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-   -   Customization of gamedata files (http://angband.oook.cz/forum/showthread.php?t=9257)

tangar January 15, 2019 21:12

Customization of gamedata files
 
Update:

Topic was renamed to "Gamedata customization" to continue with this matters, so there wouldn't be need to create a lot of new topics with similar discussion.

Please post there all kind of questions and suggestions about gamedata customization (Angband configuration engine).

================================


Dear Angband devs,

First I wanna say HUGE thanks for such awesome 'gamedata' customization system. It give enormous possibilities for non-coders (yet) to adjust gamedesign for 'variants' (and not only!) :D THANK YOU!

I speak on behalf of PWMAngband custom server. Recently we customized Magic Mapping and reduced it radius - http://angband.online/vigor-mushrooms-and-magic-mapping.

I wonder, is it possible also to add 'dice' parameter for stuff with effect:LIGHT_LEVEL:

1) activation.txt

CLAIRVOYANCE
ENLIGHTENMENT

2) object.txt

Enlightenment !
*Enlightenment* ! (LIGHT_LEVEL)

3) class.txt

3x Clairvoyance


Thanks :)

tangar January 15, 2019 23:41

Some details to explain why is it important: as at our server we got special Magic Mapping rules (reduced dices), having Clairvoyance limited by certain distance would help to give players yet another tier of this mapping magic. Traditional 'Clairvoyance' which maps whole lvl takes out this possibility for customization.

Nick January 15, 2019 23:53

Sure, I'll look into doing that - probably not immediately :)

tangar January 16, 2019 12:35

Yay! Great =D Thank you!

Nick January 17, 2019 21:23

Quote:

Originally Posted by tangar (Post 135389)
First I wanna say HUGE thanks for such awesome 'gamedata' customization system. It give enormous possibilities for non-coders (yet) to adjust gamedesign for 'variants' (and not only!) :D THANK YOU!

Thanks for that. It's been a drive for a long time to get more info out to the data files, and I think now we've got to the point where you really can make meaningful changes by editing them.

tangar January 18, 2019 09:16

Quote:

Originally Posted by Nick (Post 135436)
Thanks for that. It's been a drive for a long time to get more info out to the data files, and I think now we've got to the point where you really can make meaningful changes by editing them.

Yeah! Angband really feels like not only a game, but also a powerful 'gamedesign engine' %D Great stuff!

tangar January 18, 2019 18:28

Re: Gamedata customization
 
*tried to raname topic to 'Gamedata customization' to continue this subject; but topic still got old name.. nvm*

Another important flag for customization lay in store.txt

I've noted this suggestion in PWMA development topic and PowerWyrm kindly agreed that he would look into it. As this functional could also be interesting to have in Angband, I want to post this idea here too, maybe we could discuss it and unravel some more interesting flags? Also maybe joint efforts could be combined to achieve this important customization mechanism.

Currently in store.txt there are two main flags which indicate how often item would appear in the shop:
Quote:

# normal: type name : item name - for the normal stocking list
# always: type name : item name - for things to always stock
The topic: is it possible in future to add more different flags for stores?

Now there is 'always' flag (spawn 40 stack of 40 items) and 'normal' (ocassionaly spawn 1-10 times). It would be fun to have something like this:

- always (spawn 10-20 items) // currently having always 40 items sounds quite anti-RPG style, moar rng!
- normal (5-10 items)
- rare (1-5 items)
- unique (1 item)
- never (to forbid certain item in Black Market)

Also right now it's not possible to have any special flags at BM, except 'always'. It would be fun to have possibility to customize it :D

Also maybe (if it's not too hard to implement) there could be two different types of flags for stores: quantity flags (determine how much items would appear in pile) and rarity (how often certain item type would appear). It would give possbility to create really precise store customization :)

tangar January 18, 2019 22:42

yet another /rfe, this time to constants.txt

add there constant to increase items price; so it would be possible not to reassign cost of all items in objects manually one by one, but add to assign x2 price for all object at once in constants :)

tangar January 20, 2019 08:59

Add 'equip:' flag for p_race.txt , the same way as it works in class.txt

It would give possiblity to cusmomize races, eg dwarf could start a game with a pick; elf with elvish way bread... =D

wobbly January 20, 2019 11:50

Quote:

Originally Posted by tangar (Post 135465)
Now there is 'always' flag (spawn 40 stack of 40 items) and 'normal' (ocassionaly spawn 1-10 times). It would be fun to have something like this:

- always (spawn 10-20 items) // currently having always 40 items sounds quite anti-RPG style, moar rng!
- normal (5-10 items)
- rare (1-5 items)
- unique (1 item)
- never (to forbid certain item in Black Market)

So in monster.txt there is:

# drop: item type : item name : percent drop chance : min : max
# drop-base: item type : percent drop chance : min : max
# friends: chance: number: name
# friends-base: chance: number: name

with number being in xdy format

more consistent would be:

# drop: item type : item name : percent drop chance : number
# drop-base: item type : percent drop chance : number
# friends: name: chance: number
# friends-base: name: chance: number

& consistent for stores would be:

item: chance: number


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