the explanation at the top of p_race says:
# 'values' is for object modifiers which take a value that races possess
# innately.
But the code only reads "RES_" values, so if you want to make a player race with innate extra speed, you have to do it another way. ppfffflt.
Anyway, I've been busy on Rubberband development. I'll probably make a release sometime soon. currently in the process of adding a couple new player races.
Help me make my new variant! (please!)
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Besides the save file (loading one generated with a larger pack limit should be okay, but the load code isn't set up to explicitly handle the pack overflow that could happen), there's how the pack is presented in the user interface: the current limit is one less than the minimum expected height for the main window, 24 rows. With the main window at the minimum height and a full pack of 24 items, displaying the inventory won't show the last item in the pack.Leave a comment:
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Besides the save file (loading one generated with a larger pack limit should be okay, but the load code isn't set up to explicitly handle the pack overflow that could happen), there's how the pack is presented in the user interface: the current limit is one less than the minimum expected height for the main window, 24 rows. With the main window at the minimum height and a full pack of 24 items, displaying the inventory won't show the last item in the pack.Leave a comment:
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Huh. I thought I had cloned the angband-master when I made a fork on github. I guess not. Is there a relatively easy way to get Nick's changes into the code on my computer?
EDIT/PS: I'm currently playing my pre-alpha build, and it's acting like there's a movement delay even though I made sure movement delay and base delay factor were set to zero. Can anyone guess why that is?
Also, will it break anything if I increase the backpack slots in constants.txt by 1? (I'm guessing it'll likely break savefiles, so I'll finish my current game before I try it.)Last edited by will_asher; April 8, 2021, 10:33.Leave a comment:
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As to how Nick's changes got there, you forked angband-master on github a month ago and the changes have been in master for 4 months.Leave a comment:
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You didn't deliberately change it, but you did in fact change it. In fact you accidentally changed a whole bunch of files no doubt, take a look at the file list in this commit:
will_asher's variant of Angband, A free, single-player roguelike dungeon exploration game - initial Rubberband stuff will2asher/RubberBand@820fbec
As far as I can see you've:
downloaded a copy of angband
Nick has updated dungeon_profile.txt
you've uploaded the older version of dungeon_profile.txt
EDIT: Well, I guess I can just download the newer dungeon_profile.txt. I'll try that.
For that matter, how did my fork get the changes Nick made (that require an updated dungeon_profile.txt) without getting the updated dungeon_profile.txt?
Also, how do you make a diff like that between two files on github?
EDIT: It runs now, yay!
thanks for your help
EDIT2/PS: Is old_class.txt still used/needed?Last edited by will_asher; April 8, 2021, 06:55.Leave a comment:
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will_asher's variant of Angband, A free, single-player roguelike dungeon exploration game - initial Rubberband stuff will2asher/RubberBand@820fbec
As far as I can see you've:
downloaded a copy of angband
Nick has updated dungeon_profile.txt
you've uploaded the older version of dungeon_profile.txtLeave a comment:
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From the source on GitHub, you added "cutoff:..." lines for the profiles. Those will cause errors until you change the parsing in src/generate.c. The cutoff parameter mentioned in the comments is the last value in "room:..." lines within a profile.Leave a comment:
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ugh. still won't run.
Now it's saying there's a parse error in dungeon_profile line 60 but I haven't touched dungeon_profile.txt and I don't see anything wrong there.Leave a comment:
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Thanks. to think I looked through the file as many times as I did and didn't see that...Leave a comment:
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You've got typos in your flags, compare:
Code:# Mostly slow with lots of hitpoints and armor name:golem glyph:g pain:1 flags:EMPTY_MIND | CLEAR_WEB | NONLIVING flags:NO_FEAR | NO_CONF | NO_SLEEP | NO_STUN desc:Golem
Code:# mostly very deep name:wall monster glyph:# pain:1 flags:COLD_BLOOD | EMPTY_MIND flags:BASH_DOOR | CLEAR_WEB | NON_LIVING flags:IM_POIS | NO_CONF | NO_SLEEP | NO_FEAR desc:Wall Monster
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I gotta figure out how to sync the github with what's on my computer...
...Okay, I think I updated my github with my changes, but I don't know how to change the name of my github so that it's clear that it's a variant. I don't get github yet.
EDIT: no it didn't sync. I'm still figuring that out.
Anyway, I barely changed anything so far. It's parsing monster_base.txt, and I looked over that file like 6 times and didn't find anything wrong with it.
Also, Pete implied that there's a relatively easy way to get new changes made to V and add them to my fork. How do I do that?
Is there some quick github tutorial somewhere? I could use a glossary for all the lingo (Push, pull, commit, stash, repository, etc).
EDIT3: I found a github glossary, but it doesn't have "stash".
EDIT2: (learned the difference between push and pull) I told VS to push changes to github, but it didn't update anything...
EDIT4: Okay, I got it to sync now.
Last edited by will_asher; April 7, 2021, 01:07.Leave a comment:
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This message means that somewhere in the datafile being parsed there was a flag that was not in the list of all the flags. As wobbly says, if people can see your code it's easier to find problems.Leave a comment:
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I spied enough to find your github, which contains a fork of 4.2.2 but nothing else. It's going to be easier to see whats going wrong if someone can see the actual code and more importantly the commits of what you actually changed.Leave a comment:
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I got it to compile. that's one step.
But I'm already stuck with a bug trying to get it to run. I get a "bad f-flag: " error with a bunch of garbage after it. I made sure all the new flags I plan to add are still commented out in monster.txt and monster-base.txt (even though I already added them to list-mon-race-flags.h). I double and triple checked. I can't figure out what's wrong. Could adding a new monster base do this? Is there a max number of monster bases somewhere? (if so, I can't find it.)
(I'm not going to ask for help for every little thing. Part of the reason I post here for help is sometimes it helps me to think of something when I write out the question.)Leave a comment:
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