DJA: Tossing around ideas

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  • will_asher
    DaJAngband Maintainer
    • Apr 2007
    • 1124

    #16
    I just got a couple new terrain features to work. Most of them are rare except for themed levels or if they're included in a vault design.

    The way I did trees is kindof weird. They're in the game technically as monsters (0XP, NEVER_MOVE, NEVER_BLOW) but I added several hacks to make them seem more like terrain features. (Detected by magic mapping but not by detect monsters. Not affected by mass banishment, but if you specifically banish tree monsters, then they'll dissapear.)
    Also, I made it so not only ordinary trees, but almost any tree monsters block line of sight (plus a couple other huge monsters, but not nearly as many as are huge.).
    Will_Asher
    aka LibraryAdventurer

    My old variant DaJAngband:
    http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

    Comment

    • will_asher
      DaJAngband Maintainer
      • Apr 2007
      • 1124

      #17
      (this is kindof my DaJAngband development threat, so I'm adding this here even though I'm not really 'tossing around ideas' at the moment..)

      So I tried to add the character history code from Vanilla 3.1.1. I tried to copy it as close as I could because I don't understand all of the code involved (that's how I got the quiver from NPP). It turns out that too much stuff has changed in the vanilla code since v3.0.9 so getting the character history code to work in DJA is beyond my limited coding ability. sorry to those to wanted it. I've been wanting it, but I don't think it's a big deal.
      hmmm, I wonder if there's a variant based on an earlier version of vanilla which has character history which I might have more success copying from?
      Will_Asher
      aka LibraryAdventurer

      My old variant DaJAngband:
      http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

      Comment

      • konijn_
        Hellband maintainer
        • Jul 2007
        • 367

        #18
        Originally posted by will_asher
        <snip>
        hmmm, I wonder if there's a variant based on an earlier version of vanilla which has character history which I might have more success copying from?
        Try birth.c in hellband, it has a much more understandable and maintenance friendly character history ( compared to old Angband, dont know about new Angband )

        T.
        * Are you ready for something else ? Hellband 0.8.8 is out! *

        Comment

        • will_asher
          DaJAngband Maintainer
          • Apr 2007
          • 1124

          #19
          Sorry I meant character history as in that stuff in the character dump about "turn n: found x artifact on level 33 (LOST)", not the racial history lines. maybe I should've been clearer about that.
          Will_Asher
          aka LibraryAdventurer

          My old variant DaJAngband:
          http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

          Comment

          • konijn_
            Hellband maintainer
            • Jul 2007
            • 367

            #20
            Originally posted by will_asher
            Sorry I meant character history as in that stuff in the character dump about "turn n: found x artifact on level 33 (LOST)", not the racial history lines. maybe I should've been clearer about that.
            Gah, ok. Let me know when you find _that_

            T.
            * Are you ready for something else ? Hellband 0.8.8 is out! *

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9647

              #21
              Originally posted by will_asher
              hmmm, I wonder if there's a variant based on an earlier version of vanilla which has character history which I might have more success copying from?
              The FA one might work for you. The main function is make_note, and you'll also need to define the NOTE_* constants and change p_ptr->stage to p_ptr->depth (FA has to deal with multiple dungeon and wilderness locations rather than just a straight dungeon depth).
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • will_asher
                DaJAngband Maintainer
                • Apr 2007
                • 1124

                #22
                Yay! I finally got the character history / notes stuff to work.
                I started looking at the FAangband code, but then I thought, "It looks like FA got it from NPP, and NPP is closer to vanilla so it should be easier to copy it from NPP." I had forgotten that NPP had the character history / notes stuff until I looked at the FA code. Anyway, I copied it from NPP and got it to work for DaJAngband.
                The bad news is that it breaks savefiles and I didn't want to break savefiles with the next update.
                Will_Asher
                aka LibraryAdventurer

                My old variant DaJAngband:
                http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                Comment

                • fizzix
                  Prophet
                  • Aug 2009
                  • 3025

                  #23
                  Hey, I know this was posted earlier, but there is an error in the exp from Erinyes. You changed it from 1000 to 7600 when I think you meant to change it to 760. I noted this when I was playing before, but forgot about it, and for some bizarre reason remembered it now.

