Search found 19 matches
- Sat Jul 07, 2012 6:56 am
- Forum: General Discussion
- Topic: Tome2: Unlua
- Replies: 22
- Views: 19932
Re: Tome2: Unlua
First of all, big many thanks to Anonymous Hero for maintaining and improving one of the greatest roguelikes ever created! As a console player I managed to compile a no-x11, no-SDL, no-GTK version. At startup I get the info <pre> Error parsing automatizer rules from from $HOME/.tome/2.3/automat.atm'...
- Sun Jan 30, 2011 1:14 pm
- Forum: Gameplay
- Topic: The ‘Magical’ Clvl 30
- Replies: 6
- Views: 11257
Re: The ‘Magical’ Clvl 30
Hi, I’m scumming the lower levels again :). It came to my mind that I might invest some skill points into the Meta school in order to use spell binding for insta-escape. Is this a good idea or should I rather forget about it?
- Sun Jan 30, 2011 12:29 pm
- Forum: Gameplay
- Topic: The ‘Magical’ Clvl 30
- Replies: 6
- Views: 11257
Re: The ‘Magical’ Clvl 30
Hi again, first of all, thanks Sirrocco and Anonymous Hero for your insights. Made things a lot clearer to me! Btw, if you're typing a lot of key combos, you should really make macros for commonly cast spells. It speeds up gameplay tremendously to just type, say, Ctrl-D for detection, Ctrl-A for Man...
- Thu Jan 27, 2011 11:48 pm
- Forum: Gameplay
- Topic: The ‘Magical’ Clvl 30
- Replies: 6
- Views: 11257
The ‘Magical’ Clvl 30
Hi all, I’ve been playing RohanKnight/Kobold Hermit Thaumaturgists exclusively for a while now but there seems to be something odd about them: Although I easily can push almost any character to clvl 30 within say two hours or so (route: Bree quest -> swamp south of Bree until lvl 15 -> Angband wilde...
- Sun May 30, 2010 7:39 pm
- Forum: Modules
- Topic: adding objects on quest grant
- Replies: 6
- Views: 2945
Re: adding objects on quest grant
Ahh, thanks for the insight. I had a similar guess from a look at the source but came to the wrong conclusion.
- Sun May 30, 2010 4:04 pm
- Forum: Modules
- Topic: adding objects on quest grant
- Replies: 6
- Views: 2945
Re: adding objects on quest grant
It works indeed! (But why not the generic makeEntity?) Thanks.
- Sun May 30, 2010 2:56 pm
- Forum: Modules
- Topic: adding objects on quest grant
- Replies: 6
- Views: 2945
Re: adding objects on quest grant
My letter looks as follows: newEntity{ define_as = "LETTER", unique = true, quest=true, type = "misc", subtype="scroll", unided_name = "A Letter", name = "Letter to Reciever", display = "?", color=colors.KHAKI, encumber = .1, desc = [[Stand...
- Sun May 30, 2010 2:29 pm
- Forum: Modules
- Topic: adding objects on quest grant
- Replies: 6
- Views: 2945
adding objects on quest grant
Hi, I'm assigning a quest through a dialogue and would like the player to recieve a fixed quest item (the obvious letter) with it. I tried on_grant = function(self, who) game.log("Creating letter …") local o = game.zone:makeEntity(game.level, "object", {type="misc", sub...
- Sat May 29, 2010 7:09 pm
- Forum: Ideas
- Topic: terminal geometry
- Replies: 2
- Views: 1773
Re: terminal geometry
The square was introduced because do map developers' circles were not always circly... I understand that very well. OTOH, do you know a good ascii mapping tool that supports nonstandard font geometries? I am happy with the squares, but not my game, options/freedom are good. That was my point: I'd l...
- Sat May 29, 2010 11:15 am
- Forum: Bugs Archive
- Topic: map size clipped at 200 units initially
- Replies: 1
- Views: 1030
Re: map size clipped at 200 units initially
OK, got it now: adjusted map size in zone.lua of wilderness and it works. Strange, though, that the rest was still displayed after changing the display/tiling mode. Sorry for the disturbance!
- Sat May 29, 2010 9:37 am
- Forum: Ideas
- Topic: terminal geometry
- Replies: 2
- Views: 1773
terminal geometry
Hi, I'd suggest an option that corrects the map aspect -- square tiles simply don't fit my asthetical preconceptions of Roguelikeness. Console fonts come in various aspects, something like 7/13, 8/13 or 9/15 would have excellent results. (I have to confess that I'd like to have the -mgcu switch back...
- Sat May 29, 2010 9:27 am
- Forum: Bugs Archive
- Topic: map size clipped at 200 units initially
- Replies: 1
- Views: 1030
map size clipped at 200 units initially
1. Draw a map more than 200 units wide. 2. Start a game and walk to the easternmost edge: the engine stops drawing at unit 200, further to the right there's all black but still walkable as if the terrain did exist. 3. Change resolution or tile options: the missing part of the map will be drawn as ex...
- Fri May 28, 2010 4:27 pm
- Forum: Modules
- Topic: location of wilderness exit
- Replies: 8
- Views: 4342
Re: location of wilderness exit
Unfortunately, I'm still trying to figure out whether I _can_ do ascii maps at all. If I make some progress and won't be totally frustrated by the lack of a decent ascii drawing tool I'll be glad to help.darkgod wrote:Oh
A better one ?
If you can do good ascii maps I might have some work for you!
- Fri May 28, 2010 3:21 pm
- Forum: Modules
- Topic: location of wilderness exit
- Replies: 8
- Views: 4342
Re: location of wilderness exit
Mapping!
Just drawing a wilderness map using JavE. That's why I'm relocating some dungeons.
Just drawing a wilderness map using JavE. That's why I'm relocating some dungeons.
- Fri May 28, 2010 3:09 pm
- Forum: Modules
- Topic: location of wilderness exit
- Replies: 8
- Views: 4342
Re: location of wilderness exit
Thanks for clearing this up. I located the default_wilderness settings in the race files; for now I'm happy with this.