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Old April 10, 2021, 20:29   #41
Pete Mack
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Will--
Putting data in configuration files is standard software practice. The types of spells (ball, beam, status effect, etc) are coded, but the spells themselves are not. This gets rid of enormous case blocks, which are not actually easy to read, and cut-and-paste programming, which is also a no-no. (Among other issues, it's a pain to test.)
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Old April 10, 2021, 21:45   #42
will_asher
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Okay then. I can live with it. It just makes things a little harder for me.
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Old Today, 15:19   #43
will_asher
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Finding some kind of interesting things in the code I didn't know about before...

At the top of blow_effects.txt, it says:
"# eval - used for power evaluation in eval_blow_effect()"
But there is no eval_blow_effect(), and the eval appears to be unused.

Also, in mon-blows.c, I noticed armor reduces damage only for attacks that HURT, SHATTER, and partially for elemental attacks, but not any other blow effect.

Why is this?

(Also, is this why several high-level giants and such HIT to CONFUSE instead of HURT?)
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My old variant DaJAngband:
http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

Last edited by will_asher; Today at 15:25.
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