I didn't think it would be too hard, but apparently it is. I'm guessing it breaks down in the Number of spell realms used in the "book:" line of class.txt but that's just a guess.
Here's what I thought would work, but fails (copying these from gamedata to the main angband directory then modifying):
realm.txt (adding a realm to the list and modifying names as appropriate).
object_base.txt (adding new book type corresponding to new book-noun used in realm.txt)
object.txt (adding new books corresponding to the new book-noun used in realm.txt, with such graphics, properties, allocation, etc. as desired)
class.txt (realm : the new realm name used in realm.txt; magic : as normal, with such number of books as added to object.txt for the realm; book : new book noun used in realm.txt : [Name of Book] used in object.txt : number of spells : realm number
spell: doesn't link to realm or object, so should be fine to use spells as they are. For future possible work, putting spell effects into editable files so that new spells could be created.
The above doesn't work, I think possibly because "book:" in class.txt references a realm number that isn't part of the realm.txt file or anywhere else I could see, but must be used by the game somewhere.
It does work if one doesn't add a realm, and just adds books to the current realms and uses only those new books for the class (could be ones from both realms, though one realm needed to be chosen for spell points stat). Well, it did work until the automatic numbering of books made accessing the magic in those books unwieldy (can now only be done with arrow keys to move between books each time a spell is to be cast and those spells cannot be accessed using keymaps).
Obviously, you have an intimate knowledge of the code and can identify other areas where user-editing of realms is breaking down. My initial goal was to create a sort of Dunedan Ranger that could access both healing "priestly" magic and wizardly "arcane" magic. Thinking of Faramir, the student of Gandalf. I also created a super-race/class Valar-Istari, to test the editabllity of game files, long ago when Nick first started this process and I did extensive game testing, including parsing through the gamedata files line by line.
Preparation for 4.1 release
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Yes, it would. One of the first things (caveat: there are a few first things) I will be doing post-4.1 is re-doing how magic realms are handled. There will be a number of details to thrash out, but I'm at least looking at the potential for a class to have books from more than one realm (if realm is even the correct concept).Leave a comment:
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Would it make more sense to provide the ability to expand the number of magic realms? Then one could, for example, modify constants.txt for 3 realms, just use "3" for the magic realm in the class.txt spells for the new class, create books identified as realm "3" in objects.txt, and presumably your new numbering system would then work just fine with an upper total of nine books per realm.Leave a comment:
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So the numbers are derived from the order in which they appear in the object.txt file. If you add one book at the end of the list, that should be #9. After that there isn't anything at present, but I can modify it so that 0 will follow 9.
I think it's true that Angband should be for variants, but there are tradeoffs. This particular change is there to allow the vast majority of people to play without having to set up inscriptions and auto-inscriptions on books if they don't want to accidentally cast the wrong spell occasionally. I will modify it so that after the first 10 it reverts to letters.
Would it make more sense to provide the ability to expand the number of magic realms? Then one could, for example, modify constants.txt for 3 realms, just use "3" for the magic realm in the class.txt spells for the new class, create books identified as realm "3" in objects.txt, and presumably your new numbering system would then work just fine with an upper total of nine books per realm.Leave a comment:
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New builds up on the nightlies page, changes are:- Vortices now resist poison, silver jellies are not hurt by light
- Terrain and objects in the blast radius of earthquake and destruction are forgotten
- Items on the ground destroyed by failed curse removal disappear properly
- Bug causing all randart jewellery to get +3 light is fixed
- Dead characters can be reopened with the -w switch again
There are no only a couple of bugs left on the tracker, but there are also some relatively recently reported bugs I haven't filed; there are also some other pre-release tasks to do, like updating help.Leave a comment:
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If one of the basic tenants is to make variants easier to create, than this change in its current form creates problems. I just tried it, and any new user created books cannot be selected to cast magic as a number doesn't appear. (Well, the first in the list is selected, or you can arrow key to the next book, but there is no simple way to select by number or to use key-maps for selecting spells). Book_Tags aren't in the object.txt code, so the numbers can't be edited, added to or deleted. Or am I missing a way for user-editable files to resolve the problem? User inscription does not override the Book_Tag, so that doesn't solve it either.
I think it's true that Angband should be for variants, but there are tradeoffs. This particular change is there to allow the vast majority of people to play without having to set up inscriptions and auto-inscriptions on books if they don't want to accidentally cast the wrong spell occasionally. I will modify it so that after the first 10 it reverts to letters.Leave a comment:
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If one of the basic tenants is to make variants easier to create, than this change in its current form creates problems. I just tried it, and any new user created books cannot be selected to cast magic as a number doesn't appear. (Well, the first in the list is selected, or you can arrow key to the next book, but there is no simple way to select by number or to use key-maps for selecting spells). Book_Tags aren't in the object.txt code, so the numbers can't be edited, added to or deleted. Or am I missing a way for user-editable files to resolve the problem? User inscription does not override the Book_Tag, so that doesn't solve it either.Last edited by Ingwe Ingweron; June 5, 2017, 19:02.Leave a comment:
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bio_hazard is pointing out that the two effects from the elemental rings are at odds -- enemies that would be hurt by a fireball are unlikely to be attacking you with fire damage (so the temp resist is useless), and vice versa. There's a point to be had there, but I think it's fine to only have one or the other effect be useful in a given situation, and I've always found elemental "inversion" (fire means cold damage, etc.) confusing. Especially if you want to posit that lightning and acid are somehow opposites.
