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#1 |
Knight
Join Date: Jan 2008
Posts: 926
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My own variant (sort of)
I've decided to start a new variant. The working name is "Strawberry Angband", and it will basically be Vanilla, with some tweaks to remove things I find annoying - tweaks that probably would never get accepted into CVS, thus Strawberry. The tweaks will mostly be of the minor sort, but that may change as I understand the source code better.
Here's the list I've come up with so far: 1. Automatic stat gain. Rationale: I dislike looking around for stat potions and sources thereof. Methods: There are two ways this can be done. One is to just boost everything every five levels - very easy, but maybe unbalancing, especially as the linear stat gain means characters would be gaining stats even at early levels (before the appearance of stat gain potions). The other is to have a prompt for a stat to raise, and give a bigger boost to the selected stat, a la Hengband. This would be harder for me to do (I'd probably best check out the Heng source code) but more balanced I think. 2. Trap detection fallback. Rationale: Requirement of frequent trap detection is IMO annoying, esp. for warriors, who have no reliable source of it. And it makes sense for experienced characters to be able to recognize the presence of a nearby trap most of the time. Methods: Have a stat (INT or WIS) give a useful bonus to perception and searching. Alternatively, give each class an innate perceptions/searching bonus that rises with level. I prefer the former option. That's basically it for now, but I'm open to further suggestions on how to remove nuisances, improve balance, and/or make the game more fun. Especially balance suggestions - I don't want to make the game TOO easy. Flame on! |
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#2 |
Knight
Join Date: Jan 2008
Posts: 926
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Okay an update: I've decided for now that the best way to do stat gain is to increase a *random* stat every level. But I don't want stats to increase on gaining levels from restoration of lost experience, because that would be kind of abusable. How can I check to make sure that this is the first time a level has been gained?
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#3 | |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
Donated: $10
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Quote:
__________________
Will_Asher aka LibraryAdventurer 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...) |
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#4 |
Knight
Join Date: Jan 2008
Posts: 926
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Thanks. I think.
![]() Anyway, to answer my earlier question: the code seems to take care of it already. Yay. |
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#5 |
Knight
Join Date: Jan 2008
Posts: 926
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Okay 'nother question: where on Earth are the race/class adjustments to searching and perception processed? For the life of me I can't find them.
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#6 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,725
Donated: $40
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In the initialization code, init1.c and init2.c. THey are read from the p_class.txt and p_race.txt files.
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#7 |
Knight
Join Date: Jan 2008
Posts: 926
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Thank you very very very much.
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#8 |
Knight
Join Date: Jan 2008
Posts: 926
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Okay, I am trying to add INT and WIS bonuses to Searching and Perception respectively. Key word "trying", because no matter what I add to srh and fos in init1.c, no bonus gets added in the game. What am I doing wrong?
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#9 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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There is a function, called update_player I believe, that re-calculates the player stats any time there is a change. init.1 only reads the class and race files. You will have to change the in-game code to get INT and WIS to factor into searching, etc...
I will go look at the function now and tell you the exact place if somebody doesn't beat me to it first. |
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#10 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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The place to make that change is in the file called calc.c (in the player subfolder). There is a function called calc_bonuses that should be your starting point.
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