Norseband is an unreleased game set in a magical version of our world's Dark Ages; as its name implies, the main plotline centers on Scandinavia and the mythical worlds of Norse legend. (Foreign cultures, monsters and items will exist in Norseband; however, those elements can come only from places where Norsemen have traveled in "real" history.)

The game will be released in two separate formats: (1) as a module for T-Engine 3.x, and (2) as a standalone variant derived from Furyband. The "variant" format is currently an alpha release which requires some bugfixes and new flags added. You can read more about what's already been done (and what needs to be done) on the official Norseband homepage.

After a playable edition (one or the other) has been released, I plan to add spoilers and help files to this article.

Item flavors patch: where to find, where to add?

IngeborgNorden: I recall one of the contributors to ToME writing a source-code patch that expanded the range of possible item flavors. Where is this patch available, and which source files need editing to add this patch properly?

DarkGod: T3 flavors are unlimited already :)

IngeborgNorden: Any estimate on the release date for alpha14? ;-)

BucketMan: Take a look at data/flavours.lua. That should help.

IngeborgNorden: *nods* Just looked it over, but I couldn't see where the "fixed" flavors are defined. Is that done in a different script?

On another item-flavor topic: I'd like Norseband to use rods/tips as in ToME 2, since replacing the non-directional rods with orb/gem combos would feel wrong for the setting. (Norsemen didn't make that kind of jewelry, nor did they associate the shape with power and magic.) I'd also like to expand the number of "base" rods from seven to nine, adjusting their relative power accordingly. Does T3 currently permit this?

BucketMan: Add a FLAVOUR flag to the item in question that specifies the flavour you want it to have. For example, from the Blood of Life:

        FLAVOUR = "strangely phosphorescent"

The screen display handling itself is in data/items/descs.lua. As to rods, yes. As DarkGod says, 'flavours are unlimited.' And so are items. By the way, when are you going to start work on the T3 version of Norseband? I know you're planning on releasing a T3 version as well as a standalone variant, but once you're familiar with T3, it might not be necessary to do both. I'm looking over your outline on googlepages, and T3 can do everything you're asking for. In fact, some of the more complicated things you're planning have already been done. For instance, 'smithcrafting' as you've described it sounds pretty similar to 'Technomancy' in Dragonball T. Change the names a little and you could probably just copy it over and use it more or less as is. But, point being, these things you're asking for have already successfully been implemented by modules, and without any source code modification at all. You'd probably save yourself a lot of time and energy only doing a single version.

Adding/tweaking other modules' content

IngeborgNorden: I installed DBT last night, BucketMan, but I'm still unable to look at the Technomancy script to see what needs changing: there's no way to get at individual parts of your module through the .team file. Do you know what I might have done wrong?

P.S. I'll start with the T3-compatible Norseband when I can get help with maps and the endgame quests; without those bare bones, the other parts of the module are unplayable.

BucketMan: .team files are renamed zip files. To get at the scripts of any module, change the extension from .team to .zip. Then you can decompress it using any unzip utility.

The relevant files for technomancy will be:

Keeping in mind that I've never actually done it, to adapt Technomancy to another module, there will be a few things I'd expect that will need to be done:

        DISCIPLINE = 1
        INGRED1_WHAT = TV_FOO
        INGRED1_QTY = 1
        INGRED2_WHAT = TV_BAR
        INGRED2_QTY = 2

An item with these flags would be of the first discipline (whatever that is for your module) and require 1 random item from the TV_FOO list, and two random items from the TV_BAR list. Two important points here: 1) Even if you have only one discipline, you'll still need to have the discipline line for every recipe. 2) I'm personally using TV's for ingredient groupings, but Technomancy does not care if you do this. As long as you properly define your groupings in point 2 above, you're good. I use TV/SV's, but you could just as easily have a 'grouping' defined by any random flag, with any possible group of SV's associated with it, whether or not they belong to the same TVAL.

That should just about cover it, I think. Let me know if you have any difficulty.

IngeborgNorden/NorseBand (last edited 2007-02-10 01:11:10 by BucketMan)