Some thoughts on Monster Memory

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  • Tobias
    Adept
    • Dec 2009
    • 172

    #16
    Originally posted by Derakon
    Speed is at the top along with native depth, experience value, and HP. Armor should probably go in there as well; I forgot it.
    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.

    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.
    My Angband videos : http://www.youtube.com/view_play_lis...385E85F31166B2

    Comment

    • Nolendil
      Adept
      • May 2007
      • 171

      #17
      I also use a small monster recall window but Derakon's mockup still looks interesting.
      I hope a good compromise will be found.
      A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
      A Mx H- D c-- f- PV+ s- d P++ M+
      C- S-- I So B++ ac GHB- SQ+ RQ++ V+

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #18
        There's no reason we couldn't have both the traditional display and Derakon's grid-based too. They both use the same info, just displayed differently. If there was ever a case to be made for a simply on/off option that requires little to no long range maintainence, this is is.

        Optionally, use grid based for the main window and traditional for sub window... or as I've suggested some time ago, store the formatting for monster recall in an easily editable prf file, so the user can configure whatever info they deem important enough to displayed in whatever way they want is displayed.
        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
        My banding life on Buzzkill's ladder.

        Comment

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