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Old March 27, 2011, 18:20   #11
Matthias
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Has the quest failure rate when leaving the quest level been increased in a recent version? I've now failed twice to recall back down before failing when having to flee the level from hunger.

Also I think potions don't provide food anymore (but object text still says so), as two healing potions couldn't get me back to weak from faint when quaffing them the turn i became fainted
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Old March 27, 2011, 20:45   #12
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Quote:
Originally Posted by PowerDiver View Post
I think (get) worked for gold in 3.2, but stopped working for gold in some nightly. I haven't checked so it may have been fixed since. NPP may be *too* up to date.
The pickup system got a complete re-write in NPP 0.5.1. It is different than vanilla.

As for energy use, in vanilla:

Holding on a square takes up 100 energy.
The specific pickup command takes 10 energy for every item picked up.

In NPP:

First, gold gets picked up automatically, no energy, every time the player moves. Also automatically picked up are items that can be merged into current inventory/quiver, and items marked always_pickup in the squelch menu (this option is useful for things the player would always want, such as potions of life).

I suppose it is possible that gold is dropped on the player square when a monster dies, or if the player teleports. Neither of those prompt an autopickup. But those should be the only way that gold can appear beneath the player. You can get those by either the hold command (uses the same energy as in vanilla), or by walking back and forth. You shouldn't have to rest(5).

So I guess the answer is NPP doesn't have a specific pickup command that uses only 10 energy for each item picked up, but it has many more ways for picking up items without expending any energy.
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Old March 27, 2011, 20:49   #13
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Quote:
Originally Posted by Matthias View Post
Has the quest failure rate when leaving the quest level been increased in a recent version? I've now failed twice to recall back down before failing when having to flee the level from hunger.
To answer your first question, accidentally, yes. I just checked the line in proces_world

Code:
if (p_ptr->cur_quest) /* playtesting && !(turn % QUEST_TURNS)) */

Looks like I was testing quest failure & was trying to make it happen, and forgot to change it back....
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Old March 27, 2011, 21:12   #14
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Quote:
Originally Posted by Matthias View Post
Also I think potions don't provide food anymore (but object text still says so), as two healing potions couldn't get me back to weak from faint when quaffing them the turn i became fainted
Correct, potions don't increase the food counter. It has been like this for a while. This is to prevent the player from being gorged when quaffing a healing potion in battle. I will change the object text.
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Old March 27, 2011, 21:16   #15
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It is very nonintuitive that 'g', which gets a normal item beneath you, does not get the gold item beneath you. Sufficiently so that it feels like a bug to me. I'm not talking about energy use or anything like that. It just seems strange.

The way it comes up is that I kill a few monsters without moving. Then I 'g'et the item(s) under me before moving forward, then am surprised I left money behind. I default to 'g' rather than '5' so that I can choose which items to pickup.
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Old March 27, 2011, 21:38   #16
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Quote:
Originally Posted by Matthias View Post
Also I think potions don't provide food anymore (but object text still says so), as two healing potions couldn't get me back to weak from faint when quaffing them the turn i became fainted
As a follow-up, I just changed it so potions provide nourishment again, but I included a hack that prevents the player from getting gorged by potions.
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Old March 27, 2011, 21:43   #17
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Quote:
Originally Posted by PowerDiver View Post
It is very nonintuitive that 'g', which gets a normal item beneath you, does not get the gold item beneath you. Sufficiently so that it feels like a bug to me. I'm not talking about energy use or anything like that. It just seems strange.

The way it comes up is that I kill a few monsters without moving. Then I 'g'et the item(s) under me before moving forward, then am surprised I left money behind. I default to 'g' rather than '5' so that I can choose which items to pickup.
Good feedback. I agree. I am actually going to take it a step further by checking every player turn so gold is automatically picked up without requiring any commands at all.
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Old June 19, 2011, 15:50   #18
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I have problems compiling NPPAngband on Linux. There was no documentation, so I just guessed what to do.

First there was something called snd-sdl.c missing, so I borrowed it from Angband, he he. Not very good I guess.

Then I had to change the fonts in config.h.

Finally I could compile with the commands:
cd src
make -fMakefile.std

Now I can start the game from the nppangband folder with:
./nppangband

I can make a character, but when the character is made, the game crashes after character creation with the error message:
src/nppangband: Can't create the notes file

How many things have I done wrong?
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Old June 20, 2011, 01:10   #19
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I am not sure. I know plenty of people play NPP on Linux, but I work on a standard windows PC. Hopefully somebody can tell you what to do.
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Old June 20, 2011, 05:14   #20
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Quote:
Originally Posted by artes View Post
Finally I could compile with the commands:
cd src
make -fMakefile.std

Now I can start the game from the nppangband folder with:
./nppangband

I can make a character, but when the character is made, the game crashes after character creation with the error message:
src/nppangband: Can't create the notes file

How many things have I done wrong?
So, the usual pattern is after running "make" you have to copy the executable out of src/ into the parent and run it from there (so that lib/ is the in working directory). Not sure if that's what you did but if not that could be the problem.
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