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Search: Posts Made By: Kinematics
Forum: Vanilla March 28, 2019, 07:14
Replies: 79
Views: 10,006
Posted By Kinematics
A clarification on the glitch that leaves text on...

A clarification on the glitch that leaves text on the right edge of the screen:

When I saw additional text running down the screen, other than just the leftover ) from a shop description, it seems...
Forum: Vanilla March 27, 2019, 02:08
Replies: 79
Views: 10,006
Posted By Kinematics
Ah. Had forgotten that was even a measure of...

Ah. Had forgotten that was even a measure of weight to consider. I don't remember it being used before; from what I remember, it was always listed just in pounds.

Also, had another glitch...
Forum: Vanilla March 27, 2019, 00:14
Replies: 79
Views: 10,006
Posted By Kinematics
So I was feeling in the mood for Angband,...

So I was feeling in the mood for Angband, downloaded the latest version, and have been playing it for a bit, but I've been running into a lot of glitches in the UI, and haven't been able to track...
Forum: Variants March 21, 2013, 01:28
Replies: 81
Views: 20,203
Posted By Kinematics
If I remember correctly, bashing a monster (ie:...

If I remember correctly, bashing a monster (ie: what you do to break down doors) has a chance to stun it. With the proper build, you can keep the balrog permanently stunned with this, thus killing...
Forum: Variants March 15, 2013, 21:47
Replies: 114
Views: 22,957
Posted By Kinematics
Anyway, while writing up thoughts on...

Anyway, while writing up thoughts on immutability, I realized there were various things that weren't well-defined in how procs interact with other stuff.

Example: Cast Fireball at a mob that's...
Forum: Variants March 15, 2013, 20:45
Replies: 114
Views: 22,957
Posted By Kinematics
Ok, have written out a lot of thoughts on...

Ok, have written out a lot of thoughts on immutability, but in the end I don't think it's completely useful. Python is, by default, a mutable language, though it does have a few immutable structures...
Forum: Variants March 15, 2013, 03:00
Replies: 114
Views: 22,957
Posted By Kinematics
I was replying to you saying that the "you can't...

I was replying to you saying that the "you can't lift that!" message was a success message.



I should note that the original comment related to the proposal you seemed to be making (but weren't...
Forum: Variants March 15, 2013, 00:58
Replies: 114
Views: 22,957
Posted By Kinematics
:p I was trying to adapt my idea from...

:p

I was trying to adapt my idea from separate phases to a single phase based on what you seemed to be saying, but it looks like we're back at separate phases (which I agree is a much easier way...
Forum: Variants March 14, 2013, 21:25
Replies: 114
Views: 22,957
Posted By Kinematics
Yeah, I was looking it over and realized it would...

Yeah, I was looking it over and realized it would be a lot easier that way. If it was done in the manner with my cancelArgs, then each one that was doing a prepare check could check if cancel was...
Forum: Variants March 14, 2013, 20:07
Replies: 114
Views: 22,957
Posted By Kinematics
Preparing/Doing Current: ## Respond...

Preparing/Doing

Current:

## Respond to the item being picked up.
def onPickup(self, user, gameMap):
self.triggerProcs(user, gameMap, 'onPickup')


Revised:
Forum: Variants March 13, 2013, 22:49
Replies: 114
Views: 22,957
Posted By Kinematics
When someone adds a proc, they: 1) give it a...

When someone adds a proc, they:
1) give it a name so that it can be referenced externally
2) have to add some point in the code that raises the event (trigger condition) that the proc will make use...
Forum: Variants March 13, 2013, 21:42
Replies: 114
Views: 22,957
Posted By Kinematics
Really? I'd never noticed that happen. It always...

Really? I'd never noticed that happen. It always stays an ordinary item until I identify it.


However the finer granularity is still possible. Have an unknownAffix proc, and one instance per...
Forum: Variants March 13, 2013, 20:14
Replies: 114
Views: 22,957
Posted By Kinematics
Another thought on name procs, evolved from the...

