monster lore

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jenx
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monster lore

#1 Post by jenx »

In most *bands you can review monster lore, sorted by monster class and then by kill experience. This way you can study the monsters you encounter to improve your game play against them. I take notes now, but it wouod be MUCH better if monsters you encountered were added to monster lore which you could review at any time.

You voipd also add the "you have killed X of these. Y OF your ancestors were killed by them." Etc
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Grey
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Re: monster lore

#2 Post by Grey »

I quite like it. And then I could write a long lore history for each creature type...
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jenx
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Re: monster lore

#3 Post by jenx »

Excellent idea grey
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darkgod
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Re: monster lore

#4 Post by darkgod »

Go on do it :)
I'll add the monster lore then :)
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Grey
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Re: monster lore

#5 Post by Grey »

Happen to have an easy way to generate a list of all the monsters?
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PureQuestion
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Re: monster lore

#6 Post by PureQuestion »

Well, presumably just by loading all the relevant files. Tome is pretty well set up for pulling enemies up.

jenx
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Re: monster lore

#7 Post by jenx »

I only program in python and basic, and not professionally, so I find lua difficult. I hope someone else offers to do this.
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Grazz
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Re: monster lore

#8 Post by Grazz »

Assuming it's just the names of the monsters, see attached.

Grazz
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names.txt
(25.52 KiB) Downloaded 109 times

jenx
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Re: monster lore

#9 Post by jenx »

That's start, but not what I had in mind....

We would want a parsing of the info in the lua files, such as:

race
subrace
talents
hitpoint range
stats
level range
rarity
standard resistances
autolevel type
armour
defence
saving throws
zones found in
etc

and then perhaps someone could add extras such as:
average dmg
typical equipment (based on encounters)
etc

and so forth and so forth
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Grey
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Re: monster lore

#10 Post by Grey »

Some of those aren't too feasible, but any information should be generated in-game anyway, not relying on static files.

Thanks for the list, Grazz, but what about all the bosses?
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PureQuestion
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Re: monster lore

#11 Post by PureQuestion »

Areas found in would be tricky, because it's the opposite of how the game does it (You could, however, list entities unique to one region, like bosses and certain uniques.).

edge2054
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Re: monster lore

#12 Post by edge2054 »

For areas found in you'd just add an area every time the monster was encountered there.

So a snake would show up as Areas found in: The Trollmire

And then once you find one in Norgos Liar it would say, Areas found in: The Trollmire and Norgos Liar

And by the time you hit the end of the game it would basically have every zone listed (because snakes show up basically every where ;) ).

--------------------------------------------------------------------------------------
Some of this has a lot of overlap with inspect and I'm not sure how much of it we really need. That said, number killed, ancestor's killed by, and stuff like that I always appreciated in Angband/ToME 2.

Grazz
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Re: monster lore

#13 Post by Grazz »

Ah yes, I forgot that there are more npcs than just those in the general folder. Here's a revised list which includes the bosses, amongst other things (tutorial npcs)

Grazz
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names2.txt
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jenx
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Re: monster lore

#14 Post by jenx »

In the *bands the monster lore list grows as one encounters the creatures. I think this is important, otherwise there are few surprises.

I think therefore we need code that cumulatively adds monster lore to one's profile. So if you win the game, then next time, your monster lore list should be complete.

(But on the other hand, who will ever encounter a patriarch spider thingy - the rarity is absurd.)
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edge2054
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Re: monster lore

#15 Post by edge2054 »

hehe.. someday there may be a zone that uses them. But yeah, Weaver Patriarch's have no business on Maj'Eyal.

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