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Old March 20, 2022, 01:26   #1
pipMcDohl
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Lightbulb Any way to increase storage capacity of Home?

My heart broke every time i need to part with a unique item because i have no more place to store them.

collecting all the artifacts of the game is a good part of the fun. I would like a change, maybe a museum in Town where i can donate my artifacts instead of selling or dropping them. Of course the museum would keep the artifacts forever exposed to visitors (namely my character) no matter how long i dive into the dungeon.
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Old March 20, 2022, 09:47   #2
ewert
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In lib/gamedata/constants.txt, go to the store part, and chuck in a zero to max store inven max.

I always play like that as well, I hate wasting time managing inventory in town.

It will bork the UI a little bit so you have to scroll instead of use hotkey shortcuts after enough items are there, but atleast you can store all the artifacts.
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Old March 20, 2022, 14:11   #3
pipMcDohl
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Thanks a lot
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Old March 25, 2022, 20:28   #4
Egavactip
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I've seen people suggest the idea of a museum before, but they have usually been ignored.
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Old March 25, 2022, 21:27   #5
Estie
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Quote:
Originally Posted by Egavactip View Post
I've seen people suggest the idea of a museum before, but they have usually been ignored.
You could bolster the suggestion with code for that museum. It already exists, in ToME 2 where it is called the "Mathom-House" (great name btw). So even if someone has only a little knowledge of coding, maybe some advanced copy-pasting would work ?
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Old March 26, 2022, 00:20   #6
Julian
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Quote:
Originally Posted by Estie View Post
You could bolster the suggestion with code for that museum. It already exists, in ToME 2 where it is called the "Mathom-House" (great name btw). So even if someone has only a little knowledge of coding, maybe some advanced copy-pasting would work ?
I suspect the ToME code wouldn’t be that easy to port to a modern Angband. The store code in general has changed quite a bit since then.

But you wouldn't need to. Anyone wanting to implement a museum should start by implementing a second home. Then you just need to remove the ability to take things out again. (And a few other things.)
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Old March 26, 2022, 07:03   #7
fph
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In a sense, an "artifacts" tab in the knowledge menu could fit the bill? I don't have a version of the game around right now to check if there already exists one.
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Last edited by fph; March 26, 2022 at 07:23.
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Old March 26, 2022, 16:14   #8
Estie
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Not really; its more of a "look what I found" place for things that are interesting for a variety of possible reasons, but not useful to @ (anymore).

For example, the warrior finds the highest mage book on level 20 ? Chuck it in there, and in any future dumps it will be displayed with entry of the dlvl it was found on.
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Old March 27, 2022, 23:26   #9
Pete Mack
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It is worth noting that the original fail rate when skill was less than device difficulty* was punitive beyond belief:
Code:
    let dd = MIN(device level, 50)
    if skill <= dd Pact = 1/(3+ dd - skill)
    else ???
I do not recall the behavior when skill was greater than difficulty, but it became asymptotic with unity pretty quickly. But activation probability below that level could easily be as low as 1:30 for a HT warrior, and was regularly less than 1:10.


* which (obviously from the code) maxed out at DL 50
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Old March 28, 2022, 18:12   #10
Estie
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Wrong thread @Pete ?
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