Difference between revisions of "User:Chris/dNetHack/YANIs"

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=== Current dnethack project ===
 
=== Current dnethack project ===
''S-l-o-w-l-y'' implementing the Binder class.
+
<pre>
 +
 
 +
Major (save corupting?) bug in pet code.
 +
 
 +
Draining a shimmering dragon corpse grants permanent displacement?
 +
 
 +
Also FIX DRAINING CODE FOR RESISTANCES. Will make the above a lot easier to test.
 +
 
 +
[04:42] <Chris_ANG> Mystery solved: Luck Blade is intelligent and will blast non-convicts for that reason.
 +
[04:42] <Chris_ANG> WHY it's intelligent I don't know.
 +
 
 +
<Tempest_nano> I had come across a inconsistency in the stolen item thing, but I don't recall the specifics. It involved the stolen item being inside a bag.
 +
 
 +
<Menche> YANI: droven #monster ability kills 'y'
 +
 
 +
<Menche> Chris_ANG why doesn't a Binder's list of bound spirits show up in the dumplog?
 +
 
 +
<Menche> Chris_ANG: the game still asks for an alignment with some races for Binders
 +
 
 +
>_< Alignment quest spirits have no signs/descriptions
 +
 
 +
>_< Elf quest has no dialog
 +
 
 +
Can monster balls of webbing work if they hit you?
 +
No, and yours are still messed up too :(
 +
 
 +
Sunflower shots should bounce off other monsters also.
 +
Also, sunflowers should be relective
 +
Also, sunflowers shouldn't be generated in the dark.
 +
 
 +
Fix Ctrl^X bug
 +
 
 +
Do elf ranger extra dialog
 +
 
 +
Do Drow and Hedrow quests
 +
 
 +
database stuff
 +
 
 +
[17:50] <Chris_ANG> Well, THAT is morbid.
 +
[17:50] <bcode> hm?
 +
[17:50] <Chris_ANG> Should probably do something about that.
 +
[17:50] <bcode> context?
 +
[17:50] <Chris_ANG> That deli had an icebox filled with Gnome and dwarf corpses
 +
[17:51] <Chris_ANG> The minetown deli
 +
[17:51] <bcode> hahaah
 +
 
 +
jonadab: could also be that it keeps eroding the old stuff and not adding new properly, so maybe it erodes all over time? dunno, but the adding problem is a real thing
 +
[02:40] <Chris_ANG> Found the bug
 +
[02:41] <Chris_ANG> At least, I think I did.
 +
[02:42] <Chris_ANG> The string comparison code and the engraving struct both allow for strings up to an unsigned int in length.
 +
[02:43] <Chris_ANG> The "add to existing engraving" code, on the other hand, seems to limit the entire message to BUFSIZE, and doesn't print a message when it chops.
 +
[02:44] <Chris_ANG> BUFSIZE is set to only 256
 +
 
 +
Bug spotting: youprop code assumes only Silver Dragon form grants reflection.
 +
 
 +
Adjust merge code (mergable). Corpses shouldn't merge if it will invalidate saccing.
 +
 
 +
Finish clockworks
 +
Clockworks should have winding amounts suggested to them (enough to put them right bellow overwound)
 +
Steam Engine:
 +
Oil stove: increased nutrition from pot oil + pot water
 +
Wood stove: gain nutrition from plant corpses + pot water
 +
Do it yourself: Tinning Kit
 +
Buy it: Tinker Gnome
 +
Govenor:
 +
Fast switch: switch speed as free action
 +
Efficient clockwork: switch to high speed with no nut cost
 +
Do it yourself: Clockwork Mechanism + Crossbow
 +
Buy it: Tinker Gnome
 +
High tension spring:
 +
Increase Nutrition max
 +
Buy it: Shopkeeper
 +
Improved armor plating
 +
Increased natural armor
 +
Do it yourself: Bronze Plate Mail
 +
Buy it: Tinker Gnome
 +
Improved physical stats
 +
Buy it: Tinker Gnome
 +
Phase mode
 +
Wall walking
 +
20% evade
 +
Displacement
 +
Do it yourself: Subethaic Mechanism
 +
Buy it: Hooloovoo
 +
Magic Furnace
 +
Eat magic items for nut and energy
 +
Do it yourself: Subethaic Mechanism + Disenchanter corpse
 +
Buy it: Hooloovoo
 +
Improved mental stats
 +
Buy it: Hooloovoo
 +
Hellfire Furnace
 +
Eat any food (1/10th the value)
 +
Breath fire
 +
Scrap Maw
 +
"Eat" metal items
 +
regain HP = nutrition value
 +
 
 +
Crowning improvements
 +
Hand of Elbereth should be elf-only.
 +
Others should be the Arm of the Law
 +
Drow should be "Fang of Lolth"
 +
Nobles get special crowning gifts
 +
 
 +
Tiara helms
 +
 
 +
Add erroded cavern room
 +
 
 +
Invisible creatures have strange silver searing messages
 +
Wands of fire should melt migo
 +
Allow SPIDERNAME and LIZARDNAME (files.c)
 +
 
 +
</pre>
  
 
=== Subpages ===
 
=== Subpages ===

Revision as of 00:21, 30 September 2014


A place to contribute dnethack-specific YANIs

Current dnethack project


Major (save corupting?) bug in pet code.

