That's what I already did, but it didn't work. Thanks.
Vanilla Code Questions
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I think I missed updating something. I made sure all my changes were present, recompiled, and it worked. I'm still a bit baffled how everything the user can see said it was working, but it didn't. Doesn't matter for now. Sorry for the false alarm.Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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Is there an easy way to specify KILL_WALL to be adjacent only?Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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Melee_blows
Finally wrote my first effect handler. I really don't understand the code too well, but copy and paste served me surprisingly well. Only bug I'm aware of is it crashes if there's not an enemy to use it on. This obviously needs to be fixed. Anything else anyone sees? I'm not confident in the target and grid stuff.
Code:bool effect_handler_MELEE_BLOWS(effect_handler_context_t *context) { int blows = effect_calculate_value(context, false); bool fear; int taim; struct loc target = loc(-1, -1); struct loc grid = player->grid; /* players only for now */ if (context->origin.what != SRC_PLAYER) return false; /* Ask for a target if no direction given */ if (context->dir == DIR_TARGET && target_okay()) { target_get(&target); } else { target = loc_sum(player->grid, ddgrid[context->dir]); } taim = distance(grid, target); if (taim > 1) { msgt(MSG_GENERIC, "Distance to target %d", taim); return false; } while (blows-- > 0) { if(py_attack_real(player, target, &fear)) {return true;} } return true; }
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I think you probably want the project_touch() function in effects.c.
I don't see anything obviously wrong with your effect handler; I'm guessing the most likely source of problems is whether py_attack_real() plays nicely with being called in this way.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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In player-calcs.c
Code:if (player_has(p, PF_EVIL) && character_dungeon) {
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It's a hackish global variable that is set to true when a level has been generated and then to false when generation for a new level starts. It gets used quite a bit to enable calculations in the birth process when you don't really have a character but want to pretend you have.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Compiling For Windows
Is compiling for Windows pretty easy? I followed the instructions. The compile fails and I'm told I need windows.h, but I'm sure the list doesn't end there. Am I supposed to grab standard windows libraries until the compile goes through?Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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I just followed these instructions on linux:
Code:./autogen.sh ./configure --enable-win --disable-curses --build=i686-pc-linux-gnu --host=i586-mingw32msvc
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When you're testing and want to advance a character in experience (through debug commands), how do you balance equipment? Any rules of thumb?Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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Code:/bin/bash: no: command not found Makefile:31: recipe for target 'win/angband.res' failed
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If you're testing character balance (e.g. on a new class or a heavily modified one) there's really no shortcuts, you have to play a real @ to know if it's good, or somehow convince a bunch of other people to do it for you
If you're testing things unrelated to monster/character balance you generally don't need to worry about niceties like equipment; and if you're testing monsters of really high level and don't have a real endgame character at hand you can just put together a random kit of oppy artifacts.The Complainer worries about the lack of activity here these days.Comment
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