Description
This page is a container for self notes, ideas and such things. Some of this will not be well formatted, just a line of text to make me remember. I plan to move the "finished" ideas and research to the page they belong to.
Ideas
Ideas for the game, grouped by branch. It can be interesting for devs, module devs and the curious type.
For 2.x
Better geomancers
- Cheap attack, which will became useless on higher levels (ie. damage is reduced by the enemy ac)
- A geomancy power providing resistances (timeout depending on elemental skill values)
More attacks with bare hands for MICI
- Extra attacks and extra blow abilities should include the number of attacks
- New attacks could be taken sequentially from the first one again. (So, if the monster has three attacks and it has two more attacks from an item, the first and the second monster attack will be the fourth and the fifth)
For 3.x
Possessor attacks with limbs - some prework needed before 300 goes to gold.
- A possible body type for all bodies, with predefined limbs
- Possibility to override limb structure of the original type by adding/removing limbs
- Limbs should be described with their ability of attacking (bare handed) and the slots they can be used for, like:
tetancle { "attack" = 1 "weapon" = 0 "gloves" = 0 "shield" = 1 etc. }
Research
Here are the (spoily) facts I found out by inspecting the code. Wiki admins please help me with this.
Recharge
RECHARGE modifier is a "flag" on the item, to make it safe from the bad side effects of recharging. It is usually on artifacts. In a few words, items with this modifier will never fail to be recharged and will remain identified after recharging. Example: wand of digging of Thrain.
"Plenty" wands/staves will increase the original pval, but sadly it has no effect about recharging.
This is the list of various Recharge strengths what you get when using this method to recharge your rods/wands/staves. All methods use the recharge function, explained below.
- Shop method recharge strength (RR) is 80
- Scroll of Recharging RR is 60
Junkart/Artifact Recharge activation type RR is 60
- Recharge (meta) spell RR is 60-200, depending on the meta skill
Recharged wands/staves won't be combined with not recharged ones.
Alchemists can't extract essences from already recharged wands (by the methods mentioned before) but they can recharge the original wands unlimited using essences.
The recharge function:
RR is the calling argument. It means that the above-mentioned power is used as recharge strength in this function.
Rods:
- If random(RR - rod level) == 0 and the rod doesn't have the RECHARGE modifier
- recharging will fail.
Otherwise (recharging not failed)
- the recharge amount will be RR * 3d2. This will be added to the actual mana but the mana amount will never be more than the maximum of the rod. So, in case of a scroll, where the RR is 60, you can get mana between 180 and 360.
Wands/staves (Sticks)
- I will use N as the number of sticks stacked.
recharge roll is (100 + RR - stick level - 8 * stick pval / N) / 15 (Stick levels and pvals later.) (It is rougly 10 when you try to recharge 1 manathrust wand with a scroll) If random(recharge roll) == 0 (~10% in the previous case) and the stick doesn't have the RECHARGE modifier OR the stick is not rechargable
- recharging will fail.
Otherwise (recharging not failed)
- recharge amount will be random( (power / (stick level + 2) ) + 1)
In case of stacked wands (N>1) there is an additional value:
- random(recharge amount * (N-1)) / 2. This means that more wands will get more charges If the total amount is less than 1 or more than 12 after this, it will be changed to 1 or 12
- The amount is divided by N, and set to 1 if less than 1. This means that the new charges will be divided equally between the stack, and all staves will get at least one.
Failure: Artifacts will be drained instead of destroyed.
For normal items
- If the player has perfect casting
- If she was recharging a rod: it will be destroyed in 10%, otherwise drained If she was recharging wands: only 1 wand will be destroyed and all others will be drained in 75%, otherwise all will be drained and none destroyed If she was recharging staves: only 1 staff will be destroyed in 50%, otherwise no effect
- If she was recharging a rod: the rod will be destroyed in 33%, otherwise drained If she was recharging wands: only 1 wand will be destroyed and all others are drained in 20%, otherwise all wands destroyed If she was recharging staves: 1 staff will be destroyed, others (if there are any) remain intact (There is no percent roll here)
Here will be the rod/stick levels.
