Customization of gamedata files

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  • tangar
    Veteran
    • Mar 2015
    • 1004

    #16
    YAY! Takkaria, thank you very much!! DD
    https://tangaria.com - Angband multiplayer variant
    tangaria.com/variants - Angband variants table
    tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
    youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

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    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #17
      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

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9637

        #18
        Originally posted by Derakon
        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.
        Probably the correct thing to do, in fact, is to set hunger as another player timed status effect - this should work fine now there is no gorged status.

        Filing that now.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • tangar
          Veteran
          • Mar 2015
          • 1004

          #19
          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
          tangaria.com/variants - Angband variants table
          tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
          youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

          Comment

          • tangar
            Veteran
            • Mar 2015
            • 1004

            #20
            /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.

            --

            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
            tangaria.com/variants - Angband variants table
            tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
            youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

            Comment

            • takkaria
              Veteran
              • Apr 2007
              • 1951

              #21
              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-

              Comment

              • tangar
                Veteran
                • Mar 2015
                • 1004

                #22
                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
                tangaria.com/variants - Angband variants table
                tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                Comment

                • tangar
                  Veteran
                  • Mar 2015
                  • 1004

                  #23
                  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
                  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 DD
                  https://tangaria.com - Angband multiplayer variant
                  tangaria.com/variants - Angband variants table
                  tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                  youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9637

                    #24
                    Originally posted by tangar
                    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 DD
                    That's worth thinking about. What do others think?
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • takkaria
                      Veteran
                      • Apr 2007
                      • 1951

                      #25
                      Originally posted by Nick
                      That's worth thinking about. What do others think?
                      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

                      • tangar
                        Veteran
                        • Mar 2015
                        • 1004

                        #26
                        /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
                        it works as 4d2, not as 10+4d2

                        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 8
                        Last edited by tangar; February 1, 2019, 12:47.
                        https://tangaria.com - Angband multiplayer variant
                        tangaria.com/variants - Angband variants table
                        tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                        youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                        Comment

                        • tangar
                          Veteran
                          • Mar 2015
                          • 1004

                          #27
                          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
                          dice is radius. For x and for y; so:

                          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 notation
                          https://tangaria.com - Angband multiplayer variant
                          tangaria.com/variants - Angband variants table
                          tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                          youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                          Comment

                          • tangar
                            Veteran
                            • Mar 2015
                            • 1004

                            #28
                            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.
                            It would bring customization to the new lvl
                            Last edited by tangar; February 2, 2019, 17:40.
                            https://tangaria.com - Angband multiplayer variant
                            tangaria.com/variants - Angband variants table
                            tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                            youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                            Comment

                            • tangar
                              Veteran
                              • Mar 2015
                              • 1004

                              #29
                              /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.txt
                              https://tangaria.com - Angband multiplayer variant
                              tangaria.com/variants - Angband variants table
                              tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                              youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                              Comment

                              • takkaria
                                Veteran
                                • Apr 2007
                                • 1951

                                #30
                                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-

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