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No mushrooms creation

 
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Author Message
Richard Storm

External


Since: Aug 27, 2006
Posts: 6



(Msg. 1) Posted: Mon Jan 07, 2008 7:56 pm
Post subject: No mushrooms creation
Archived from groups: rec>games>roguelike>angband (more info?)

Hi All,

I wonder if anyone couold give me a (some) hand(s) here. I try to get rid of
the annoying useless mushrooms altogether. So i tried and I thought to have
found the place where random objects are created and tried to stop the
creation of mushrooms. Probably there is a much easier way and this one does
not work Smile

My fix was to give mushrooms a zero proability of getting created...

See code snippet below. Any help is appreciated

Thanx,

Richard

/*
* Apply a "object restriction function" to the "object allocation table"
*/
errr get_obj_num_prep(void)
{
int i;

/* Get the entry */
alloc_entry *table = alloc_kind_table;

/* Scan the allocation table */
for (i = 0; i < alloc_kind_size; i++)
{
//MY MUSHROOM FIX
if (kind_is_mushroom(table[i].index))
{
table[i].prob2 = 0;
}
else
{
/* Accept objects which pass the restriction, if any */
if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
{
/* Accept this object */
table[i].prob2 = table[i].prob1;
}

/* Do not use this object */
else
{
/* Decline this object */
table[i].prob2 = 0;
}
}
}

/* Success */
return (0);
}

static bool kind_is_mushroom( k_idx)
{
object_kind *k_ptr = &k_info[k_idx];

if ( (k_ptr->tval = TV_FOOD) &&
(k_ptr->sval > SV_FOOD_MIN_FOOD)
)
{
return (TRUE);
}

return (FALSE);

}

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Eddie Grove

External


Since: Oct 17, 2007
Posts: 80



(Msg. 2) Posted: Mon Jan 07, 2008 7:56 pm
Post subject: Re: No mushrooms creation [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Richard Storm" <r.storm4 RemoveThis @chello.nl> writes:

> Hi All,
>
> I wonder if anyone couold give me a (some) hand(s) here. I try to get rid of
> the annoying useless mushrooms altogether. So i tried and I thought to have
> found the place where random objects are created and tried to stop the
> creation of mushrooms. Probably there is a much easier way and this one does
> not work Smile

I think it would work simply to remove all mushrooms from object.txt, and then
you don't even have to recompile. I don't think any of the code will break,
but it might be safer to leave a single mushroom flavor if you are the
worrying sort of person. Don't take them away with a live character unless
you make a backup, although even that will probably work OK because of the
gross way that svals are hard-coded.


Eddie

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pete m

External


Since: Nov 15, 2007
Posts: 45



(Msg. 3) Posted: Mon Jan 07, 2008 11:20 pm
Post subject: Re: No mushrooms creation [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 7, 10:17 am, Eddie Grove <eddiegr....RemoveThis@hotmail.com> wrote:
> "Richard Storm" <r.sto....RemoveThis@chello.nl> writes:
> > Hi All,
>
> > I wonder if anyone couold give me a (some) hand(s) here. I try to get rid of
> > the annoying useless mushrooms altogether. So i tried and I thought to have
> > found the place where random objects are created and tried to stop the
> > creation of mushrooms. Probably there is a much easier way and this one does
> > not work Smile
>
> I think it would work simply to remove all mushrooms from object.txt, and then
> you don't even have to recompile. I don't think any of the code will break,
> but it might be safer to leave a single mushroom flavor if you are the
> worrying sort of person. Don't take them away with a live character unless
> you make a backup, although even that will probably work OK because of the
> gross way that svals are hard-coded.
>

The standard way to handle this is to edit object.txt so that the
probability of creation is 0. That means that junk in the black
market or lying around on the dungeon floor doesn't turn into invalid
objects.

The way to do this is by removing the frequency lines prefixed by A:
and replacing the W lines so that the rarity is 0, like:

W:10:0:1:50

But beware, you might not want to replace mushrooms of restoring.
They are sufficiently useful that they make sampling all the other
mushrooms worthwhile, IMO.
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Eddie Grove

External


Since: Oct 17, 2007
Posts: 80



(Msg. 4) Posted: Wed Jan 23, 2008 12:58 pm
Post subject: Re: No mushrooms creation [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

pete m <pmac360 DeleteThis @yahoo.com> writes:

