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#11 |
Knight
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 42
Posts: 780
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I love this idea. Too bad I have Winblows. I would dearly love to see my risk%, and to see just how high the risk could go, while still winning ~~ the opposite intention of the risk calculator... haha. If anybody fixes it for Windows, please let me know.
After posting on these forums and ladders for 7 or 8 years or so, it has become clear that I am of the 1% of you that cannot code. I have zero idea how these games work. As an aside about the clutter comment... I would love to see skill point distributions on the character notes. It has abilities, yes, but it would be even more enlightening to see actual progression. |
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#12 | ||
Rookie
Join Date: Aug 2013
Posts: 20
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Quote:
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#13 |
Knight
Join Date: Dec 2008
Posts: 625
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#14 |
Knight
Join Date: Jan 2009
Posts: 904
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Any idea of how to format this so it is readable? e.g. mock up the first 500 ft of a character's skill progression in a format you'd like.
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#15 |
Knight
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 42
Posts: 780
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Code:
... Because AbsoluteGo's Notes are hilarious... (And because he was top of recent submissions...) The biggest question would be how to display initial points and instances where multiple skill points are taken at once, I guess. This is my first idea on what I would like to see. Turn Depth Note 0,001 50 ft 6 will ** 0,001 50 ft 5 evasion ** 0,001 50 ft 4 melee ** 0,473 100 ft 1 evasion ** 0,843 150 ft (Power) 1,880 200 ft mmmm 1,950 200 ft 2 will ** 2,072 200 ft mmmm 2,752 200 ft Encountered Gorgol, the Butcher 3,021 200 ft Slew Gorgol, the Butcher 3,167 200 ft mmm 3,676 250 ft mmm i guess i want to use that 3,678 250 ft 1 melee ** 3,678 250 ft 1 evasion ** and so on Last edited by HallucinationMushroom; November 15, 2013 at 18:42. |
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#16 | |
Knight
Join Date: Dec 2008
Posts: 625
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1 50' [Mel 6(+6), Ev 6(+6)] 906 200 ft (Finesse) [Mel 7(+1), Ev 7(+1), Wil 2(+2)] 1,752 300 ft (Subtlety) [Stl 5(+5)] 2,000 300 ft [Ev 8(+1), Per 3(+3)] 2,411 350 ft (Parry) Last edited by bio_hazard; November 15, 2013 at 18:37. |
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#17 |
Knight
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 42
Posts: 780
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Sorry, ironically getting the columns to line up is ugly in the forum box. There is likely an elegant way to keep formatting, but, I haven't learned it. (Edit:Okay, I monkeyed it with it and just put code tags around it... now it seems to display somewhat properly, but I have more than likely just broken it for somebody else)
I manually made these kind of notes on a lot of my challenge characters for future reference... as those of you who know me, I have no memory. Like this guy, http://angband.oook.cz/ladder-show.php?id=12938 All the 7/5/3/1 things are evasion/melee/wis/perception breakdowns, but that is a running total and clunky. Kind of like with the initial stat purchases, they can be totaled or deduced if needed. Last edited by HallucinationMushroom; November 15, 2013 at 18:44. |
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#18 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
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Uh, I think the skill allocation notes should be a totally different section. Even putting the abilities in the notes is not super useful, you have to scan and filter. I like how mpa-sil boxes the abilities into a dedicated section (although they're not ordered by depth taken there).
If you have the same "note format" but filter them into a separate section of the dump called "skill allocation", it will be easy to scan and copy the build. Of course you won't be able to see reactive allocations so easily this way (ie found artefact, player saying "ack cursed amulet of con!" into will then curse breaking)
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#19 | |
Knight
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 42
Posts: 780
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#20 | |
Knight
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 960
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So, very technical question for the developers: what's the angbandic way to handle variable-size arrays? I see different options: * make a global, extern, fixed-size variable (int a[A_MAX_SIZE]; and int a_size; ), and have the function fill it in * implement vectors as struct {int a[]; int size}; * "double return values": e.g. int* frobnicate(int &size, ...), which returns a pointer and fills in &size * int[A_MAX_SIZE] frobnicate(...); * linked lists all the way, implemented in an external file. Twice if you need it for more than one type, since there are no templates * linked lists, but implemented in macros as far as possible (à la z-virt.h) I see the global extern is used for some game-global values, but apart from that I really don't know which way to go. Normally in life I've been using a different approach, which is "life is too short for C, rename all files to .cpp and use STL vectors", but I see that it's not really indicated for Angband. ![]() (should I move this question to a separate thread?)
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