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#21 | |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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Quote:
I am working on the status-bar now, and am trying to make it as useful as possible. Everything is represented by icons, but a mouse hover gives a complete explanation equivalent to what is currently found in the help files. It is also interactive. You can click on the searching icon to start or stop searching, or clicking on the study icon opens up the dialog to learn spells.
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NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
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#22 | |
Swordsman
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 455
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Quote:
More radically, simplify things further - get rid of the high resistances (and add any protection from foo that would no longer be available) and cut high elemental damage in half. Items with high resists would get protections instead. |
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#23 | |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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Quote:
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#24 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,463
Donated: $60
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Quote:
I don't think I would want to get rid of high resists; there are already unresistables, and I think having high resists makes for interesting gear choices.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#25 | |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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Quote:
-Jeff
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NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
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#26 | |
Swordsman
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 455
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Quote:
I would still advocate fixing high resists at 50% damage reduction instead of the current random protection. |
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#27 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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The object flags and stat modifiers still need to be done, but here is the work-in-progress of the character screen. Each label has a tooltip with a detailed explanation of how it is calculated and the purpose in the game. In source-diving to make the tooltips I learned some things I never know(the hunger attack has a saving throw!?).
On a different note, if a brigand is a credit to the family, they need their own reality show pronto. ![]()
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NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
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#28 |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 54
Posts: 429
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character sheet
I like the character sheet basically as it is. It is easy to overlook and has a very good mix of Information density to clear structure.
If you want to make things easier to understand for players then make the resistances all the same. Resistance to an element = damage reduced to 1/2. Point. It is easy to take a half from some values in head. Make it always work that way, regardless if resistance comes from item or spell. You either have resistance or you don't have it. OR makes resistances a number between 1 and 99. Which would multiply to reduce resistance. That way item and temporary resitance would add up without ever reaching immunity. 100% damage taken without anything item gives 40% reduction=> damage taken = 100 * (100-40)/100 = 60% of full damage 2nd item gives 20% reduction=> damage taken = 100 * (100-40)/100 * (100-20)/100 = 48% of full damage spell gives temporary another 50% reduction=> damage taken = 100 * (100-40)/100 * (100-20)/100 * (100-50)/100 = 24% of full damage taken That way it does not matter in which order the modifiers are applied. Cast Spell first and wear item or the other way round, it always Comes out the same. The charachter sheet would Show the % damage taken ... 100 without resistance and the reduced value if resistance is applied. I still have no clue what "saving throw %" is good for tho. Does this partially replace the protections? If i have 100% saving throw with high stats, does i still Need pBlind for example? Cheers, Tibarius |
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#29 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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After playing around with it for a while, I came to the same conclusion. The character screen doesn't need to be all that different. I am trying to work in as much information as possible. Although it doesn't show up in the screen shot, almost every label has a ToolTip that gives extremely detailed information.
With regard to the different resistances, they are unique because each breath attack does different things. The most dangerous thing about the chaos breath is the hallucination and confusion side effects. Having resist chaos stops the side effects. It is far more important than the damage reduction. In terms of saving throw, here is the tooltip. Note Vanilla Angband might be slightly different: Current Saving throw percentage against some monster magical attacks such as fear, paralysis, slowness, blindness, and confusion. It is based on player race, class, level, and wisdom. Note some monster attacks do not allow a saving throw, so even a perfect saving throw doesn't offer complete protection from these side effects.
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NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
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#30 |
Adept
Join Date: Jul 2011
Posts: 204
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I love that character screen! Can't wait to playtest!
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