random power - disallow dup's

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Archived from groups: rec.games.roguelike.angband (More info?)

I'm playing NPP right now, but I think this issue affects most *bands.

Suppose you have a shield of preservation, which comes with a random
power. The shield by definition provides Hold Life. Should it be
allowed/disallowed that the random power is Hold Life, effectively
meaning no random power? Similarly for a weapon of Gondolin with
a random power of Free Action?


Eddie
 
Archived from groups: rec.games.roguelike.angband (More info?)

Eddie Grove wrote:

>
> I'm playing NPP right now, but I think this issue affects most *bands.
>
> Suppose you have a shield of preservation, which comes with a random
> power. The shield by definition provides Hold Life. Should it be
> allowed/disallowed that the random power is Hold Life, effectively
> meaning no random power? Similarly for a weapon of Gondolin with
> a random power of Free Action?
>
>
> Eddie

It doesn't matter at all. What matters is that n% of the Shield of
preservation have 2 resists instead of 1. What you are talking about in the
end is only an implementation detail :)
 
Archived from groups: rec.games.roguelike.angband (More info?)

Christophe Cavalaria <chris.cavalaria@free.fr> writes:

> Eddie Grove wrote:
>
>>
>> I'm playing NPP right now, but I think this issue affects most *bands.
>>
>> Suppose you have a shield of preservation, which comes with a random
>> power. The shield by definition provides Hold Life. Should it be
>> allowed/disallowed that the random power is Hold Life, effectively
>> meaning no random power? Similarly for a weapon of Gondolin with
>> a random power of Free Action?
>>
>>
>> Eddie
>
> It doesn't matter at all. What matters is that n% of the Shield of
> preservation have 2 resists instead of 1. What you are talking about in the
> end is only an implementation detail :)

I makes a big difference to my current char, who would be much happier
to have another high resist!

Also, it looks silly to me in my current dump:

i) a Small Metal Shield of Preservation { } [3,+15]

where there is nothing inside the curly braces showing the random
power(s). I haven't yet checked whether my code is correct, since the
question is interesting regardless of the current implementation.

An NPP specific question is whether a MaceOfDisruption of Slays should
be allowed that only slays undead. What silly artificer made that?


Eddie
 
Archived from groups: rec.games.roguelike.angband (More info?)

"Eddie Grove" <eddiegrove@hot.NOSPAM.mail.com> wrote in message
news:m3zmwp3qtk.fsf@hot.NOSPAM.mail.com...
>
> I'm playing NPP right now, but I think this issue affects most *bands.
>
> Suppose you have a shield of preservation, which comes with a random
> power. The shield by definition provides Hold Life. Should it be
> allowed/disallowed that the random power is Hold Life, effectively
> meaning no random power? Similarly for a weapon of Gondolin with
> a random power of Free Action?
>

Makes sense to me.
When do we see your variant? :)

--
Glen
L😛yt E+++ T-- R+ P+++ D+ G+ F:*band !RL RLA-
W:AF Q+++ AI++ GFX++ SFX-- RN++++ PO--- !Hp Re-- S+
 
Archived from groups: rec.games.roguelike.angband (More info?)

"Glen Wheeler" <gew75@uow.edu.au> writes:

> "Eddie Grove" <eddiegrove@hot.NOSPAM.mail.com> wrote in message
> news:m3zmwp3qtk.fsf@hot.NOSPAM.mail.com...
>>
>> I'm playing NPP right now, but I think this issue affects most *bands.
>>
>> Suppose you have a shield of preservation, which comes with a random
>> power. The shield by definition provides Hold Life. Should it be
>> allowed/disallowed that the random power is Hold Life, effectively
>> meaning no random power? Similarly for a weapon of Gondolin with
>> a random power of Free Action?
>>
>
> Makes sense to me.

Which way makes sense? I meant to pose a question!

> When do we see your variant? :)

It is coming slowly. I've been waiting for NPP 0.4.1. Now that that
is out, I will port my changes over and clean them up. When I
started, I was following the "when-in-Rome" philosophy, but I changed
my mind an now am insisting on good code. Things are garbled, and I
would be embarassed to have them made public. :)

Unfortunately, the following command:
[eddie@bughouse src]$ wc < BUGS
177 993 5877
shows that there remains a little work to be done. :)

I still haven't even started seriously on stacking or squelching.

I was aiming for release in time for the May comp, but that is looking
overly optimistic. Especially since I am pretty much pure Linux, and
I will need help producing binaries for other platforms.


Eddie
 
Archived from groups: rec.games.roguelike.angband (More info?)

