Really Want To Fight Ancestors

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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #16
    Back in the frog-knows days, yes, but they went out before Ben took over, so if you took them from old V source then you must've done a lot of updating to make the code work.

    (I once got the Trident of Ulmo from a player ghost around 400' in frog-knows. That was a fun character)

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    • LostTemplar
      Knight
      • Aug 2009
      • 670

      #17
      If I can get ghosts saved into the savefile properly
      does not look like good idea, same as why high scores are not in savefile, ghosts should be stored separately.

      Comment

      • Philip
        Knight
        • Jul 2009
        • 909

        #18
        But seriously, I would like to see them in V at least as an option(not likely).

        Comment

        • Nomad
          Knight
          • Sep 2010
          • 958

          #19
          Originally posted by LostTemplar
          Originally posted by d_m
          If I can get ghosts saved into the savefile properly
          does not look like good idea, same as why high scores are not in savefile, ghosts should be stored separately.
          Could you not pull ghost data from the high scores file? You've got a list of dead characters with race, class, clevel, dungeon level and final gold stored right there. (And even the cause of death, if you want to get really clever and generate the type of monster that made the kill along with the ghost.)

          Comment

          • d_m
            Angband Devteam member
            • Aug 2008
            • 1517

            #20
            Originally posted by Nomad
            Could you not pull ghost data from the high scores file? You've got a list of dead characters with race, class, clevel, dungeon level and final gold stored right there. (And even the cause of death, if you want to get really clever and generate the type of monster that made the kill along with the ghost.)
            I think you're right, but you also want to know whether that ghost has been seen before and/or killed before, and you may actually want to store more things on player death (e.g. items carried).

            But certainly as a first pass it could be possible.
            linux->xterm->screen->pmacs

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #21
              You could mark the highscores file to indicate if a given character was ghost-eligible. Adding a bit to each entry doesn't seem like too bad a hack to me.

              Comment

              • d_m
                Angband Devteam member
                • Aug 2008
                • 1517

                #22
                Originally posted by Derakon
                You could mark the highscores file to indicate if a given character was ghost-eligible. Adding a bit to each entry doesn't seem like too bad a hack to me.
                That's a good point...it would also have the nice property that you could reduce the chance that a level 2 mage becomes a ghost (to avoid having dlvl 1 litered with howling ghosts and corpses of newbies)
                linux->xterm->screen->pmacs

                Comment

                • nppangband
                  NPPAngband Maintainer
                  • Dec 2008
                  • 926

                  #23
                  Originally posted by d_m
                  That's a good point...it would also have the nice property that you could reduce the chance that a level 2 mage becomes a ghost (to avoid having dlvl 1 litered with howling ghosts and corpses of newbies)
                  At least the way it is in NPP, player ghosts wouldn't appear that shallow. The earlist ghost has a dative depth of 300'. There is alot of special code to handle this (if you want to find the relevant code in NPP, grep the flag RF2_PLAYER_GHOST to see all the special handling they get throughout the source code)
                  NPPAngband current home page: http://nppangband.bitshepherd.net/
                  Source code repository:
                  https://github.com/nppangband/NPPAngband_QT
                  Downloads:
                  https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                  Comment

                  • myshkin
                    Angband Devteam member
                    • Apr 2007
                    • 334

                    #24
                    Originally posted by nppangband
                    The earlist ghost has a dative depth of 300'.
                    I like the typo. "I give 300' this novice rogue ghost."

                    Comment

                    • tuppe666
                      Rookie
                      • Jul 2007
                      • 15

                      #25
                      Having thought about it for a little while. I would rather the characters come back as undead at least in the early levels...and weakened, to be able to actually be invisible and go through walls seems very powerful especially on the early levels, but I so think it is important that you get as a portion of the items that you lost ammo excluded.

                      Comment

                      • Bodkin
                        Scout
                        • Apr 2007
                        • 34

                        #26
                        Originally posted by myshkin
                        I like the typo. "I give 300' this novice rogue ghost."
                        Nicely played.

                        Comment

                        • Astaroth
                          Rookie
                          • Mar 2009
                          • 16

                          #27
                          So much cool ideas... I like especially the different undead types... a noob character would either spawn as a Zangband-style pile of bones (I would really like to see that), or at most a skeleton or a zombie. When the level and the depth become higher, you have more chance to meet your older incarnations resurrected into higher forms of unlife!

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