Invulnerable arrows?

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  • bron
    Knight
    • May 2008
    • 515

    Invulnerable arrows?

    It seems that I don't get arrows in my quiver destroyed by acid and/or fire attacks anymore? Is this the intended behavior? I'm guessing it's a side effect of the fact that arrows in the quiver are "wielded" rather than being part of "inventory". But I don't think it was an intentional effect (?)

    Also, have magic/prayer book become harder to destroy? I seem to be losing fewer of them to fire beathers than I remember from the past. Was something changed or have I just been lucky?

    [I'm running some version of 3.1.2 ; I'm pretty sure it is the 3.1.2v2 download from oook.cz download page, but I'm not 100% sure.]
  • d_m
    Angband Devteam member
    • Aug 2008
    • 1517

    #2
    Originally posted by bron
    It seems that I don't get arrows in my quiver destroyed by acid and/or fire attacks anymore? Is this the intended behavior? I'm guessing it's a side effect of the fact that arrows in the quiver are "wielded" rather than being part of "inventory". But I don't think it was an intentional effect (?)
    This is definitely true, based on the current implementation. I'm not sure what takkaria's preferred behavior here is (I could imagine stuff being invulnerable to destruction like worn equipment, treated just like the inventory, or having a smaller (but non-zero) chance to be destroyed).

    Originally posted by bron
    Also, have magic/prayer book become harder to destroy? I seem to be losing fewer of them to fire beathers than I remember from the past. Was something changed or have I just been lucky?
    I am pretty sure this has not been changed, but I might be wrong.
    linux->xterm->screen->pmacs

    Comment

    • awldune
      Adept
      • Dec 2007
      • 113

      #3
      Originally posted by bron
      Also, have magic/prayer book become harder to destroy? I seem to be losing fewer of them to fire beathers than I remember from the past. Was something changed or have I just been lucky?
      Looking at the source, there doesn't appear to be any change from 3.0.9.

      I haven't noticed any change in playing.

      Comment

      • PowerDiver
        Prophet
        • Mar 2008
        • 2820

        #4
        Originally posted by d_m
        (I could imagine stuff being invulnerable to destruction like worn equipment, treated just like the inventory, or having a smaller (but non-zero) chance to be destroyed).
        The whole idea that the quiver counts as equipped rather than being an extension of the pack is just plain awful IMO. Wielding ammo is bad, noticing brands on wield is worse, and invulnerable quivers are just plain wrong.

        Comment

        • d_m
          Angband Devteam member
          • Aug 2008
          • 1517

          #5
          Originally posted by PowerDiver
          The whole idea that the quiver counts as equipped rather than being an extension of the pack is just plain awful IMO. Wielding ammo is bad, noticing brands on wield is worse, and invulnerable quivers are just plain wrong.
          Takkaria wanted the same basic quiver from S/NPP and that's what we got (give-or-take).

          #2 and #3 are both (probably) easily solvable bugs. I don't see how they are related to #1 at all (EDIT: that's overstating it, I guess I mean there is no reason to believe they can't be fixed without changing #1).

          #1 would require a complete rewrite (and honestly would probably require significant refactoring to the whole inventory/equipment/obj-cmd scheme).
          linux->xterm->screen->pmacs

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9634

            #6
            Originally posted by d_m
            #1 would require a complete rewrite (and honestly would probably require significant refactoring to the whole inventory/equipment/obj-cmd scheme).
            Not so bad, I think. You would need another command for "put in the quiver", and an option in the take off command for switching to the quiver.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • PowerDiver
              Prophet
              • Mar 2008
              • 2820

              #7
              Originally posted by d_m
              #1 would require a complete rewrite (and honestly would probably require significant refactoring to the whole inventory/equipment/obj-cmd scheme).
              I'll rewrite it some day, but have more useful things to do now. I don't see why it would be a big deal, except to yank out all your hard work.

              Increase the pack by 10 slots, and require max 10 slots of ammo allowed. Small changes to pack_absorb, small changes to pack sorting, label last 10 slots 0 to 9 and ammo only goes there.

              [edit] pack_absorb or whatever is used to decide whether there is room in the pack enforces #non-ammo slots <= 23 + (99 + #ammo)/100

              The only mildly interesting part is making sure you allow empty slots between used slots in the pack, and doing that correctly allows spellbooks to be forced into correct slots. I see upside and no downside.

              This seems simple and complete. Did I miss something?
              Last edited by PowerDiver; April 7, 2010, 23:19.

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #8
                Originally posted by PowerDiver
                This seems simple and complete. Did I miss something?
                Yes. Quiver slots don't move currently. This is a nice feature that reduces the amount of required inscriptions.
                Also: the inventory is already up to near the end of the alphabet.
                Would you wrap the alphabet for ammo, or start with all caps, or with numbered slots (as now.)

                Comment

                • PowerDiver
                  Prophet
                  • Mar 2008
                  • 2820

                  #9
                  Originally posted by Pete Mack
                  Yes. Quiver slots don't move currently. This is a nice feature that reduces the amount of required inscriptions.
                  Also: the inventory is already up to near the end of the alphabet.
                  Would you wrap the alphabet for ammo, or start with all caps, or with numbered slots (as now.)
                  I wrote "label last 10 slots 0 to 9 and ammo only goes there"

                  and I guess I should have added no non-ammo is allowed in those 10 added slots.

                  Comment

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