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Old January 23, 2019, 11:03   #11
tangar
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wobbly, cool idea!

===

constants.txt got:
# Amount of gold (or value of equipment) the player starts with
player:start-gold:600

handy feature, but I've started to modify equipment for different classes; eg added 'Old Lanter' item for Archer (2 light rad; non-refi), spade, random amount of WoR scrolls etc.. and sometimes new chars appears almost without gold; at the same time some other have too much of it. As I plan to recustomize cost for a lot of items, it brings problems to assigning it. So I would prefer to use adjustment of gold for each class separately (so all chars would get certain 'random' amount of newbie items; and also some gold)

/rfe
class.txt
add gold (AU) value, eg
equip:gold::200:300
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Old January 23, 2019, 11:56   #12
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this flags /rfes is much harder to implement I suppose, but I still wanna propose it:

1) add moar RNG to initial equipment to class.txt
Syntax could be something like 'equip[n]'.. Eg warrior could start with:

equip1:swordagger:1:1
equip1:sword:Whip:1:1
equip1:sword:Mace:1:1
equip1:sword:Spear:1:1
equip2:gloves:Set~ of Leather Gloves:1:1
equip2:gloves:Set~ of Gauntlets:1:1
equip2:cloak:Cloak:1:1
equip2:cloak:Fur Cloak:1:1

So with setup above our warriour have chance to get random weapon on start and also gloves or cloak.. Sound interesting.

or even more fun with magic stuff, eg 'mage' class could start with different magic rings (as we play with no_sell option, it's fine):
equip4:ring:Flames:1:1
equip4:ring:Acid:1:1
equip4:ring:Ice:1:1
equip4:ring:Lightning:1:1

2) even more fun would be if it would be possible to add unidentified items at start. Then our character could start eg with useful unidentified potion(s) (donno about syntax, maybe X?)..

equip1otion:Berserk Strength:1:1:X
equip1otion:Cure Light Wounds:1:1:X
equip1otion:Cure Serious Wounds:1:1:X
equip1otion:Neutralize Poison:1:1:X
equip1otion:Restore Life Levels:1:1:X
equip1otion:Slime Mold Juice:1:1:X
equip1otion:Sleep:1:1:X // to make life more exiting from time to time

Also ring's above could be more interesting in unidentified too!

This feature could look small and not important at first glance, but it would make every new adventure more unique; would add some 'flavour' to the game
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Last edited by tangar; January 23, 2019 at 12:15.
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Old January 23, 2019, 21:59   #13
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1) Great news! PowerWyrm is going to add (or even already added it to PWMA, new version is comming soon!) two more custom values to constant.txt:
Quote:
- chance of object becoming good (default = 33% + depth)
- chance of object becoming great (30%)

Which should help balancing drops even more.
2) I'll also would /rfe to constant.txt:
- add constant for randarts/true-arts drop %.
I enjoy V-balance (great for PWMA 1-char mode), but imho randarts should be more rare; like a rare mutation of true arts. So it would be fun to experiment with this values!
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Old January 29, 2019, 10:16   #14
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Today this silly newbie (I am) tried to customized the hunger state from traps.. To create my own trap.

Quote:
# hunger

name:trap:hunger trap
graphics:^:light yellow
appear:1:10:0
visibility:d50
flags:TRAP | FLOOR | MAGICAL | ONETIME
effect:SET_NOURISH
dice:$B
expr:B:FOOD_FAINT:- 1
desc:A trap that makes you very hungry.
msg:You feel yourself very hungry!
But. I wanna make trap less severe. I've looked with my wide blank eye @ source code and found some staff

player-common.h
Quote:
#define PY_FOOD_MAX 17000 /* Food value (Bloated) */
#define PY_FOOD_FULL 10000 /* Food value (Normal) */
#define PY_FOOD_ALERT 2000 /* Food value (Hungry) */
#define PY_FOOD_WEAK 1000 /* Food value (Weak) */
#define PY_FOOD_FAINT 500 /* Food value (Fainting) */
#define PY_FOOD_STARVE 100 /* Food value (Starving) */
player-timed.c
Quote:
if (v < PY_FOOD_FAINT) new_aux = 0;
else if (v < PY_FOOD_WEAK) new_aux = 1;
else if (v < PY_FOOD_ALERT) new_aux = 2;
else if (v < PY_FOOD_FULL) new_aux = 3;
else new_aux = 4;
Then I've started experimentation with trap effect..

effect:SET_NOURISH
dice:$B
expr:B:FOOD_FAINT:- 1

I've tried loads of different effects like:
expr:B:FOOD_WEAK:- 1
expr:B:FOOD_ALERT:- 1
...
even to exotic ones (good example when you do something which you have no clue):
expr:B:FOOD_FAINT:+ 1

..

Then I recognized that this could be a boolean

Damm. Then I've tried to use:

effect:NOURISH

with '-' value.. like:
effect:NOURISH
dice:-4000

it didn't work.

/rfe
Would be fun to have some customization on hunger state
. At the same time maybe someone could advice me certain trick, maybe it's possible to do it in current version?

Thanks!
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Last edited by tangar; January 29, 2019 at 10:50.
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Old January 29, 2019, 12:33   #15
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You can just use the number with SET_NOURISH, e.g.

Code:
effect:SET_NOURISH
dice:1999
is 1 hunger step into 'Hungry'.
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Old January 29, 2019, 13:09   #16
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YAY! Takkaria, thank you very much!! DD
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Old January 29, 2019, 17:08   #17
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Note that this will have the odd behavior of "filling you up" to Hungry if you trigger the trap when Weak.

I guess the ideal would be to subtract some amount from the player's hunger counter, but I'm not familiar enough with how these effect specifications work to know if that's possible.
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Old January 29, 2019, 21:02   #18
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Quote:
Originally Posted by Derakon View Post
Note that this will have the odd behavior of "filling you up" to Hungry if you trigger the trap when Weak.

I guess the ideal would be to subtract some amount from the player's hunger counter, but I'm not familiar enough with how these effect specifications work to know if that's possible.
Probably the correct thing to do, in fact, is to set hunger as another player timed status effect - this should work fine now there is no gorged status.

Filing that now.
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Old January 30, 2019, 08:15   #19
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Great!

I wanna add 'curses' which induce hunger; like inverse 'slow digestion', but it seems there is no way to implement it without modifying the code; so it would be splendid to have customization in this field!
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Old January 30, 2019, 20:05   #20
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/rfe
add possibility to assign certain chance for an item to produce certain effects. EX:
- assign ..% chance that food ration would be rotten (or poisoned ) and would make player sick for a while.

Something like
random:[chance]:[effect type]:[effect]...
eg:

name:& Ration~ of Food
graphics:,:U
type:food
properties:0:8:3
alloc:40:0 to 50
pile:100:1d5
effect:NOURISH
dice:6000
random:1:TIMED_INC:POISONED
msg_self:That tastes good.
desc:This nutritious but fairly bland food is familiar to anyone contemplating
desc: long journeys.

--

Actually my dream to have 'proper' rotten rations, but I suppose it's too hard to implement such behaviour.. So they would be the same as normal rations (kinda 'mimic'-items), and you would understand that they are bad only after you would eat them. But I suppose it's too hard to implement such behaviour, cause rotten and common items won't stack in a pile. What do you think?
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Last edited by tangar; January 30, 2019 at 20:11.
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