sil 1.1.1 : no-magic-items source mods

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  • bron
    Knight
    • May 2008
    • 515

    sil 1.1.1 : no-magic-items source mods

    I've been working on Scatha's "no magic" challenge. I haven't gotten all that close yet, but I'm starting to think it might actually be possible. Getting down is going to be hard enough, but I'm thinking the ascent is going to be at least as hard.

    I modified the source so that the game doesn't produce "special" items. It was very frustrating to see something like a (-1, 3d6) Greatsword, and have to leave it behind since it also was {special}. This mod helps to remove that frustration. It does mean that the challenge is ever-so-slightly easier than the original proposal, since there are more items to choose from (banned items are replaced by usable ones). But I don't think the effect is all that large, and the challenge is plenty hard enough anyway.

    I modified 3 files: defines.h and tables.c were modified to change the (unused) "no_stores" option into the "no_magic_items" option, and to add it to the Challenge menu. object2.c was changed to not generate "special" items when the no_magic_items flag is in effect. Note that no_magic_items includes Staffs, Rings, Amulets, Trumpets, Shadow Cloaks, Lesser Jewels, and Feanorian Lamps, and well as {special} weapons and armor. I also fixed the "chest theme" bug I had posted earlier.

    The modified files are attached. I hereby incant whatever lawerly phrase is needed to allow anyone else to use these. It is clearly a derived work, and so is probably covered by whatever restrictions exist with the original Sil distribution, but I personally make no claims or restrictions. I admit I'd like to see this added to the base distribution, but of course, that is not my call.
    Attached Files
  • debo
    Veteran
    • Oct 2011
    • 2402

    #2
    I hereby propose that this mode of play be called "Viking mode".
    Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

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    • mtadd
      Rookie
      • Nov 2011
      • 24

      #3
      Here's the modifications in a patch file.
      Attached Files

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      • bron
        Knight
        • May 2008
        • 515

        #4
        Here a newer version of the "no magic items" source mods. Still just the same three files, but these fix a couple of problems:

        (1) defines.h is the same as in the previous version

        (2) tables.c is almost the same; just fixed one minor inaccuracy I introduced (one too many initializers).

        (3) object2.c has a number of lines of source changes, but only two actual changes related to no_magic_items: (a) It forbids Enchanted Forges when no_magic_items is in effect, and (b) it fixes the bug whereby sometimes a Shadow Cloak could get generated even when no_magic_items was in effect. With any luck, the changes should not have any effect on standard gameplay. (a) was easy, but (b) took a number of smallish changes in a number of places (although mercifully, all in the one file). I had seen this bug before (http://angband.oook.cz/ladder-show.php?id=14056), and I thought I had fixed it, but I observed it again during the winning run. Now that I've recovered somewhat from that, I dug into the code and found the problem. I'm pretty confident this fixes the problem, but freely admit I have not had time to play-test it very extensively.
        Attached Files

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