Curses feature branch
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Could someone point out the current list of curse effects? I skimmed back through this thread and didn't notice it.Comment
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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
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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
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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
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In remove_object_curse():
Code:free_curse(c, true); if (message) { msg("The %s curse is removed!", c->name); }
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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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
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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
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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
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See also the "Cursed Objects" chapter in dungeon.txtPWMAngband 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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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
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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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