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#11 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Casper and friends?
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#12 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,657
Donated: $60
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The other thing to point out about the O/NPP/FA system (and I think they are all essentially the same) is that the player (a) gets a message when the ghost spawns and (b) has full knowledge of it. These are really important, as they give you a chance to fight, or avoid, or leave the level immediately.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#13 |
Knight
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 909
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Not instadeath? Well, probably not, but my most succesful character in O, a high-elf assasin, was killed by a Nether Wraith Ranger player ghost. 2 rounds and I was gone. Since it can go into walls, and I didn't know this, I was trying to teleport it. Kinda annoying. Still, player ghosts in the early levels are quite useful to kill, since they have drops. Unless they were a druid and go crazy summoning and stuff.
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#14 | |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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Quote:
I actually don't remember where I got the player ghost option from. Was it a patch? Has it always been a part of Oangband? Or may be from the old, old, old Angband source. |
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#15 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 40
Posts: 1,516
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I think player ghosts used to exist in V, or at least, code to support them used to exist in V.
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#16 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Back in the frog-knows days, yes, but they went out before Ben took over, so if you took them from old V source then you must've done a lot of updating to make the code work.
![]() (I once got the Trident of Ulmo from a player ghost around 400' in frog-knows. That was a fun character) |
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#17 | |
Knight
Join Date: Aug 2009
Posts: 670
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Quote:
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#18 |
Knight
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 909
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But seriously, I would like to see them in V at least as an option(not likely).
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#19 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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Could you not pull ghost data from the high scores file? You've got a list of dead characters with race, class, clevel, dungeon level and final gold stored right there. (And even the cause of death, if you want to get really clever and generate the type of monster that made the kill along with the ghost.)
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#20 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 40
Posts: 1,516
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Quote:
But certainly as a first pass it could be possible. |
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