Draining a shimmering dragon corpse grants permanent displacement?

Also FIX DRAINING CODE FOR RESISTANCES. Will make the above a lot easier to test.

[04:42] <Chris_ANG> Mystery solved: Luck Blade is intelligent and will blast non-convicts for that reason.
[04:42] <Chris_ANG> WHY it's intelligent I don't know.

<Tempest_nano> I had come across a inconsistency in the stolen item thing, but I don't recall the specifics. It involved the stolen item being inside a bag.

<Menche> YANI: droven #monster ability kills 'y'

<Menche> Chris_ANG why doesn't a Binder's list of bound spirits show up in the dumplog?

<Menche> Chris_ANG: the game still asks for an alignment with some races for Binders

>_< Alignment quest spirits have no signs/descriptions

>_< Elf quest has no dialog

Can monster balls of webbing work if they hit you?
	No, and yours are still messed up too :(

Sunflower shots should bounce off other monsters also.
	Also, sunflowers should be relective
	Also, sunflowers shouldn't be generated in the dark.

Fix Ctrl^X bug

Do elf ranger extra dialog

Do Drow and Hedrow quests

database stuff

[17:50] <Chris_ANG> Well, THAT is morbid.
[17:50] <bcode> hm?
[17:50] <Chris_ANG> Should probably do something about that.
[17:50] <bcode> context?
[17:50] <Chris_ANG> That deli had an icebox filled with Gnome and dwarf corpses
[17:51] <Chris_ANG> The minetown deli
[17:51] <bcode> hahaah

jonadab: could also be that it keeps eroding the old stuff and not adding new properly, so maybe it erodes all over time? dunno, but the adding problem is a real thing
[02:40] <Chris_ANG> Found the bug
[02:41] <Chris_ANG> At least, I think I did.
[02:42] <Chris_ANG> The string comparison code and the engraving struct both allow for strings up to an unsigned int in length.
[02:43] <Chris_ANG> The "add to existing engraving" code, on the other hand, seems to limit the entire message to BUFSIZE, and doesn't print a message when it chops.
[02:44] <Chris_ANG> BUFSIZE is set to only 256

Bug spotting: youprop code assumes only Silver Dragon form grants reflection.

Adjust merge code (mergable). Corpses shouldn't merge if it will invalidate saccing.

Finish clockworks
	Clockworks should have winding amounts suggested to them (enough to put them right bellow overwound)
		Steam Engine:
			Oil stove: increased nutrition from pot oil + pot water
			Wood stove: gain nutrition from plant corpses + pot water
			Do it yourself: Tinning Kit
			Buy it: Tinker Gnome
		Govenor:
			Fast switch: switch speed as free action
			Efficient clockwork: switch to high speed with no nut cost
			Do it yourself: Clockwork Mechanism + Crossbow
			Buy it: Tinker Gnome
		High tension spring:
			Increase Nutrition max
			Buy it: Shopkeeper
		Improved armor plating
			Increased natural armor
			Do it yourself: Bronze Plate Mail
			Buy it: Tinker Gnome
		Improved physical stats
			Buy it: Tinker Gnome
		Phase mode
			Wall walking
			20% evade
			Displacement
			Do it yourself: Subethaic Mechanism
			Buy it: Hooloovoo
		Magic Furnace
			Eat magic items for nut and energy
			Do it yourself: Subethaic Mechanism + Disenchanter corpse
			Buy it: Hooloovoo
		Improved mental stats
			Buy it: Hooloovoo
		Hellfire Furnace
			Eat any food (1/10th the value)
			Breath fire
		Scrap Maw
			"Eat" metal items
			regain HP = nutrition value

Crowning improvements
	Hand of Elbereth should be elf-only.
	Others should be the Arm of the Law
	Drow should be "Fang of Lolth"
	Nobles get special crowning gifts

Tiara helms

Add erroded cavern room

Invisible creatures have strange silver searing messages
Wands of fire should melt migo
Allow SPIDERNAME and LIZARDNAME (files.c)

