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Old June 9, 2013, 23:53   #11
nppangband
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Quote:
Originally Posted by kaypy View Post
OK, this ones probably bad enough to double-post and bump the thread:

*identify* is now completely nonfunctional.

In the NPPMoria Beta-1 changes, in spells2.c/identify_fully, you removed

Code:
	/* Mark the item as fully known */
	o_ptr->ident |= (IDENT_MENTAL);
and only put in similar code in the moria branch of plain-old-identify...
Definitely an accidental, careless deletion. Thanks.


Quote:
Originally Posted by kaypy View Post
Another possible biggie: Are stats supposed to fully max out at 18/100 in angband mode? The docs say 18/220...

<digs through code>

Spot what is wrong with this snippet from calcs.c/calc_bonuses
Code:
		/* Stats max out at 118 in Moria */
		if (game_mode == GAME_NPPANGBAND)
		{
			if (use > 117) use = 118;
		}
Wow, that's bad. Part of the reason I still enjoy coding is that it is a good humbling reminder how wrong I can be sometimes.

Notice this mistake occurrs twice.....a couple lines apart.

My apoloiges for the state of the codebase. I have never had RL slam me this hard right after uploading so many changes to the game.
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Last edited by nppangband; June 10, 2013 at 00:00.
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Old June 10, 2013, 13:15   #12
kaypy
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Maybe you should have put out a beta first 8-)

But more seriously, it compiles and its playable and I can fix things as I go. Sure it'd be nice if everything always worked first time, but then why have a beta?

(Although technically I'm now playing a slightly mutant gitfork rather than the beta)

--

This time I, uh, broke the experience system.

Drinking an !exp while drained resulted in having cured exp but an apparently still drained level. Neither a !RLL or a save-reload fixed it. When I get back to town I may try a !LoseMemory/!RLL cocktail. Sort of a hair-of-the-vampire-wolf thing.

Note to self- check the exact !LoseMemory code before doing something dumb.

...

OK, it seems that any level loss will trigger this, not just my wacky circumstances. p_ptr->max_level is getting set to 50 for some reason.

...

Got it. Fix should be on github, along with a somewhat hacky 'cure' for afflicted characters

--

Github is starting to include a bunch of my mutant tweaks, so you probably want to be choosy in what you import...

--

Another minor bug- stat modifiers weren't shown correctly on the character screen. A fix is on github.

--

Minor but annoying: after loading the game, it does not figure out that you have any inventory until after the first time you try to use something. Heading off to try to figure it out now...

...

It needs item_tester_swap = TRUE; to be set somewhere. I'm dumping it just after the game mode check for now.

--

Looking through monster2.c/calc_monster_speed:

A default monster has a base speed|energy of 110|10.
So having SLOWER or FASTER flags will modify the base speed by +- 10 (calc_energy_gain(r_ptr->r_speed))
So it could be as slow as 100|5 (half speed) or as fast as 120|20 (double speed)

Another example, a faster-by-default monster (120|20) could be +- 20 giving quarter speed (100|5) through to not quite double speed (140|38)

Is this desired?

Hmm. Also note that since rand_spread(a,b) is goes from a-b to a+b, both SLOWER and FASTER flags have exactly the same effect!

...

OK, I have a tweak on github that gives a simpler distribution:

FASTER gives +1 to +7, SLOWER the opposite, and normal critters get -2 to +2

So the examples above would give

110|10 -> 103|5 (50%) .. 117|17 (170%)
and
120|20 -> 113|13 (65%) .. 127|27 (135%)

Alternatively, if you wanted to keep things in proportion to the critters speed, then you could scale things by (|r_speed-110| + 10)/10

Last edited by kaypy; June 14, 2013 at 11:19.
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Old June 16, 2013, 02:06   #13
nppangband
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Again, thanks. I poked around your branch and saw plenty of good stuff. Hopefully over the next couple days I can take your changes and add put out a beta-3 sometimes this week.

I think you have the start of the the game automatically choosing between nppmoria and npp when a savefile is loaded here:

https://github.com/kaypy/NPPAngband/...18825f92ce125f

If, before that, the game opened the savefile and read the first couple bytes, it could get the game mode from the savefile, and then maybe that menu could be bypassed.
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Old June 16, 2013, 05:22   #14
kaypy
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That's a good idea

*hack hack hack github*

--

Tested what I have in Linux & Windows. Should theoretically work on others I think

Last edited by kaypy; June 16, 2013 at 05:42.
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Old June 23, 2013, 00:01   #15
nppangband
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Quote:
Originally Posted by kaypy View Post
Minor but annoying: after loading the game, it does not figure out that you have any inventory until after the first time you try to use something. Heading off to try to figure it out now...

...

It needs item_tester_swap = TRUE; to be set somewhere. I'm dumping it just after the game mode check for now.
Thanks for the fix! I think I will be raiding your npp fork when RL settles down.

Quote:
Originally Posted by kaypy View Post
Looking through monster2.c/calc_monster_speed:

A default monster has a base speed|energy of 110|10.
So having SLOWER or FASTER flags will modify the base speed by +- 10 (calc_energy_gain(r_ptr->r_speed))
So it could be as slow as 100|5 (half speed) or as fast as 120|20 (double speed)

Another example, a faster-by-default monster (120|20) could be +- 20 giving quarter speed (100|5) through to not quite double speed (140|38)

Is this desired?
Another great catch, thanks. The lines involving "calc_energy_gain"hould have '/10' in the formula, so the speed variance is small.

Quote:
Originally Posted by kaypy View Post
Hmm. Also note that since rand_spread(a,b) is goes from a-b to a+b, both SLOWER and FASTER flags have exactly the same effect!
Wow, it has been like that for years, and nobody noticed. I guess the gameplay effect is exactly the same, but it definitely does not work as intended.

Both those lines should be rand_range instead of rand_spread.
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Old June 23, 2013, 00:54   #16
nppangband
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Quote:
Originally Posted by kaypy View Post
That's a good idea

*hack hack hack github*

Tested what I have in Linux & Windows. Should theoretically work on others I think
I looked through your branch, and cherry-picked practically all of it, except stuff I had already taken already. Lots of good stuff there. Again, thank you.

I credited your work as 'kaypy' in the npp changes file. If you wish to be credited by another name, please let me know.
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Old June 24, 2013, 14:53   #17
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kaypy is fine. If I really wanted to be less anonymous I could always fill in my details...

(Not that I'm spectacularly anonymous here- I think its a few pages of google and a guess that the roguelike/retro gaming hits are me before you get a real name)

--

Kinda surprised that the hunger tweak made it in- its a patch that has failed to make V for about a decade...
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Old June 25, 2013, 04:12   #18
nppangband
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Quote:
Originally Posted by kaypy View Post

Kinda surprised that the hunger tweak made it in- its a patch that has failed to make V for about a decade...
It's a good idea, I frequently fail to notice things like that.

Simple patches like that not making it into V was the reason I started NPP 10 years ago.
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Old June 25, 2013, 04:29   #19
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Wait, what's this hunger tweak?
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Old June 25, 2013, 13:58   #20
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Its a tweak to the @-colour-shows-health-status that adds a colour for healthy-but-hungry. Used to be on the patches ftp but that appears to no longer work.

edit on finding a working patches ftp: Or maybe not- there was an older clunkier patch with similar motivations, but not the one I was thinking of.

Last edited by kaypy; June 25, 2013 at 14:03.
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