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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 :) |
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.
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Sure, I'll look into doing that - probably not immediately :)
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Yay! Great =D Thank you!
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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:
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 :) |
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 :) |
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 |
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# 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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