0:1d1:0:0:0 [B]flagcheck[/B]:race: ELF | HIGH-ELF # works at elves effect:SET_NOURISH # this would happen to all elves dice:$B expr:B:FOOD_FAINT:- 1 random: # this is random event which could happen in addition effect:TIMED_INC:CONFUSED dice:20d40 effect:DRAIN_STAT:WIS dice:1 [B]flagcheck[/B]:race: HALF-ELF # half-elf is better in eating orcs ^^ effect:SET_NOURISH dice: 1000 # as we don't have hunger as timed status effect yet, lets just take weak status ;) [B]flagcheck[/B]:race:except: ELF | HIGH-ELF | HALF-ELF # next effects would work at everyone else.. donno how to implement better ('except'?) effect:NOURISH dice:1000 desc:Whatever happened with this one, it wasn't pretty.
Last edited by tangar; February 2, 2019, 17:40.https://tangaria.com - Angband multiplayer variant
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/rfe
add customization in monster.txt - death message for monster
so when you 'kill' certain monster, you would see different messages about their defeat:
not only this:
<mob> dies!
But also:
Radagast the Brown defeated and teleported out of dungeon.
Bullroarer the Hobbit begs for mercy and you let him live.
Farmer Maggot is finally persuaded to return back to his country.
It would give possibility to deal with 'good' monsters and do not feel sorrow that you killed them (also there won't be need to remove this mobs from the game with upcomming 'tolkienization' process).
So actually it's like to add to monster.txt 'msg:' from object.txthttps://tangaria.com - Angband multiplayer variant
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At some point, if you start adding checks to gamedata files, you end up with a (hard to understand and nonstandard) scripting language... at which point you might as well just add one. Angband tried this around version 3 and it was taken out in 3.0.7 because it was badly implemented and no-one liked it. I suspect there is limited appetite to re-incorporate one.takkaria whispers something about options. -more-Comment
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