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#91 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,638
Donated: $60
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Quote:
I don't actually remember. Each artifact in artifact.txt used to have an index, and they started at 1, and there was some code or other that relied on that fact, but I'm not at all sure it's necessary any more. I'll check at some point and change it if it's not needed, because it's a bit silly to do it for no reason.
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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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#92 | |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Quote:
Note that in PWMAngband, I do the latter. It makes loading savefiles more complex, but simplifies all the rest (in particular, the init/parsing code).
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#93 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Looking at master for implementing the latest stuff in PWMAngband. In commit a970eb7:
Code:
+ + /* Uniques are doubly hard to affect */ + if (rf_has(mon->race->flags, RF_UNIQUE)) { + resist_chance /= 2; + } Best thing is to leave the double check in saving_throw(). Doing a *2 would make all level 50+ monsters completely immune to effects instead of giving them double resistance (double check at resist = 50 --> 75% vs single check at resist = 100 --> 100%). Code:
if (rf_has(mon->race->flags, RF_UNIQUE) && (randint0(100) < resist_chance)) return true;
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! Last edited by PowerWyrm; May 9, 2017 at 10:26. |
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#94 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Minor issue: in commit e9458fa, many flags have been added to monster.txt, but some of them are already present in monster_base.txt (for example: NO_CONF on vortices).
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#95 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Are traps still appearing only 25% of the time in vaults? I think the number of traps should be increased again, otherwise many vaults are very empty...
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#96 | |
Swordsman
Join Date: May 2016
Posts: 330
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Quote:
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#97 |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Another minor issue: monsters break from "hold" effect when hit, but not from various other situations.
- hurt by earthquake - summoned via "calling out" - healed via "heal monster"
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#98 |
Veteran
Join Date: Apr 2007
Posts: 1,947
Donated: $40
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I think I'm OK with this. I'll fix the other issues though, and also turn on saving throws for the unresistable effects soon.
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takkaria whispers something about options. -more- |
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#99 |
Apprentice
Join Date: Dec 2015
Posts: 76
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I had a problem compiling/installing the May 7 nightly.
I install locally with: Code:
$ ./configure --prefix=$HOME --enable-sdl $ make $ make install Code:
./angband: Cannot find required file: /usr/local/share/angband/fonts/6x10x.fon |
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#100 | |
Prophet
Join Date: Apr 2008
Posts: 2,831
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Quote:
Code:
if (stunned) damage = (damage * STUN_DAM_REDUCTION) / 100; Oh and it seems that the same problem applies for STUN_HIT_REDUCTION. In check_hit(): Code:
if (debuff) chance = (chance * debuff) / 100;
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! Last edited by PowerWyrm; May 10, 2017 at 09:45. |
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