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#1 |
Swordsman
Join Date: Jun 2008
Location: Portland, OR, USA
Posts: 412
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Feature request: breath/spell damage in monster memory
Breath damage is non-random and based on a monster's current hp. Once you've discovered a monster's life rating, I'd like to see the damage values for each breath weapon when the breather is at full health.
Spell and curse damage is sometimes random, but based on monster depth. A few spells have high damage variance (water ball does 50-300 at 5000'), but even in these cases an average would be better than nothing. You automatically learn the damage on melee attacks eventually, but not spells. As it is, I'm always calculating these values by hand. |
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#2 | |
Angband Devteam member
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#3 |
Swordsman
Join Date: Jun 2008
Location: Portland, OR, USA
Posts: 412
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I wrote a patch for this. It includes a number of changes to monster memory:
If you roll your own, you should be able to apply this patch to 1681 by running "patch -up0 < monster_memory.patch" while in the angband root directory (one level above the src directory). |
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#4 |
Angband Devteam member
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Awesome. This potentially closes tickets #743, 541, 532 and 258. Grateful if you could add your patch to at least one of those tickets and cross-ref to the others. trac.rephial.org/ticket/258 etc.
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#5 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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Is this going to be added to another nightly? I remember Tak talking about encouraging people to make patches and dot upgrades for the nightlies.
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#6 | |
Swordsman
Join Date: Jun 2008
Location: Portland, OR, USA
Posts: 412
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#7 |
Angband Devteam member
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Probably. I'll have a play with it next time I take a break from conquering the Roman world, and I'll commit it unless there's some reason not to.
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#8 | |
Angband Devteam member
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