This is responsible for making a JSON dump that can be uploaded

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[sound F/X: source diving] There's a page in the in-game help menu with that information, in the 'Spoilers' subsection; no in-game parchment.Crim, The Red Thunder wrote: Wasn't there some dungeon guide parchment that listed dungeons and threat levels for them?
(notably the 'depth' they equated to)
*blink* Do... you mean Mirkwood instead of Old Forest? Because yeah, jumping nine levels of dungeon depth between the bottom of Old Forest and the top of Mordor would be pretty risky.Crim, The Red Thunder wrote:And I woudn't be amiss with adding some guidance. Guiding to BD, OF, Mordor wouldn't hurt as a baseline, though doing Mordor right after OF is often a risky proposition.
Hmm. Tricky. At the risk of asking, how tacky would it be to actually add boss monsters to the mainline dungeons?Crim, The Red Thunder wrote:One way to enforce 'completion' would be to set random qeusts from 0-98 to 3-98, and do a forced one at the bottom of each. Of course, this'd screw up mods that do special things at the bottom of BD like Theme.
True, but as you say, some of the side dungeons are quite usefully done between some of the mainline dungeons. I'm just thinking ahead to trying to facilitate the player exploring those options.Crim, The Red Thunder wrote:Side quests are just that, side. And not so much quest as a way to get something more in the exp and loot departments then just farming the same level endlessly.
Heh.Crim, The Red Thunder wrote:and complete and TOTAL lack of illusory castle, EVER because it's stupidly suicidal and offers a bad reward. (Well, maybe slightly better for AM, but still bad.)
Level feelings are implemented, but I'm not sure how useful they are as a danger guide:Crim, The Red Thunder wrote:I'm pretty sure you get threat value messages on dungeon entrance (floor entrance, actually), unless zizzo doesn't have that coded in. That's a loose thing to go by.
You mean Sauron being generated on Mount Doom and thereby marked as having already been created, so that he never shows up on Ang99? Hmm, in extremis, we could have some sort of leave-level hook on MDm99 to remove Sauron if he's present. Although there's always the 'force_unique' parameter of Zone:makeEntityByName()...Crim, The Red Thunder wrote:Also, a thought on persistence and preserve mode arises re: long standing mount doom bug, where you could end up with no generating sauron or ring because shenanigans. What can be done to best address this?
Challenge? Isn't that pretty much SOP if you can get one of the alternate Ring-droppers to cough up? That's what I've always done, at least. But sure, I think I can make an achievement like that work.Crim, The Red Thunder wrote:(Also, bonus achievement. Sacrifice the ring on mount doom without ever entering angband first. 'Just like Frodo' (or something like that). Nonsense diving into the greatest evil just to go across the world again. Not quite 'never look back and there again' but it's something for challenge-gamers.)
[sound F/X: source diving] So it looks like it basically involves calling player:getUUID() during character creation, calling :saveUUID() in a couple places like :saveGame() and character death, and overriding :dumpToJSON() to build a JSON-flavored data structure representing the character sheet. Is there a guide on the wiki or somewhere for how the JSON data needs to be arranged?darkgod wrote:Take a look at mod.class.interface.PlayerDumpJSON in ToME (and how it's used in mod.class.Game)
This is responsible for making a JSON dump that can be uploaded
Other things ever drop the ring? I have literally never seen this happen on any number of characters. I think I'd actually forgotten it could, and everyone had to dive angband for it. Nevermind then.Challenge? Isn't that pretty much SOP if you can get one of the alternate Ring-droppers to cough up? That's what I've always done, at least. But sure, I think I can make an achievement like that work.
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
My current working hypothesis is that there's a server-side data structure definition file of some sort that the server uses to transform the JSON data into web-viewable character sheets on the fly. Which would mean that I'll probably need DarkGod's cooperation to install a suitable definition file for T2 character sheets.HousePet wrote:Last time I tried modifying the JSON data sent to the server it just decided the info was invalid. That might have just been due to me stuffing up or a badly coded hook.
But anyway, I don't think there is any documentation.
It's not something you'll stumble across if you're not specifically looking for it. The alternate Ring-droppers are all boss monsters of side dungeons that most people probably don't bother doing (even I just Thunderlord to the bottom for most of them), and they only have a 10% chance of dropping the Ring (assuming you don't unknowingly kill them before getting the destroy-the-ring quest). It's only panned out for a few of my characters, notably Lisa.Crim, The Red Thunder wrote:Other things ever drop the ring? I have literally never seen this happen on any number of characters. I think I'd actually forgotten it could, and everyone had to dive angband for it. Nevermind then.
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
No worries.darkgod wrote:I could host it on te4.org but I'm not sure I want to as it's tolkien stuff and that brings back memories of C&D letters and all that; it's probably way safer to display it on your side.
