Curses feature branch

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9647

    #76
    Originally posted by PowerWyrm
    Also I don't really understand the poison and paralysis curses, since they can be countered by resist poison and free action.
    That's basically intentional - I think there should be some curses which are only a problem in the early game, or for some players. Critique of the list of curses is good, though, as is suggesting new ones
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #77
      Fumblefingers: cuts disarm traps by 1/3.

      Comment

      • bio_hazard
        Knight
        • Dec 2008
        • 649

        #78
        Could someone point out the current list of curse effects? I skimmed back through this thread and didn't notice it.

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9647

          #79
          Originally posted by bio_hazard
          Could someone point out the current list of curse effects? I skimmed back through this thread and didn't notice it.
          That's because it wasn't there

          Here's the text file defining the curses - it should be fairly easy to read (and also show how to create new curses).
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • bio_hazard
            Knight
            • Dec 2008
            • 649

            #80
            Thanks! I have some ideas, and will try to get them in the correct format.

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #81
              Some of the names are fairly weak. I prefer "Winter's chill" from Sil, to "chilled to the bone", and "Of Burning" for the other. Perhaps the former should grant RES_COLD[2], so temp cold resist gives temporary immunity? Or give off an aura like in some variants?

              In any case, this is a whole lot of junk. I'd rather see fewer basic ego types, and more that combine different features. Further, IMPAIR_HP is already available on a ring. I don't see the point of putting it on some boring ego item. And I'm not sure of the point of the ones with obvious penalties like "boots of slowness", which are IDed immediately on use, or even on pickup, then discarded. Without a stick curse, things like this are just zero-risk junk. Even the ones with fire vulnerability are pretty dull. If you want to make something scary, make it a subtle thing that may only be discovered too late, like RES_NETHER[-1].

              The death drake breathes nether. -more- You learn something new about your armor. -more- You die.

              Comment

              • PowerWyrm
                Prophet
                • Apr 2008
                • 2987

                #82
                Correct me if I'm wrong, but currently you can choose which curse to remove. Any curse with power 0 can be remove with Remove Curse. Any curse with power <= 50 can be removed with *Remove Curse*. Any curse with power 100 cannot be removed. Any try to remove a curse with power > 50 but < 100 will result in the object being destroyed. No randomness, just plain curse power vs curse removal power (which is fixed). This should probably be improved (remove curse removal power, make one attempt vs curse power for Remove Curse and multiple attempts for *Remove Curse* keeping the best result).
                PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                Comment

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2987

                  #83
                  In remove_object_curse():

                  Code:
                  free_curse(c, true);
                  if (message) {
                      msg("The %s curse is removed!", c->name);
                  }
                  Probably not a good idea to use c->name after c is freed...
                  PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                  Comment

                  • PowerWyrm
                    Prophet
                    • Apr 2008
                    • 2987

                    #84
                    Item tester for objects to uncurse uses the non-permanent known curses. Once you select such object, you get a list of all curses on the object to choose from, either known or unknown. Only known curses should probably be displayed.
                    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9647

                      #85
                      Thanks for all the reports - I'm hoping to actually get some dev time this weekend and fix a few bugs.
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • PowerWyrm
                        Prophet
                        • Apr 2008
                        • 2987

                        #86
                        Originally posted by PowerWyrm
                        Correct me if I'm wrong, but currently you can choose which curse to remove. Any curse with power 0 can be remove with Remove Curse. Any curse with power <= 50 can be removed with *Remove Curse*. Any curse with power 100 cannot be removed. Any try to remove a curse with power > 50 but < 100 will result in the object being destroyed. No randomness, just plain curse power vs curse removal power (which is fixed). This should probably be improved (remove curse removal power, make one attempt vs curse power for Remove Curse and multiple attempts for *Remove Curse* keeping the best result).
                        Just checked the last version for REMOVE_CURSE effect and it seems that it's now 20+d20 (normal) and 50+d50 (strong) instead of 0 and 50. Nevermind then...
                        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                        Comment

                        • PowerWyrm
                          Prophet
                          • Apr 2008
                          • 2987

                          #87
                          Attack.txt states "Luckily, all cursed items will be immediately shown as {cursed} when you pick them up." This is not the case anymore, right? IIRC you now need to wield an item to learn its curses, and you only get knowledge of the curses on walkover if you know the corrresponding runes.
                          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2987

                            #88
                            See also the "Cursed Objects" chapter in dungeon.txt
                            PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                            Comment

                            • PowerWyrm
                              Prophet
                              • Apr 2008
                              • 2987

                              #89
                              object_power() doesn't seem to take into account the power of curses (flags, values, effects, combat values...)
                              PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                              Comment

                              • PowerWyrm
                                Prophet
                                • Apr 2008
                                • 2987

                                #90
                                Hmm I don't seem to find anywhere the code that handles curse properties... If the game generates a cloak with the "enveloping" curse, there should be somewhere a method that manages the tohit/todam penalties and toac bonus of that cloak, but I don't find anything anywhere.
                                PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                                Comment

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