BurbLulls: I have an idea for the r_info monsters. For the flags you give them, it should be possible to make flags that have no actual effect except as a place holder. For example, they could be identified as custom flags by beginning with C_ like C_FOO or C_BAR for example. This would be used for grouping together certain monsters in dungeons when they don't have any real connection elsewhere.

NeilStevens: We've already ditched that awful, ugly, horrible, silly prefix-and-bitfield system for ToME 3. You can create and use whatever flags you want.

MassimilianoMarangio: The power value related to a flag is also stored as the flag value, i.e. you can use different power values for different flags and tweak some values that were fixed in ToME 2.x (e.g. BRAND_FIRE = obvious(getter.random(2,4)) sets the damage multiplier for a fiery weapon randomly to x2, x3 or x4).

RavenRed: Is this how the factions system is going to be implemented? Arbitrary flags feeding into a modification of the AI?

NeilStevens: I'm fairly certain factions ARE implemented.

MassimilianoMarangio; I think yes. The changelog entry is:

Factions system. Each monsters belongs to a faction and the factions have different hostility settings toward each others. As in one could make a breeders faction and have all other factions hate it, which could lead into erm .. threesomes with breeders attacking both monsters and players, monsters attacking breeders and players and so on.

There are only four pre-defined factions in the game, but you can add others:

You can set the hostility with

set_faction_friendliness(FACTION_PLAYER, FACTION_DUNGEON, -100)

IdeaArchive/Custom Flags (last edited 2004-11-10 10:35:16 by MassimilianoMarangio)