Another thought on name procs, evolved from the grammar changes and my pondering of the proc discussion.

Looking at the nameProcs that I made, there's almost nothing that isn't data that can be...
Forum: Variants March 13, 2013, 06:21
Replies: 114
Views: 22,957
Posted By Kinematics
Now that I got the nice stuff out of the way,...

Now that I got the nice stuff out of the way, what about the not-so-nice stuff?

First, what values get passed to the proc?

From item:

## Use us -- invoke any appropriate onUse procs.
...
Forum: Variants March 13, 2013, 05:18
Replies: 114
Views: 22,957
Posted By Kinematics
Suggestion for stress-testing procs: Build...

Suggestion for stress-testing procs:

Build everything possible using procs (including things such as weight). Put as much as possible of the code into procs to see what is and is not feasible,...
Forum: Variants March 13, 2013, 04:09
Replies: 114
Views: 22,957
Posted By Kinematics
Created a separate branch to fix up some of the...

Created a separate branch to fix up some of the things I noted in the earlier overview. Holding, pending review of main grammar branch.



They're minor changes, and not worth updating the main...
Forum: Variants March 12, 2013, 05:38
Replies: 114
Views: 22,957
Posted By Kinematics
Minor aside: Magnate, if you're going to...

Minor aside:

Magnate, if you're going to continue to break this up into multiple threads, please be sure that the first post has links to the previous threads, and that the last post has a link to...
Forum: Variants March 12, 2013, 03:27
Replies: 114
Views: 22,957
Posted By Kinematics
Went to write this procs wrapper class, and found...

Went to write this procs wrapper class, and found that it seemed to work better a bit different than I originally thought. The class as a whole is pretty simple.

This moves the code to run a...
Forum: Variants March 12, 2013, 01:41
Replies: 114
Views: 22,957
Posted By Kinematics
The ability to override an existing proc, though,...

The ability to override an existing proc, though, is more difficult. Replacing a proc entirely is easy, but suspending it and putting it back when the current one goes away takes a little more...
Forum: Variants March 12, 2013, 01:27
Replies: 114
Views: 22,957
Posted By Kinematics
pre-event/post-event handling: I think the...

pre-event/post-event handling:

I think the triggerMap setup allows fairly simple access to pre-event handling.

triggerMap = {"prepare to cast": self.prepareToCast, "cast": self.trigger}

Then...
Forum: Variants March 11, 2013, 23:53
Replies: 114
Views: 22,957
Posted By Kinematics
Quick revision: the triggerMaps code can be...

Quick revision: the triggerMaps code can be simplified, since it's really just a repetition of the same logic.


class proc():
init
self.triggerMaps = {}

def...
Forum: Variants March 11, 2013, 23:44
Replies: 114
Views: 22,957
Posted By Kinematics
It would be easy to have a function in the base...

It would be easy to have a function in the base Proc class that wraps the distinction between single and multiple triggers, so the external code wouldn't need to know about that. However with...
Forum: Variants March 11, 2013, 22:32
Replies: 114
Views: 22,957
Posted By Kinematics
Simple is good, but we don't want it to be so...

Simple is good, but we don't want it to be so simple that it's awkward to get even mildly complex tasks done. When you want to do less, it shouldn't get in the way, but when you want to do more, it...
Forum: Variants March 11, 2013, 21:57
Replies: 114
Views: 22,957
Posted By Kinematics
No, I don't think so - at least, that's not why I...

No, I don't think so - at least, that's not why I originally created affixTypes.[/quote]

It's not why affixTypes were originally created, but it's a significant element of how the naming code is...
Forum: Variants March 11, 2013, 19:32
Replies: 116
Views: 20,488
Posted By Kinematics
There's been a lot of "it can be done using...

There's been a lot of "it can be done using procs" for various aspects of how the game would work. I'd like to look a little deeper into the proc system to see exactly how it will behave.

given a...
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