I am shoob, I am ugly. dont mess with shoob >: )
um, yeah...
So anyways, I can get characters quite easily up to lvl 30ish, but the jump to lvl 34, always seems to kill me
Though if a character makes it to lvl 34, they generally make it to lvl 50.
And I have tried to do Day in the Lifeing but I hated it, and I only got to lvl 14 :S so I gave it up.
characters
V 2.3.4 ~ TOME
V 2.3.3 ~ THEME
V 2.3.4 ~ THEME
Dragonball
B.O.B.
questions
I thought it would be easier for me to post here, since it directly pertains to me. If you think that it would be good to post elsewhere, you can do that but be sure to make a link here, so I can easily get there from my questions
- I currently am making a module, I haven't gotten it to a point where it is actually playable, but I would like to confirm a question of mine... If I want to make the monster level when it is generated to be dependent on the dungeon level (i.e. that it is always +/- 1 to the dungeon level), and that the hit points of the monster are related to the monster level, would I use a function in the races lua so that, the hp looks like:
life = function (2+monster_level)*rng(9,11) end would that work or not?
Oh, and I am trying to make the monster level to be about equal to the player level, so is there a maximum function, so that I could do something like monster_level = max(player_level + rng(-1,1), dungeon_level + rng(-1,1)) or would I have to work around it by if/else statements?
BucketMan: In my experience, declaring custom functions in monster definitions generally does not generate the desired results. If you would like to experiment, take a look at monsters in the ToME module, and look for examples of the various getter. functions. That can be made to work for flags...but while I haven't actually tried it, I would be surprised if this worked for what you want to do, because while flags are created and assigned when a monster is...I highly doubt that race_info[] entries would be changed when a new monster is added to monster(), which is where data for monsters on the current dungeon level are kept. If you really need to do this, for some reason, you would be far more likely to be able to pull it off by hooking into the monster creation process, and changing the appropriate field in the monster() array after it had been assigned. I think that would be monster(m_idx).level. I should probably ask, though...why do you want to do this? Since monster level mostly determines:
Which dungeon levels that monster is typically generated on: Which, at the moment isn't configurable. And, the monster generation hook would already have occurred by the time you were to change the level, so it would not affect this. If this is what you care about, set your dungeons to not generate monsters, and create your own monster placement scripts.
Its to-hit chance: Which, may very easily be changed to anything you want regardless of the monster's level, by making the appropriate changes to your monster combat script. If that's all you care about...then making this simple change here will probably be about 2% of the time and effort.
And those are the only two things that come immediatly to mind that monster level has any effect on. Level is probably used by the ToME module for certain spell effects, but spells are completely module dependant, so again, you can do anything you want with them without tweaking anything in race_info[].
ShoOb: Well, basically the module I envision, is going to have monsters that are about equal to the player, and there are roughly only 20 monsters. But I want them to have a chance to be generated on all the levels. I guess what I am saying is this, would you *really* find a lvl 4 novice paladin at the bottom of Angband, or would he be a lvl 100 or so. (note: that is just an example, my module has nothing to do with novice paladins or Angband). So I guess I am trying to treat my monsters almost as if they are PCs themselves, or rather that the PC is also a monster. I guess this just gave me an inspiration...
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