                  Comment

                  • will_asher
                    DaJAngband Maintainer
                    • Apr 2007
                    • 1124

                    #24
                    The Erinyes in DaJAngband is native 11 levels deeper than the Erinyes in vanilla and is significantly tougher. In V, it seems like someone took the name 'erinyes' from mythology and assigned blah generic demon attributes to it for angband, so for DJA I tried to make it fit how I thought of the mythical monster (slightly closer to it anyway).
                    I did mean to raise its XP value, though maybe that was a little too much.
                    Will_Asher
                    aka LibraryAdventurer

                    My old variant DaJAngband:
                    http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                    Comment

                    • fizzix
                      Prophet
                      • Aug 2009
                      • 3025

                      #25
                      Originally posted by will_asher
                      The Erinyes in DaJAngband is native 11 levels deeper than the Erinyes in vanilla and is significantly tougher. In V, it seems like someone took the name 'erinyes' from mythology and assigned blah generic demon attributes to it for angband, so for DJA I tried to make it fit how I thought of the mythical monster (slightly closer to it anyway).
                      I did mean to raise its XP value, though maybe that was a little too much.
                      It seemed like a big bag of exp when I was playing. I do think that there should be bags of exp monsters, but those should be the ones with no drops (like hounds, which are bags of exp).

                      Comment

                      • will_asher
                        DaJAngband Maintainer
                        • Apr 2007
                        • 1124

                        #26
                        I'm working on getting the CHAR_MULTI flag to work correctly. That means mimmics will be detected as objects (and not as monsters) in every way until you discover that it's a mimmic (by searching, attacking it, damaging it some other way, or using more powerful forms of monster detection: detect invisible will become detect hidden -which includes invisible monsters and disguised monsters). Doesn't that sound fun? They'll even appear on the object list as an object while they're disguised.
                        Will_Asher
                        aka LibraryAdventurer

                        My old variant DaJAngband:
                        http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                        Comment

                        • fph
                          Veteran
                          • Apr 2009
                          • 1030

                          #27
                          Yes, it's always fun to find out that that 4d5 longsword in the middle of a greater vault was a mimic
                          --
                          Dive fast, die young, leave a high-CHA corpse.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9647

                            #28
                            Originally posted by will_asher
                            I'm working on getting the CHAR_MULTI flag to work correctly. That means mimmics will be detected as objects (and not as monsters) in every way until you discover that it's a mimmic (by searching, attacking it, damaging it some other way, or using more powerful forms of monster detection: detect invisible will become detect hidden -which includes invisible monsters and disguised monsters). Doesn't that sound fun? They'll even appear on the object list as an object while they're disguised.
                            NPP pretty much does this - you might want to check out their implementation.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • rdanhenry
                              Scout
                              • Apr 2009
                              • 29

                              #29
                              Originally posted by will_asher
                              The Erinyes in DaJAngband is native 11 levels deeper than the Erinyes in vanilla and is significantly tougher. In V, it seems like someone took the name 'erinyes' from mythology and assigned blah generic demon attributes to it for angband,
                              Rather, someone took the name "Erinyes" from mythology and assigned blah generic demon attributes to it for *D&D, from which it later migrated to Angband. There's a lot of that kind of monster in the D&D tradition (names given to monsters only remotely resembling their original mythical versions).

                              Comment

                              • will_asher
                                DaJAngband Maintainer
                                • Apr 2007
                                • 1124

                                #30
                                time in minutes

                                I was thinking about how charging for rods and activations (as well as other object timeouts which aren't in vanilla Angband) seem to take different amounts of time based on how fast the player is.
                                This makes it so you have to either:
                                1) display to the player a duration which will be inaccurate whenever the player is slowed or hasted.
                                2) display to the player a duration in game turns which many players won't understand.
                                3) don't tell the player the duration at all.
                                OR
                                4) go through some annoying trouble with math and stuff to translate the duration to the player's current speed.

                                I don't like any of these choices so I thought of an easy alternative:
                                We could have a certain amount of game turns = 1 in-game minute. There would be a clock which is shown on the character screen and maybe on the normal playing screen as well. Then, we can tell the player the duration of something in minutes and the player will understand easily.
                                I'll probably do this for DaJAngband unless I (or someone else) thinks of a good reason not to. (of couse in the DaJAngband world, good = something I agree with).
                                Will_Asher
                                aka LibraryAdventurer

                                My old variant DaJAngband:
                                http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                                Comment

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