Subpages

Hallucinatory Engravings

Brainstorm God-specific gifts and altar loot

YANIs

  • The various elemental crystal orbs should be lighter, and should only detect their associated trap and Elemental type. --Chris
  • If you study a spell out of the Necronomicon, you should gain a bonus to cast it. --Chris
  • Intelligent rats that use weapons, doge traps, don't engage in melee.
  • Gibbering Mouther/Orb -Chris
  • Star Vampire (based on slash'em monster of the same name) -Chris
  • Cameras should eventually turn into weeping angels if they are used to take pictures of weeping angels. -Chris
  • Wishing improvements (fix problems introduced by new artifacts with plural names. Allow wishing for engraved items). -Chris
  • Uranium Imps should teleport their attackers whether or not the attack hits, and should have some association with uranium wands. -Chris
  • Game of Life related features, including moving hallucinatory wards and possibly a Game of Life themed dungeon level or branch. -Ozymandias
    • Added moving hallucinatory wards.
  • Remove / merge those legions of popcorn monsters and useless weapons. Anything that remains should be different in an interesting way. -Tjr
  • Scroll of consecrate (from Nethack TNG) - creates an altar at your present location, with chance of being co-aligned being based on BUC. Probably should be additional effects for each BUC, and for confused. Maybe there would be a fixed, limited number of these that exist in a game. Maybe even some unique "artifact" scrolls. - Ozymandias
  • Punishers (from Sheol, in UnNetHack) - not randomly generated, but as guards for specific locations. Due to their stationary status and variety of ranged and melee abilities, they could make for an interesting situation if flanking a narrow choke point - Ozymandias
  • Goldbugs, clockwork automata (automatons), and [modified] waterspout gargoyles, from the Biodiversity patch - Ozymandias
    • I'm really liking the clockwork automata, I think I'd like to add them as a player race.... That would be a bit further down the road, though.
      • Or not :). Clockwork Automata added as a player race.
  • Some adaptation of the 7-deadly sins patch on BAO - for Un, I was thinking they could appear randomly in Gehennom instead of replacing riders. For dnethack I think the more thematically consistent behavior is that there are player activities that are related to these sins (e.x. theft is greed), and doing these increases the odds of them randomly appearing, and might increase how strong they might be when they do. - Ozymandias
    • I looked at this patch a long time ago, but decided against a direct implementation. I like the idea of behavior-weighted generation in gehennom or the endgame. Here are my thoughts on behaviors that could be tracked.
      • Gluttony: Time spent satiated, continuing to eat after getting the "having a hard time getting it all down" prompt.
      • - Alternatively, number of unique items eaten
      • Lust: Foocubi danced with.
      • - Alternatively, the higher your current CHA is, but I prefer yours
      • Envy: ??Number of carried items that were generated as part of a monster's inventory??Number of carried items that were stolen from shops/direct theft from shops??
      • - This works
      • Greed: ??Number of carried items that are stolen, direct theft from shops.??Total monetary value of carried items??
      • - Both suggestions are good, but if you do the second, envy can use number of thefts
        • (dNethack already tracks which items are "stolen," defined as "item was removed from a shop without being sold and later picked up by the player," but does not do anything with that information, as monsters may steal items from shops without the player's knowledge.
      • Sloth: Increases with the turn counter.
      • - Perfect
      • Wrath: ??Formerly-peaceful monsters killed??Species extincted and genocided??
      • - Perfect, prefer the first
      • Pride: ??Something to do with the atheist conduct??Time spent with a full prayer timeout.??
      • - Maybe something based on (CHA minus WIS)? Maybe based on how often you anger your god?
    • Notes for attacks: (Based on Dante)
      • Lust: The punishment for Lust is being blown about by winds for eternity.
      • Gluttony: Worms: Lying prone in cold rain, Cerberus.
      • Greed: This encompasses wasting resources both by hording them and loosing/destroying them.
      • Envy: Blindness
      • Wrath: Caught in a mire
      • Sloth: Great speed.
      • Pride: Frozen in ice, falling.
  • UnNetHack's tweak to Curse Items (if it targets a cursed container, it recurses to a random object inside the container)
  • Elves get angry if they see a non elf using Elbereth
  • New RA - fingerless gloves - don't protect from cockatrice corpses, but melee can still hit with rings and you can swap your rings without removing the gloves
    • Thinking about adding this as a special property, ie, some percentage of gloves could be "fingerless" as well as their other properties, so that there could be both, for example, fingerless gauntlets of power and regular gauntlets of power in a single game.
  • Give Death an artifact scythe?
  • Replace Scroll of Amnesia with Scroll of Flood. Low luck and large depth both increase the chance of a cursed scroll of flood creating Lethe water (both an interesting effect and a nod to it replacing ?oAmnesia)
  • Add the #tip command and heavyshot mechanics from Dynahack (NaturesWitness)

Completed YANIs

  • Some references to the Submachine series, maybe just some engravings, maybe something more
    • I haven't played that series, sadly. Perhaps you can suggest some in the new sub page :)?
      • Done :) (You should check the series out - it is fun and rather short)
  • A statue of a giant turtle should behave like a boulder, or at least block vision. - Ozymandias
    • Current version acts EXACTLY like a boulder, I'd like to tweak it so that statues are harder to push than boulders are -Chris
  • Scrolls of Warding (Scrolls of X: engrave X ward when read, Scrolls of Warding: burn selected ward when read) -Ozymandias
  • Ring appearance improvements, part 2 (ring wards can be magically transferred to the ground) -Ozymandias
  • when eating the corpse of a rat-type monster, if your character is a dwarf you should get the "This is delicious!" message instead of the "This tastes terrible!" message (Discworld reference).-NaturesWitness
  • Long worm corpses should taste "spicy" - Ozymandias

Wiki Related

  • The giant turtle image is showing up on the main wiki entry for giant turtle, which is currently semi-specific to UnNetHack. UnNetHack is the origin for dnethack's giant turtle; however, I use a red ':' instead of a green one, to match the red spots on the tile's image. Also, the dnethack giant turtle has a much lower AC.