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Old March 10, 2008, 21:20   #11
Nick
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Quote:
Originally Posted by JamesDoyle View Post
Secondly, cash found in the dungeon can be precious metals or gemstones - I can recall offhand copper, silver, gold, mithril and adamantite for the former, and garnets and diamonds for the latter. I'm sure there are others (platinum, emeralds?) which I can can list while playing (now I've realised I want to!), but if anyone can supply the full list, that would help.
They're in object.txt, or here:
copper
silver
garnets
gold
opals
sapphires
rubies
diamonds
emeralds
mithril
adamantite


Quote:
Similarly for traps, I have found the following:
pits (with or without spikes)
trapdoors
darts (which can affect STR or DEX - or others?)
gas (which can blind or paralyse - or other effects?)
runes (which can teleport the character or summon monsters - or other effects?)
discolored spots (which can cause fire)

What do I need for a complete list?
From terrain.txt:

# 0x10 --> visible trap -- trap door
# 0x11 --> visible trap -- open pit
# 0x12 --> visible trap -- spiked pit
# 0x13 --> visible trap -- poison pit
# 0x14 --> visible trap -- rune -- summon
# 0x15 --> visible trap -- rune -- teleport
# 0x16 --> visible trap -- spot -- fire
# 0x17 --> visible trap -- spot -- acid
# 0x18 --> visible trap -- dart -- slow
# 0x19 --> visible trap -- dart -- lose str
# 0x1A --> visible trap -- dart -- lose dex
# 0x1B --> visible trap -- dart -- lose con
# 0x1C --> visible trap -- gas -- blind
# 0x1D --> visible trap -- gas -- confuse
# 0x1E --> visible trap -- gas -- poison
# 0x1F --> visible trap -- gas -- sleep
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Old March 11, 2008, 21:52   #12
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Okay, spellbooks:

Mordenkainen, Tenser and Kelek I know come from D&D.
Raal - the only reference I can find is to a computer RPG called Betrayal in Antara - is that the derivation?

And what exactly are Scarabtarices?
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Old March 12, 2008, 09:54   #13
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In the object file, I could do with confirmation on what tval, sval and pval are.

If I'm working it out right, tval is a type flag, e.g. 66 is a Rod
sval is a subtype within that, but I'm not quite clear on how that works, there don't seem to be any two items with the same tval and sval.
pval - I've no idea.

And for the depth and rarity of an item, the important info is actually the W line, right?
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Old March 12, 2008, 12:18   #14
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Quote:
Originally Posted by JamesDoyle View Post
In the object file, I could do with confirmation on what tval, sval and pval are.

If I'm working it out right, tval is a type flag, e.g. 66 is a Rod
sval is a subtype within that, but I'm not quite clear on how that works, there don't seem to be any two items with the same tval and sval.
pval - I've no idea.

And for the depth and rarity of an item, the important info is actually the W line, right?
Tval is the type of item, sval is the subtype (so perception gets one value, illumination another; similarly, different swords have different svals). pval is the value that is used by flags when it comes to affecting the player, e.g. an item with +1 STR will have a pval of 1.
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Old March 12, 2008, 12:36   #15
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Hmmm... but a rod of perception has sval 2, a staff of perception has sval 5, and a scroll of identify has sval 12, which doesn't seem to accord with what you suggest.

pval would seem to only apply to artifacts then, not to normal items (other than things like Rings of Weakness, which have -5)?

And the depth and rarity?
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Old March 12, 2008, 12:40   #16
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Quote:
Originally Posted by JamesDoyle View Post
Hmmm... but a rod of perception has sval 2, a staff of perception has sval 5, and a scroll of identify has sval 12, which doesn't seem to accord with what you suggest.

pval would seem to only apply to artifacts then, not to normal items (other than things like Rings of Weakness, which have -5)?

And the depth and rarity?
Depth and rarity are controlled by the A: line. pval also applies to ego-items.

I didn't quite make myself clear re: svals; each tval has its own set of svals, with no necessary relation between them, so identify items don't have to have the same sval between tvals.
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Old March 12, 2008, 12:45   #17
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Originally Posted by JamesDoyle View Post
pval would seem to only apply to artifacts then, not to normal items (other than things like Rings of Weakness, which have -5)?
Plenty of objects have pvals, Elvenkinds have a +stealth, Westernesse +Str/Dex/Con, Diggers +tunneling etc
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Old March 12, 2008, 13:21   #18
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Thanks Psi, I'd m issed digging tools; I'm ignoring eog-items for the moment until I get to writing them up.


Andrew, thanks for clarification. As far as I can see, sval is fairly redundant for normal objects (which is what I'm working on at the moment). I intend to ignore tval and sval in that case for the manual, as they're necessary for the programming, but don't give a player any useful information.
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Old March 13, 2008, 12:24   #19
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1. Does armour really offer no protection against missile attacks? (As Leon's manual states)
2. Why don't mithril shots have IGNORE_FIRE? (Mithril Arrows and Bolts do)
3. Does Phase Door have a propensity to transport you away from the current room? It seems that I end up in an adjacent room more often than not
4. Phase Door and Teleport – when the distances are referred to as 'up to', what exactly does that mean?
5. Rarity - how does that work, then? I notice it's in powers of 2, presumably it's something like 1/rarity chance, modified by level?

ETA: And I agree with Andrew's comments on his future plans, there are too many weapons and armour types, and the distinctions are not always obvious, or worthwhile, e.g. Double Chain Mail is identical to Augmented chain mail, except being 2 pounds lighter... and 50gp cheaper. Shome mishtake, shurely?
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Old March 13, 2008, 15:25   #20
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Quote:
Originally Posted by JamesDoyle View Post
1. Does armour really offer no protection against missile attacks? (As Leon's manual states)
Unfortunately, yes.

The problem is that the arrow and boulder attacks are not implemented with ammunition, but as a spell with irresistible damage. No to-hit check is made either.

Some variants have fixed this, but V's implementation (so far) is straight from Moria here.
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2. Why don't mithril shots have IGNORE_FIRE? (Mithril Arrows and Bolts do)
Ordinary shots aren't vulnerable to fire in the first place, so the IGNORE_FIRE flag is redundant for mithril shots.
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3. Does Phase Door have a propensity to transport you away from the current room? It seems that I end up in an adjacent room more often than not
4. Phase Door and Teleport when the distances are referred to as 'up to', what exactly does that mean?
The game will try fairly hard to pick a legal random location whose distance from the player's location is between half that distance, and the rated distance. If five hundred tries isn't enough, the reference distance is doubled, with a cap of 200.

Note that vaults are not legal teleport destinations. This means that Phase Door will reliably get you out of a Greater Vault.
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5. Rarity - how does that work, then? I notice it's in powers of 2, presumably it's something like 1/rarity chance, modified by level?
Yes, at least in V3.0.9- [V SVN is different]
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