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Old March 22, 2019, 08:35   #11
PowerWyrm
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You can put anything in the "mask" parameter. Basically you have 255 types of terrain with 255 different flavors. If you have less than 10 flavors, you can simply put 1,2...9 as parameter for easier comprehension.

Old system:

- terrain.txt

name : generic tree

- town_feat.txt

feat : T : generic tree

- town_test.txt

D:####
D:#TTT#
D:#TTT#
D:#TTT#
D:####

Here you can display 9 generic trees. But you cannot distinguish them.

New system:

- terrain.txt

name : pine
name : larch
name : oak
name : cypress
name : cedar
name : maple
name : elm
name : eucalyptus
name : aspen

- town_feat.txt

feat : T : 1 : pine
feat : T : 2 : larch
feat : T : 3 : oak
feat : T : 4 : cypress
feat : T : 5 : cedar
feat : T : 6 : maple
feat : T : 7 : elm
feat : T : 8 : eucalyptus
feat : T : 9 : aspen

- town_test.txt

map:####
map:#TTT#
map:#TTT#
map:#TTT#
map:####

mask:####
mask:#123#
mask:#456#
mask:#789#
mask:####

Here you can display 9 different trees.
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Old March 22, 2019, 08:40   #12
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Oh I see now! YAY! DDDDD

This is really revolutionary idea GREAT!

Then we would be able to create proper rivers and brooks, roads and ravines! AWESOME DD
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Old March 26, 2019, 15:27   #13
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MAngband got new awesome feature - macro by item name DD

https://github.com/mangband/mangband/issues/1182

I wonder could this feature work in PWMA?
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Old March 27, 2019, 08:30   #14
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This is definitely going to be added rest assured...
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Old April 13, 2019, 19:00   #15
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First release of PWMAngband 1.3.0 beta 0!

List of changes since last version:

- Allow more than 255 terrain types
- Fix some spell level errors

See http://powerwyrm.monsite-orange.fr for the download (only binaries for now).
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Old April 18, 2019, 08:35   #16
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Awesome Everything works perfectly!

Please could you add source for 'PWMAngband 1.3.0 (beta 0)'?
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Old May 18, 2019, 12:58   #17
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/rfe to add possibility to assign
Quote:
# Option: max number of townies in town (-1 for no max).
MAX_TOWNIES = ...
to specific locations. Eg big towns are alright to have 100 townies, but tiny villages could have like 20 max

Currently I'm wanna add a lot of animals and birds to the first village



Other parts of location (outside of mountains) would be 'closed' by mountains, so nothing would respawn there. So if there would be 100 townies (default value) restriction there - it would overflow newbie location.
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Old May 20, 2019, 13:40   #18
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Implemented. The cfg option MAX_TOWNIES has been removed and replaced by an entry in town.txt for each town:

# Bree
name:Bree
wpos:-15:20
max-townies:100
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Old June 9, 2019, 21:06   #19
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Quote:
Originally Posted by PowerWyrm View Post
Implemented. The cfg option MAX_TOWNIES has been removed and replaced by an entry in town.txt for each town:

# Bree
name:Bree
wpos:-15:20
max-townies:100
Yay! Can't wait to see it live :E~~
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Old June 11, 2019, 22:09   #20
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Please could you add 'FRIEND' flag - for creatures which player wouldn't attack by default just by coming nearby

currently there is WANDERER flag in \src\server\mon-move.c
Quote:
/* Wanderers ignore level 1 players unless hurt or aggravated */
FRIEND could be like WANDERER, but currently if you come in melee range - you would automatically attack creature and it would aggro; so the only way to avoid attacking is not coming close. It would be great to make friendly creatures, which player could attack like players in this pvp mode:

Quote:
PVP_HOSTILITY = 2
# 2 = Normal mode: one player hostile triggers hostility for both players
It would give possibility to avoid killing animals and birds accidentally (it's always a pity to kill poor things). Also it would be possible to add 'guards' NPCs in some big towns *thumbs up*.. and even real neutral monsters in dungeons
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