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#21 |
Veteran
Join Date: Apr 2007
Posts: 1,877
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It's not pleasant but the following would give you a 1/4 chance of poison:
Code:
effect:RANDOM effect:NOURISH dice:6000 effect:NOURISH dice:6000 effect:NOURISH dice:6000 effect:TIMED_INC:POISONED
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#22 |
Swordsman
Join Date: Mar 2015
Location: Moscow, Russia
Posts: 402
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Yayyy! Thank you
![]() ![]() *rubs his hands in anticipation* Time to poison some food.. poor things...
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#23 | |
Swordsman
Join Date: Mar 2015
Location: Moscow, Russia
Posts: 402
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What about to give a possibility to assign an object to tileset 'quick&dirty' way (actually it nice and clean..
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tile:[number of tileset]:[x]:[y] , so in eg above 'tile:3' is Gervais tileset; 'tile: 4' - Nomad. and make it override tileset .prf files. Such addition would make adding and assigning new object to tileset very pleasant and easy ![]() Right now to add or reassign object you need to edit 5 different .prf files with the same name.. It's hell mess. Even if it's only 1 tileset to modify - having everything in one file is so great ![]()
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#24 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 53
Posts: 7,353
Donated: $60
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Quote:
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#25 |
Veteran
Join Date: Apr 2007
Posts: 1,877
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I think it would be a mistake to have both systems in place. Having it in object.txt is quite elegant. But it depends who you're optimising for - existing tileset maintainers or new tileset producers. If the latter, you want tilesets as modular as you can get them; if the former, you want everything in one place.
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#26 |
Swordsman
Join Date: Mar 2015
Location: Moscow, Russia
Posts: 402
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/bug (?)
1) it seems 'dice:n+4d2' doesn't work (and dice:4d2+10 would crush the game) I've tried several tests: dice:10+4d2 dice:50+4d2 etc eg Code:
spell:Detect Monsters:1:1:23:4 effect:DETECT_VISIBLE_MONSTERS dice:10+4d2 desc:Detects all non-invisible monsters in the immediate area, desc:for one turn only 2) when I make spell: dice:11d2 - it works at distance ~4, not 11-22 dice:8d2 - works as... 8. not 8-16 8d3 also works as 8
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http://angband.online - persistent online multiplayer roguelike game. tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz youtube.com/GlazGame — streams in English ⍽ youtube.com/StreamGuild — streams in Russian Last edited by tangar; February 1, 2019 at 12:47. |
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#27 |
Swordsman
Join Date: Mar 2015
Location: Moscow, Russia
Posts: 402
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It seems it works this way (thanks to Powerwyrm for help):
Code:
spell:Detect Monsters:1:1:23:4 effect:DETECT_VISIBLE_MONSTERS dice:11d2 11 tiles horizontally 2 tiles vertically so 10d10 would be LOS /rfe maybe it should be not 'd', but 'r' (radius).. Like 11r3 cause right now it's very messy with RPG dice notation
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http://angband.online - persistent online multiplayer roguelike game. tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz youtube.com/GlazGame — streams in English ⍽ youtube.com/StreamGuild — streams in Russian |
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#28 |
Swordsman
Join Date: Mar 2015
Location: Moscow, Russia
Posts: 402
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It would be great to add 'simple' condition's system to gamedata customization. It would be give wide possibilities, eg to make different races to react differently at stuff.
It could be called: flagcheck Example of impementation: in PWMA we have corpses of monster. Why not to give possibility to eat them (hello, Nethack!). But different races should have different effects on eating corpses. We can't let elf to eat orc's corpses without consequences ![]() Code:
name:corpse (orcish) graphics:%:w type:corpse properties:0:100:0 combat:0:1d1:0:0:0 flagcheck:race: ELF | HIGH-ELF # works at elves effect:SET_NOURISH # this would happen to all elves dice:$B expr:B:FOOD_FAINT:- 1 random: # this is random event which could happen in addition effect:TIMED_INC:CONFUSED dice:20d40 effect:DRAIN_STAT:WIS dice:1 flagcheck:race: HALF-ELF # half-elf is better in eating orcs ^^ effect:SET_NOURISH dice: 1000 # as we don't have hunger as timed status effect yet, lets just take weak status ;) flagcheck:race:except: ELF | HIGH-ELF | HALF-ELF # next effects would work at everyone else.. donno how to implement better ('except'?) effect:NOURISH dice:1000 desc:Whatever happened with this one, it wasn't pretty. ![]()
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http://angband.online - persistent online multiplayer roguelike game. tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz youtube.com/GlazGame — streams in English ⍽ youtube.com/StreamGuild — streams in Russian Last edited by tangar; February 2, 2019 at 17:40. |
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#29 |
Swordsman
Join Date: Mar 2015
Location: Moscow, Russia
Posts: 402
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/rfe
add customization in monster.txt - death message for monster so when you 'kill' certain monster, you would see different messages about their defeat: not only this: <mob> dies! But also: Radagast the Brown defeated and teleported out of dungeon. Bullroarer the Hobbit begs for mercy and you let him live. Farmer Maggot is finally persuaded to return back to his country. It would give possibility to deal with 'good' monsters and do not feel sorrow that you killed them (also there won't be need to remove this mobs from the game with upcomming 'tolkienization' process). So actually it's like to add to monster.txt 'msg:' from object.txt
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#30 |
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Join Date: Apr 2007
Posts: 1,877
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At some point, if you start adding checks to gamedata files, you end up with a (hard to understand and nonstandard) scripting language... at which point you might as well just add one. Angband tried this around version 3 and it was taken out in 3.0.7 because it was badly implemented and no-one liked it. I suspect there is limited appetite to re-incorporate one.
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