In any case, I'd be somewhat worried if I were still using a Ring of Fire by the time Smaug came around!Leave a comment:
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Or maybe you just don't like green? Perhaps a cyan or magenta line?Leave a comment:
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It is just possible that I may consider having a line like the yellow cursor box that goes between grids rather than overwriting them with the wrong colour, at some point in the future. But that's not really something I want to do currently while I'm in the last throes of cleaning up bugs and preparing for the first release with major gameplay changes for three and a half years.Leave a comment:
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Okay, this is kind of silly:
Code:[TT][BC=black][COLOR=white] [COLOR="#00FFFF"]High-Elf[/COLOR] # # # # ######## [COLOR="#00FFFF"]Swashbuckler[/COLOR] # # ##############[COLOR="#804000"]'[/COLOR]######## # [COLOR="#00FFFF"]Warrior[/COLOR] # # # ......... # # LEVEL [COLOR="#00FF00"] 17[/COLOR] # # ### #.......... ## ################ NXT [COLOR="#00FF00"] 1067[/COLOR] # # # # #............. ## ... ## AU [COLOR="#00FF00"] 2012[/COLOR] # # # # #................. ##.##..######### ## [COLOR="#808080"]/[/COLOR][COLOR="#804000"]}[/COLOR][COLOR="#00FF00"]=[/COLOR][COLOR="#FF4040"]=[/COLOR][COLOR="#008040"]"[/COLOR][COLOR="#C08040"]~([/COLOR][COLOR="#008040"]([/COLOR] [COLOR="#804000"]][/COLOR][COLOR="#808080"]][/COLOR][COLOR="#C08040"]][/COLOR] ##### # # ##.########..................##.#[COLOR="#804000"]~[/COLOR]... ...# ## STR: [COLOR="#00FF00"] 18/30[/COLOR] ....# # # #.........[COLOR="#C08040"]'[/COLOR]..................##[COLOR="#804000"]][/COLOR]#[COLOR="#804000"]~[/COLOR]..........# ## ###### INT: [COLOR="#00FF00"] 13[/COLOR] ###.### #####.###[COLOR="#808080"]^[/COLOR]####................<.##.[COLOR="#C08040"]'[/COLOR]...........# ## # WIS: [COLOR="#00FF00"] 7[/COLOR] ....... .....# #[COLOR="#808080"]^[/COLOR]###########[COLOR="#C08040"]'[/COLOR]########.###.#.......... # [COLOR="#C08040"]+[/COLOR] # DEX: [COLOR="#00FF00"] 18/70[/COLOR] ..............# #.............# #.[COLOR="#C08040"]'[/COLOR]...#......... # #### CON: [COLOR="#00FF00"] 13[/COLOR] ..............# #.############# ######[COLOR="#C08040"]'[/COLOR]###.#############.#### ............. # #.# # #.[COLOR="#B4B400"]^[/COLOR].[COLOR="#C08040"]'[/COLOR]............[COLOR="#FFFF00"]@[/COLOR]..[COLOR="#C08040"]+[/COLOR][COLOR="#00FFFF"]y[/COLOR] # Cur AC [COLOR="#00FF00"] 47[/COLOR] ............ # #.# # ## #[COLOR="#C08040"]'[/COLOR]#################### # HP [COLOR="#FFFF00"] 166[/COLOR]/[COLOR="#00FF00"] 189[/COLOR] ............. # ### # ## #.## # # # ######## ###### ..............# # ## #### #### # # ..............# #######[COLOR="#C08040"]+[/COLOR]## #### # ## # # ########################### [COLOR="#C08040"]'[/COLOR] # # #### #[COLOR="#C08040"]+[/COLOR]## ##### ############################# ## # # ## # ## # # ## #### 1000' (L20) # ## # [COLOR="#C08040"]+[/COLOR] # # # LF:[COLOR="#FFFF00"]6[/COLOR]-[COLOR="#00FF00"]5[/COLOR] [/COLOR][/BC][/TT]
(Edit: I was gonna say you could probably just update dungeon features within infravision range, but then it occurred to me that presumably you'd also have the same problem with a door in a dark square between you and a more distant monster with its own light source.)Leave a comment:
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- No
- That thing is coming back over my dead body
- NO
- And you want more of these things? What is wrong with you?
- NO!
OK, now I have that out of my system, I really do not want to bring that back in its previous form, not least because it involved a lot of unintuitive hackery with terrain to make it work. And also because in FAangband + is a tree, so having it instead mean a door on the trap detection line is jarring for me. And all the messing around with tiles. Not quite out of my system yet.
It is just possible that I may consider having a line like the yellow cursor box that goes between grids rather than overwriting them with the wrong colour, at some point in the future. But that's not really something I want to do currently while I'm in the last throes of cleaning up bugs and preparing for the first release with major gameplay changes for three and a half years.
Maybe that is out of my system now. Time will tellLeave a comment:
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