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Old January 12, 2018, 13:26   #181
PowerWyrm
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I think you should rename "Pùkel-man" to "pukelman", like it's written in monster.txt.
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Old January 12, 2018, 13:32   #182
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Quote:
Originally Posted by PowerWyrm View Post
Gandalf can definitely use his staff to light the way. See LoTR in the Moria.
Perhaps instead of the existing Light Area spell it should be a temporary increase of light radius, or a light to see by when torches etc have run out?
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Old January 12, 2018, 16:31   #183
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Quote:
Originally Posted by Tibarius View Post
I do! And i could even write it down so that a developer like Nick just needs to implement it
Ahh, the fabled "game designer" job, where you supply ideas and let other people do the unpleasant work of implementing them. Sadly, game development tends to be a "bring your own implementation" situation; everyone has more ideas than they can implement themselves, so they have little interest in working on other peoples' ideas as well. Indeed, the primary reward that Nick gets for being the Vanilla maintainer is that he gets to implement his own ideas into the game...the primary penalty for being the Vanilla maintainer is everyone shouting their own ideas at him whenever he releases something.

On the plus side, Nick's also been working hard to make it easier for people to create new spells and effects by just modifying the data files, which at least means you don't have to recompile the game to test your new creations. In other words, I recommend trying to implement your own spell list and see how well it works. Publish your results here and you may well get other people to try it out as well.
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Old January 12, 2018, 18:20   #184
Tibarius
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own spell list

Quote:
Originally Posted by Derakon View Post
Ahh, the fabled "game designer" job, where you supply ideas and let other people do the unpleasant work of implementing them. Sadly, game development tends to be a "bring your own implementation" situation; everyone has more ideas than they can implement themselves, so they have little interest in working on other peoples' ideas as well. Indeed, the primary reward that Nick gets for being the Vanilla maintainer is that he gets to implement his own ideas into the game...the primary penalty for being the Vanilla maintainer is everyone shouting their own ideas at him whenever he releases something.

On the plus side, Nick's also been working hard to make it easier for people to create new spells and effects by just modifying the data files, which at least means you don't have to recompile the game to test your new creations. In other words, I recommend trying to implement your own spell list and see how well it works. Publish your results here and you may well get other people to try it out as well.
Good idea Derakon. Is that ok with you Nick?

I would setup an 'Wizard' class with actually even more than 9 books.

Wizards found that there is an arcane aura within every physical thing. Long studies enabled them to control these arcane side of everything by their intellect alone. So intelligence is the primary stat of Wizards. They are usually physical weak and fragile persons, relying on their mind instead. Using melee combat is despised and considered under their dignity. A wizard following the arcane arts
searches his own way and prefers to rely on his wits. But do not underestimate them, they know that sometimes force alone can
overcome foes they measure their strength with. They shun the shadow magic which too often comes with foul intentions, and they
will never understand natures power of healing. But if they found light or nature spells effects too usefull to be ignored they usually
found a way to offer them entrance into their grimoires.

+ ranger and rogue like spells are left out
+ no healing
+ variete of different strong / mana cost attack spells
+ no death / shadow magic
+ mana and elemental attacks
+ support / utility spells that thematically also fit into light / nature may eventually be included

I will start with an update of the 'new mage' section in class.txt in the /lib/gamedata folder. If there is anything else required to be done please anyone with the knowledge let me know. Thanks!
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Old January 12, 2018, 22:52   #185
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Quote:
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Good idea Derakon. Is that ok with you Nick?
Couldn't stop you if I wanted to

Seriously, one of my main aims as maintainer has been to make the game easier to modify, for exactly this sort of reason.

I guess the broader question now becomes: if someone is playing with a class they wrote themself, are they still playing Angband, or is it a variant? And does it matter?
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Old January 13, 2018, 00:28   #186
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Quote:
Originally Posted by Tibarius View Post
Isn't the window.prf file in the /lib/user directory the sub window preferences?

I would like to avoid to setup my windows / fonts each time i install a new build version. So i copied window.prf file from the 35 build to the 38 build but neither fonts / nor window positions are taken from the preference file.

What do i do wrong please?
What operating system are you playing on?

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Hmm is there a way to save your character preferences now? I'm tired of reselecting all the user interface options each time I start a new character...
No, that was removed some time ago - see this (old) thread for the reasons. The easy thing to do is to use your old savefile, which does store the options.
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Old January 13, 2018, 01:17   #187
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A few versions back (I need to die more often) but:

If nothing has changed in the meantime, tap device gets 1.5x more energy from wands than staffs. I would have thought this should be the other way around?

Code:
	if (tval_is_staff(obj)) {
		energy = (5 + lev) * obj->pval;
		item = "staff";
	} else if (tval_is_wand(obj)) {
		energy = (5 + lev) * 3 * obj->pval / 2;
		item = "wand";
	}
...

Quote:
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I guess the broader question now becomes: if someone is playing with a class they wrote themself, are they still playing Angband, or is it a variant?
Heh. Technically I've been playing "sorta-Angband" for a while now 8-)

Last edited by kaypy; January 13, 2018 at 01:23.
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Old January 13, 2018, 03:07   #188
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It occurs to me that the new shop layout makes it rather more likely than before that a priest would not have any blunt melee weapon available to purchase.

I suggest that if a character starts with the no-kit option, then what would have been in their kit is "sold" to the starting shop inventory and thus a viable starting equipment is always available. This is obviously not the equipment the player *wants*, but if theres nothing better....
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Old January 13, 2018, 03:36   #189
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Just noticed that one of the town help messages references "spellbooks 1-4". That will need rewording with differing town book counts...
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Old January 13, 2018, 04:02   #190
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It occurs to me that the new shop layout makes it rather more likely than before that a priest would not have any blunt melee weapon available to purchase.
What, you've never started a priest out with fisticuffs?

I mean, I'm kind of joking, but I'm kind of not. 1d1 fists aren't that much worse than a 1d3 whip, and anything stronger is also a lot more expensive.
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