Death mold

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  • Jungle_Boy
    Swordsman
    • Nov 2008
    • 434

    Death mold

    Death mold monster memory says it is hurt by fire and it resists fire which seems a little contradictory. Version 3.3.1
    My first winner: http://angband.oook.cz/ladder-show.php?id=10138
  • UglySquirrell
    Swordsman
    • Jul 2011
    • 293

    #2
    It also changes color now, hit one thinking it was a disenchanter mold

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #3
      Originally posted by UglySquirrell
      It also changes color now, hit one thinking it was a disenchanter mold
      Well, it is, kind off. Disenchanter mold on steroids.

      I wish I could turn flickering monsters off completely. Multi-hued is enough.

      I think I edit FLICKER -flag off from those monsters. It has been more trouble than worth it.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Originally posted by UglySquirrell
        It also changes color now, hit one thinking it was a disenchanter mold
        To be more precise it flickers.

        @Jungle_Boy: good catch! This is because all molds have HURT_FIRE, but the death mold has IM_FIRE. We'll need to make sure that the IM_ trumps the HURT_.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #5
          Originally posted by Timo Pietilä
          Well, it is, kind off. Disenchanter mold on steroids.

          I wish I could turn flickering monsters off completely. Multi-hued is enough.

          I think I edit FLICKER -flag off from those monsters. It has been more trouble than worth it.
          The animate_flicker option doesn't work for you?
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • Timo Pietilä
            Prophet
            • Apr 2007
            • 4096

            #6
            Originally posted by Magnate
            The animate_flicker option doesn't work for you?
            That's real-time flickering on/off. I like to turn it off completely for non-multihued monsters. For example Law dragon looks like Ancient White with one of its changes.

            Real-time flicker has unwanted side-effects with overhead view and it just is disturbing.

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #7
              Originally posted by Timo Pietilä
              That's real-time flickering on/off. I like to turn it off completely for non-multihued monsters. For example Law dragon looks like Ancient White with one of its changes.

              Real-time flicker has unwanted side-effects with overhead view and it just is disturbing.
              Oh gosh. I didn't realise that animate_flicker only turned off real-time flickering, and left per-keypress flickering on!! Ouch. I guess I hadn't paid enough attention to the difference between ATTR_FLICKER and ATTR_MULTI. I think turning off the option should turn off flickering altogether.
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • fizzix
                Prophet
                • Aug 2009
                • 3025

                #8
                Honestly, I think this is a feature and I like it. It allows you to distinguish between some of the stronger monsters and their weaker counterparts.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #9
                  Originally posted by fizzix
                  Honestly, I think this is a feature and I like it. It allows you to distinguish between some of the stronger monsters and their weaker counterparts.
                  Timo's complaint is that the "turn-based" flickering makes it harder to distinguish between monsters, and I can't say I blame him. If you have a choice between a monster with a distinct color, or one which shifts between several colors, some of which are also used by other monster types, which is easier to distinguish?

                  Turning this off when you turn off realtime flickering sounds reasonable.

                  Comment

                  • fizzix
                    Prophet
                    • Aug 2009
                    • 3025

                    #10
                    Originally posted by Derakon
                    Timo's complaint is that the "turn-based" flickering makes it harder to distinguish between monsters, and I can't say I blame him. If you have a choice between a monster with a distinct color, or one which shifts between several colors, some of which are also used by other monster types, which is easier to distinguish?

                    Turning this off when you turn off realtime flickering sounds reasonable.
                    I find that realtime flickering is a bit bothersome to my eyes, but the turn-based one seems just right. However, I can also understand Timo's objection, and having 3 options seems like overkill.

                    Comment

                    • Timo Pietilä
                      Prophet
                      • Apr 2007
                      • 4096

                      #11
                      Originally posted by fizzix
                      I find that realtime flickering is a bit bothersome to my eyes, but the turn-based one seems just right. However, I can also understand Timo's objection, and having 3 options seems like overkill.
                      I'm not entirely in same page with Takkaria here. If the option affects only UI, and not gameplay I don't see any reason not to add it in. It isn't any different to add new set of tiles after all.

                      Comment

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