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Old November 7, 2018, 10:17   #1
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Almost Random Artifacts

Is there a way to keep one artifact from randomizing with randart at birth? I'm trying to prevent randomizing Sting but I want all the others to be new...
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Old November 7, 2018, 12:48   #2
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Is there a way to keep one artifact from randomizing with randart at birth? I'm trying to prevent randomizing Sting but I want all the others to be new...
You know, it would also be nice if there was an option to 'slightly randomise' artefacts, so you could say 'ooh! this game Ringil has 4d6 base damage and +12 speed. thats a good one'.

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Old November 7, 2018, 15:09   #3
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Old November 7, 2018, 19:36   #4
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Wouldn't it be pretty easy to just have the rand art code ignore and pass through artifacts whose names start with ! or some other "skip me" character in artifact.txt?
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Old November 7, 2018, 19:45   #5
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It's not quite that straightforward. The game analyzes artifact.txt to get an understanding of what kinds of power levels are appropriate, and then uses that analysis to guide generation of new artifacts. It doesn't mutate artifacts in-place, in other words. You'd need to add additional logic to do something like "if you encounter an artifact with this special flag, don't analyze its power, but do record it in this data structure over here", and then in the randart generation, say "take this data structure and add artifacts from the data in it, before doing the usual randart generation process." And that still wouldn't let you do things like Antoine was suggesting.
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Old November 7, 2018, 21:26   #6
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And that still wouldn't let you do things like Antoine was suggesting.
I suspect mine is quite easy (but completely orthogonal to the existing randart code)

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Old November 8, 2018, 12:24   #7
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I suspect mine is quite easy (but completely orthogonal to the existing randart code)

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Old November 8, 2018, 13:19   #8
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You'd need to add additional logic to do something like "if you encounter an artifact with this special flag, don't analyze its power, but do record it in this data structure over here", and then in the randart generation, say "take this data structure and add artifacts from the data in it, before doing the usual randart generation process."
Isn't it currently the case that The One and the special Morgoth artifacts don't get randomized?

I assume excluding these artfacts is hard-coded in the randart code. Instead a new flag could be introduced that controls this behaviour.
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