>>> When do we see your variant? :)
>>
>> It is coming slowly. I've been waiting for NPP 0.4.1. Now that that
>> is out, I will port my changes over and clean them up. When I
>> started, I was following the "when-in-Rome" philosophy, but I changed
>> my mind an now am insisting on good code. Things are garbled, and I
>> would be embarassed to have them made public. :)
>>
>> Unfortunately, the following command:
>> [eddie@bughouse src]$ wc < BUGS
>> 177 993 5877
>> shows that there remains a little work to be done. :)
>>
>> I still haven't even started seriously on stacking or squelching.
>>
>> I was aiming for release in time for the May comp, but that is looking
>> overly optimistic. Especially since I am pretty much pure Linux, and
>> I will need help producing binaries for other platforms.
>>
>
> Good to hear. Have you done away with *id* and tunneling? Is LOS
> ``fixed''? I would like to play that :).

I didn't do anything with LOS -- Jeff already solved that in NPP [or
grabbed someone else's solution, I don't know]. In fact, Jeff did an
awful lot of good things, which is why I bother to complain about what
I don't like.

I've been trying to work on id via use, which is different from the
philosophy that if you wear something long enough you magically
figure it out based on no actual information.

Getting rid of tunneling is 3rd on the list for the future, after
squelching and stacking. I think I know what I'll do, and the
implementation should be easy enough when I get to it, but it is
not a priority at the moment.

You can blame Timo's Challenge for slowing me down. :)


Eddie
 
Archived from groups: rec.games.roguelike.angband (More info?)

Eddie Grove wrote:
> Unfortunately, the following command:
> [eddie@bughouse src]$ wc < BUGS
> 177 993 5877
> shows that there remains a little work to be done. :)

You need to move out of that "bughouse" and into a new machine then. 😉

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
Archived from groups: rec.games.roguelike.angband (More info?)

"Eddie Grove" <eddiegrove@hot.NOSPAM.mail.com> wrote in message
news:m364zcr6xt.fsf@hot.NOSPAM.mail.com...
> "Glen Wheeler" <gew75@uow.edu.au> writes:
>
>> "Eddie Grove" <eddiegrove@hot.NOSPAM.mail.com> wrote in message
>> news:m3zmwp3qtk.fsf@hot.NOSPAM.mail.com...
>>>
>>> I'm playing NPP right now, but I think this issue affects most *bands.
>>>
>>> Suppose you have a shield of preservation, which comes with a random
>>> power. The shield by definition provides Hold Life. Should it be
>>> allowed/disallowed that the random power is Hold Life, effectively
>>> meaning no random power? Similarly for a weapon of Gondolin with
>>> a random power of Free Action?
>>>
>>
>> Makes sense to me.
>
> Which way makes sense? I meant to pose a question!
>

Ah. Well, it makes sense in this way:

Smithy Jimbob makes some magic item. He always makes them with X atributes.
If Smithy Jimbob is making a shield of preservation or a weapon of Gondolin,
then they will (should) have the same number of attributes. Smithy Jimbob
likes consistency, and if they didn't have the same number of attributes
then those pesky elvenkind armours (where this clash doesn't occur) and
other such types would have an advantage (constant number of attributes).
So if Smithy Jimbob makes an item and it has less attributes than it should
(duplicate power/sustain) then he tries again.

Of course Smithy Jimbob is just our item generation functions :). All the
above dancing is just to say that I think it is very important for a game to
be consistent, and to disallow duplicate powers/sustains preserves
consistency.

>> When do we see your variant? :)
>
> It is coming slowly. I've been waiting for NPP 0.4.1. Now that that
> is out, I will port my changes over and clean them up. When I
> started, I was following the "when-in-Rome" philosophy, but I changed
> my mind an now am insisting on good code. Things are garbled, and I
> would be embarassed to have them made public. :)
>
> Unfortunately, the following command:
> [eddie@bughouse src]$ wc < BUGS
> 177 993 5877
> shows that there remains a little work to be done. :)
>
> I still haven't even started seriously on stacking or squelching.
>
> I was aiming for release in time for the May comp, but that is looking
> overly optimistic. Especially since I am pretty much pure Linux, and
> I will need help producing binaries for other platforms.
>

Good to hear. Have you done away with *id* and tunneling? Is LOS
``fixed''? I would like to play that :).

--
Glen
L😛yt E+++ T-- R+ P+++ D+ G+ F:*band !RL RLA-
W:AF Q+++ AI++ GFX++ SFX-- RN++++ PO--- !Hp Re-- S+
 
Archived from groups: rec.games.roguelike.angband (More info?)

On Sun, 27 Mar 2005 10:07:51 -0800, Eddie Grove
<eddiegrove@hot.NOSPAM.mail.com> wrote:

>
>I'm playing NPP right now, but I think this issue affects most *bands.
>
>Suppose you have a shield of preservation, which comes with a random
>power. The shield by definition provides Hold Life. Should it be
>allowed/disallowed that the random power is Hold Life, effectively
>meaning no random power? Similarly for a weapon of Gondolin with
>a random power of Free Action?

What I think makes sense is not giving random powers to egos with a
fixed power, or random sustains to egos with a fixed sustain, or
random high resists to egos with a fixed high resist.

R. Dan Henry
danhenry@inreach.com