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Old October 2, 2018, 12:55   #91
CyclopsSlayer
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Quote:
Originally Posted by Mocht View Post
Is there something that you can do so that if you activate recall and then wait for the recall to kick in, it notifies you and stops the resting if a special feeling is detected
It has happened to me many times that I rest, then am told there is a special feeling and am then yanked out
Haven't tested in Frog, but in the past, a second reading/cast of Recall would cancel the first.
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Old October 2, 2018, 15:33   #92
Pete Mack
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So you would like level sensing ti be a full disturb rather than a minor disturb. It is easy to fix
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Old October 2, 2018, 15:51   #93
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Some people would like feeling changes to be less disturbing than they currently are, rather than more disturbing. That could potentially be an advantage, since it means I'll look into the disturbingness of feeling changes at some point and can try to find a way to make everyone happy.
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Old October 2, 2018, 16:02   #94
CyclopsSlayer
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Originally Posted by Sideways View Post
Some people would like feeling changes to be less disturbing than they currently are, rather than more disturbing. That could potentially be an advantage since it means I'll look into the disturbingness of feeling changes at some point and can try to find a way to make everyone happy.
Just add it as an option setting maybe?


As to Feelings in general, is there a listing with approximate meanings?
Or is it just supposed to be vague messages for vague feelings?
-You like the look of this level
-You don't like the look of this level
-You feel dinner last night isn't sitting well with you
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Old October 2, 2018, 18:14   #95
Sideways
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I think what I'll do is always disturb if the feeling changes from not special to special or vice versa, never disturb on any other feeling changes, and add a new command that allows easy travel resumption so if someone's disturbed by an uninteresting feeling change mid-travel they can at least keep going without more than a minor inconvenience.
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Old October 2, 2018, 20:49   #96
Bostock
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Quote:
Originally Posted by Sideways View Post
I think what I'll do is always disturb if the feeling changes from not special to special or vice versa, never disturb on any other feeling changes, and add a new command that allows easy travel resumption so if someone's disturbed by an uninteresting feeling change mid-travel they can at least keep going without more than a minor inconvenience.
At the risk, nay, the certainty of encouraging you in what you're already planning to do, there are many more silly little things that can disturb travel—and worse yet, some people may not think they're silly, so they can't just be squashed. (E.g. opening a door -- I bet there are people who are glad that opening doors disturbs travel… but I'm not one of them.) Your proposed solution makes it unnecessary to care about any of that.
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Old October 4, 2018, 03:05   #97
wobbly
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Quote:
Originally Posted by CyclopsSlayer View Post
As to Feelings in general, is there a listing with approximate meanings?
Or is it just supposed to be vague messages for vague feelings?
-You like the look of this level
-You don't like the look of this level
-You feel dinner last night isn't sitting well with you
? then f (dungeon) then g (level feelings). They are a combination of danger & loot. The code is in dungeon.c

Quote:
Originally Posted by CyclopsSlayer View Post
I am by no means a 'Coder' but I remember way back in Frog-Knows there was a discussion about sufficient Out Of Depth monsters generating a Special feeling. I have NO idea if that is the case or ever was.
Code:
if (!preserve_mode && object_is_artifact(o_ptr))
                return 1;
Code:
/* Experimental Hack: Monster Boss is "Special" */
        if (race_ptr->boss_r_idx == m_ptr->r_idx)
            return 1;
Artifacts & race boss were the only 2 I see.

Quote:
Originally Posted by CyclopsSlayer View Post
At one point there were two feelings, Treasure and Monsters, no idea anymore of what they mean beyond 'Boring' meaning get the hell off the level, and 'Special' look at everything.
That's Vanillas system. I've never seen it in a variant.
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Old October 4, 2018, 15:25   #98
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No one thinks disjointed rooms are good. It's just that corridor generation is not so much a high-hanging fruit as a high-hanging nest of wasps, and no maintainer really wants to disturb it.
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Old October 5, 2018, 20:30   #99
Sideways
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Originally Posted by Mocht View Post
The surrounds of Tidal Cave are dangerous to low level characters, beginners would see it is a low level dungeon and head for it and they can easily be massacred and discouraged
All wilderness is dangerous to low-level characters. I've lost more than one character trying to enter Orc Cave (the other level 15 dungeon); a low-HP character can be all too easily one-shotted by a dragon or a cyclops.
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Old October 8, 2018, 21:15   #100
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Sorry if this is the wrong place to ask, but for some reason I'm getting drastically incorrect (according to the documentation anyway) stat lineups for monster races - gold dragon, for instance, is getting +1 -2 -3 -1 -2 +1 instead of its stated +4 +3 +0 +2 +3 +3. Is there anything I can do about this?

It's not personality or magic type affecting it, either - this is the display lineup next to "gold dragon" on the character creation screen. Personality and magic are working correctly.
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