Realms: (for sentients and random arts)
- fire: slay undead, fire brand, resist fire, fire sheet, light, fire immun
- cold: slay dragon, slay demon, cold brand, resist cold, invis, slow digest, cold immun
- acid: slay animal, eq, tunnel, acid brand, resist acid, acid immun
- lightning: slay evil, elec brand, resist elec, elec immun, elec sheet, random telpo
- poison: charisma bonus, vampiric, slay animal, poison brand, sustain cha, resist poison, drain exp, esp troll, esp giant
- air: wis bonus, stealth, infra, speed, resist lite, resist dark, resist blind, sustain wisdom, levitate, see invis, blessed, good esp
- earth: str bonus, con bonus, tunnel, extra attack, slay troll, slay giant, eq, sustrain str, sust con, free action, resist fear, resist shards, regeneration, esp troll, esp giant
- mind: int bonus, search, sustain int, resist confusion, resist fear, esp orc, esp troll, esp giant, esp animal, esp unique, esp spider
- shield: dex bonus, sustain dex, invis, reflection, hold life, resist sound, resist nexus, regen
- chaos: chaotic brand, eq, resist chaos, resist disenchant, regeneration, esp all
- magic: mul mana, spell, resist chaos, resis disenchant, wraith, precognition, fly, clone
- antimagic: vampiric, chaotic, extra attack, speed, mul life, reflection, free act, hold life, antimagic shell, antiteleport, see invis, antimagic aura, strong antimagic aura
Prices:
- Fire, Cold, Lightning: 1
- Poison: 2
- Acid: 3
- Air, Earth: 5
- Shield, Mind, Chaos: 7
- Magic, Antimagic: 10
Workings: There are three possibilities with equal chances every time when the weapon gets a level:
- 1 The weapon gains 0-1 to hit and 1 to dam 2 The weapon gains 1 to hit, 1 point to spend and a new realm in 40% 3 The weapon gains a new power from an existing realm (and a new 1 point sphere, if it has no spheres yet) and the pval has a chance to improve.
The second is the only case when the weapon collects points to spend. It can gain only one of those realms it has enough points to buy, so Magic and Antimagic realms are very rare. (It is very unlikely that the weapon collects 10 points without spending them for a cheaper realm, and the success is not granted even if it has the points to buy the expensive realm)
Chatter
MayLith: Whatcha need?
VagaBond: Find out, where to put this and correct the mistakes, please.
MayLith: I recommend asking MM or Zasvid about correcting code-related issues. While I can read code, I'm unfamiliar with the ToME source and don't have much time to go digging around in it. I'd be pleased to help prettify your text and find a home for it, though! Please see my (assorted, some probably stupid) questions above.
VagaBond: What I need is a player who tries to understand what I wrote down and tell me when it is not clear. Just like you did
MayLith: So what you need then, I think, is a ghostwriter. That I can do, if you'll bear with me.
I'll ask a bunch of Qs and then start writing... and you should definitely watch me to make sure I don't introduce errors/etc...
MayLith: General question: recharge rate is listed in what units? Game turns? Or???
VagaBond: Humpfh. I'll call it Recharge strength then. It is the strength of the recharging method and used for determining the success and the charges you get.
MayLith: I don't care (much) what it's called, I just want to understand it is all.
VagaBond: And do you understand it yet?
MayLith: I'll have to re-read. I actually had done a fairly large edit of this page last night, but then my bleeping net connection got stuck. I just now tried to save it, and I guess you'd gone back and added more. There was too much to sort out, so I just cancelled my edit and lost all of it. Sigh... (not your fault -- my computer's)
MayLith: I didn't realize you could recharge more than one staff at a time -- never tried it, since staves do not stack. Do all the staves have to be the same kind?
VagaBond: Staves will stack if they are the same kind, same ego, same power and have the same number of charges. That means that when use use it, they won't stack 'till you use 1 charge from all the others.
What is really sad in my view that there is no case when your success is guaranteed. I'd say that you should be able to successfully recharge an empty wand. In this case, the success formula could be like this: random( (100 + RR - stick level) / 8 ) >= stick Pval / N
VagaBond: Is it final? MayLith and MM please check this, and find a place if it is final . (or good enough)
ToME Wiki