Yes I have seen it, it's the most important stat and it's hidden in a corner.
I even modded my install, to have more information and color in the movement sentence.
So speed shoul get an extra line.
Very Fast (250%) does not move
or
slow (50%) passes through walls
The numbers are the monsters energy relative to yours, in my install those are green normally , yellow if its faster than you, red if it double moves.
The does not move is also changed to blue, because it is important to know.
like so, try it you don't want to play without it again after.
About the size, like I said I am playing with the monster recall permanently in a smaller (then the main window) subwindow. I can't belive I am the only one.
I even modded my install, to have more information and color in the movement sentence.
So speed shoul get an extra line.
Very Fast (250%) does not move
or
slow (50%) passes through walls
The numbers are the monsters energy relative to yours, in my install those are green normally , yellow if its faster than you, red if it double moves.
The does not move is also changed to blue, because it is important to know.
like so, try it you don't want to play without it again after.
Code:
diff --git a/src/monster/monster1.c b/src/monster/monster1.c index 19fcaf1..3c9bd18 100644 --- a/src/monster/monster1.c +++ b/src/monster/monster1.c @@ -2052,9 +2052,9 @@ static void describe_monster_movement(int r_idx, const monster_lore *l_ptr) /* Speed */ if (r_ptr->speed > 110) { - if (r_ptr->speed > 130) text_out_c(TERM_GREEN, " incredibly"); - else if (r_ptr->speed > 120) text_out_c(TERM_GREEN, " very"); - text_out_c(TERM_GREEN, " quickly"); + if (r_ptr->speed > 130) text_out_c(TERM_RED, " incredibly"); + else if (r_ptr->speed > 120) text_out_c(TERM_ORANGE, " very"); + text_out_c(TERM_YELLOW, " quickly"); } else if (r_ptr->speed < 110) { @@ -2068,6 +2068,29 @@ static void describe_monster_movement(int r_idx, const monster_lore *l_ptr) text_out_c(TERM_GREEN, "normal speed"); } + + /* speed advantage */ + { + int rel_speed = extract_energy[r_ptr->speed ]*100 /extract_energy[p_ptr->state.speed]; + text_out("("); + if (rel_speed <= 100) + { + text_out_c(TERM_GREEN, "%d%%", rel_speed); + } + else if (rel_speed < 200) + { + text_out_c(TERM_YELLOW, "%d%%", rel_speed); + } + else + { + text_out_c(TERM_RED, "%d%%", rel_speed); + } + text_out(" of your current speed.)"); + } +
About the size, like I said I am playing with the monster recall permanently in a smaller (then the main window) subwindow. I can't belive I am the only one.
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