> On Jan 7, 10:17 am, Eddie Grove <eddiegr... DeleteThis @hotmail.com> wrote:
> > "Richard Storm" <r.sto... DeleteThis @chello.nl> writes:
> > > Hi All,
> >
> > > I wonder if anyone couold give me a (some) hand(s) here. I try to get rid of
> > > the annoying useless mushrooms altogether. So i tried and I thought to have
> > > found the place where random objects are created and tried to stop the
> > > creation of mushrooms. Probably there is a much easier way and this one does
> > > not work Smile
> >
> > I think it would work simply to remove all mushrooms from object.txt, and then
> > you don't even have to recompile. I don't think any of the code will break,
> > but it might be safer to leave a single mushroom flavor if you are the
> > worrying sort of person. Don't take them away with a live character unless
> > you make a backup, although even that will probably work OK because of the
> > gross way that svals are hard-coded.
> >
>
> The standard way to handle this is to edit object.txt so that the
> probability of creation is 0. That means that junk in the black
> market or lying around on the dungeon floor doesn't turn into invalid
> objects.
>
> The way to do this is by removing the frequency lines prefixed by A:
> and replacing the W lines so that the rarity is 0, like:
>
> W:10:0:1:50
>
> But beware, you might not want to replace mushrooms of restoring.
> They are sufficiently useful that they make sampling all the other
> mushrooms worthwhile, IMO.

I've added a new squelch paradigm. When you 'k' something, when appropriate
you are given the option to squelch all objects of the given type with the
same awareness. So 'k' Magic for Beginners, and you are prompted whether you
want to squelch all magic books. Inspired by Richard, 'k' an untried unaware
mushroom, and you are prompted whether you want to squelch all unaware food.
If you 'k' a good mace(2d4), you are prompted whether you wish to squelch all
good melee weapons weighing >= 12lbs with base damage <= 2d4.

Pete can wait until he learns the flavor mushroom of restoring, and then after
that can squelch all unaware mushrooms.


Does anyone have any other ideas along these lines?


Unfortunately the current state of my patch isn't releasable, but this
functionality should be available in a month or two if I get things stable.


Eddie
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konijn_

External


Since: Nov 15, 2007
Posts: 51



(Msg. 5) Posted: Wed Jan 23, 2008 1:46 pm
Post subject: Re: No mushrooms creation [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 23, 2:58 pm, Eddie Grove <eddiegr... RemoveThis @hotmail.com> wrote:
> pete m <pmac... RemoveThis @yahoo.com> writes:
> > On Jan 7, 10:17 am, Eddie Grove <eddiegr... RemoveThis @hotmail.com> wrote:
> > > "Richard Storm" <r.sto... RemoveThis @chello.nl> writes:
> > > > Hi All,
>
> > > > I wonder if anyone couold give me a (some) hand(s) here. I try to get rid of
> > > > the annoying useless mushrooms altogether. So i tried and I thought to have
> > > > found the place where random objects are created and tried to stop the
> > > > creation of mushrooms. Probably there is a much easier way and this one does
> > > > not work Smile
>
> > > I think it would work simply to remove all mushrooms from object.txt, and then
> > > you don't even have to recompile. I don't think any of the code will break,
> > > but it might be safer to leave a single mushroom flavor if you are the
> > > worrying sort of person. Don't take them away with a live character unless
> > > you make a backup, although even that will probably work OK because of the
> > > gross way that svals are hard-coded.
>
> > The standard way to handle this is to edit object.txt so that the
> > probability of creation is 0. That means that junk in the black
> > market or lying around on the dungeon floor doesn't turn into invalid
> > objects.
>
> > The way to do this is by removing the frequency lines prefixed by A:
> > and replacing the W lines so that the rarity is 0, like:
>
> > W:10:0:1:50
>
> > But beware, you might not want to replace mushrooms of restoring.
> > They are sufficiently useful that they make sampling all the other
> > mushrooms worthwhile, IMO.
>
> I've added a new squelch paradigm. When you 'k' something, when appropriate
> you are given the option to squelch all objects of the given type with the
> same awareness. So 'k' Magic for Beginners, and you are prompted whether you
> want to squelch all magic books. Inspired by Richard, 'k' an untried unaware
> mushroom, and you are prompted whether you want to squelch all unaware food.
> If you 'k' a good mace(2d4), you are prompted whether you wish to squelch all
> good melee weapons weighing >= 12lbs with base damage <= 2d4.
>
> Pete can wait until he learns the flavor mushroom of restoring, and then after
> that can squelch all unaware mushrooms.
>
> Does anyone have any other ideas along these lines?

I would ask the user :

Delete all town-buy books
Delete all books

As books can be a source of income for the player.

Cheers,
T.

>
> Unfortunately the current state of my patch isn't releasable, but this
> functionality should be available in a month or two if I get things stable.
>
> Eddie
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