Is there a way you could make it conditional?Zizzo wrote: On the subject of a "winnable" game:
* How attached are people to Sauron's habit of only dropping the One Ring 30% of the time, leading to potentially having to kill him multiple times to get the Ring? I always found that vaguely annoying and pointless.
DEFINITELY something more guided than the way T2 did it. I lost many early characters to not knowing where to go and attempting to do the trolls/wight quests or Maze way before my character could handle it.Zizzo wrote:So, a playable/winnable game. For that, of course we'll need the Ring plot. Now, T2 pretty much skips straight ahead to the Necromancer step of the plot, expecting the player to know what to do and where to go until they're strong enough to hit Dol Guldur. This is in contrast with, for instance, T4, which guides the player along starting right from the T1 zones. We could conceivably do something like that here, but I'm not sure what it would look like.
That, then, is the question: T2 way or T4 way? If we change this, it'll probably be the first significant deviation from T2 "canon", so I'll want some thoughts and feedback on how to proceed.
Code: Select all
error = "Lua Error: /mod/class/Game.lua:869: attempt to index field 'level' (a nil value)\
At [C]:-1 __index\
At /mod/class/Game.lua:869 \
At /engine/KeyBind.lua:241 "
Code: Select all
error = "Lua Error: /data/zones/town-bree/zone.lua:55: attempt to index field 'Quest' (a nil value)\
At [C]:-1 __index\
At /data/zones/town-bree/zone.lua:55 f\
At /engine/Zone.lua:739 load\
At /engine/Zone.lua:113 init\
At /engine/class.lua:104 new\
At /mod/class/Game.lua:359 changeLevel\
At /mod/class/Game.lua:174 at_end\
At /mod/dialogs/Birther.lua:382 callback\
At /mod/dialogs/Birther.lua:343 checkNew\
At /mod/dialogs/Birther.lua:384 atEnd\
At /mod/dialogs/Birther.lua:123 fct\
At /engine/ui/Button.lua:62 fct\
At /engine/Mouse.lua:56 receiveMouse\
At /engine/Mouse.lua:94 delegate\
At /engine/ui/Dialog.lua:602 mouseEvent\
At /engine/ui/Dialog.lua:343 fct\
At /engine/Mouse.lua:56 "
...Well, that error would be consistent with the game being unable to generate the Bree level.Jaylow7 wrote:And another bug:What I did:Code: Select all
error = "Lua Error: /mod/class/Game.lua:869: attempt to index field 'level' (a nil value)\ At [C]:-1 __index\ At /mod/class/Game.lua:869 \ At /engine/KeyBind.lua:241 "
Launch T4
Select New Game
Go through the steps of character creation
Upon clicking "Create character" the main game screen has not changed in any way. Stats are all still 10, nothing else in the stats display has changed, and no map on screen.
Hitting Escape>"Exit Game">"Abandon character and go to main menu" brings up the error dialog.
[sound F/X: source diving] ...huh? Why would referencing engine.Quest PENDING work everywhere else but not here? I swear this worked in testing... Okay, pushed out an updated module that should fix this. We Apologize for the Inconvenience.™Jaylow7 wrote:Repeating these steps, after fully closing and relaunching the game, I got a second error:Code: Select all
error = "Lua Error: /data/zones/town-bree/zone.lua:55: attempt to index field 'Quest' (a nil value)\ At [C]:-1 __index\ At /data/zones/town-bree/zone.lua:55 f\ At /engine/Zone.lua:739 load\ At /engine/Zone.lua:113 init\ At /engine/class.lua:104 new\ At /mod/class/Game.lua:359 changeLevel\ At /mod/class/Game.lua:174 at_end\ At /mod/dialogs/Birther.lua:382 callback\ At /mod/dialogs/Birther.lua:343 checkNew\ At /mod/dialogs/Birther.lua:384 atEnd\ At /mod/dialogs/Birther.lua:123 fct\ At /engine/ui/Button.lua:62 fct\ At /engine/Mouse.lua:56 receiveMouse\ At /engine/Mouse.lua:94 delegate\ At /engine/ui/Dialog.lua:602 mouseEvent\ At /engine/ui/Dialog.lua:343 fct\ At /engine/Mouse.lua:56 "
Now, that's an interesting angle. It would definitely work out well for me, since I always go for the alternate Ring-droppers first. Let's see, I'm already handling the actual dropping of the Ring in an actor callback in the quest data; it would be pretty easy to keep a record there of which of the alternate Ring-droppers had been killed. Done and done.Jaylow7 wrote:Is there a way you could make it conditional?
I'm thinking something along the lines of:
The alternate bearers have their standard (10% I think it is?) chance to drop the Ring.
If all alternate carriers are dead, give Sauron 100% chance to drop the Ring, 30% otherwise.
[sound F/X: calculator]Jaylow7 wrote:(This is motivated by a recent ToME 2 playthrough, which died to Sauron after failing to get the ring from any alternate bearers as well as TWELVE other Sauron kills.)
Hmm, in T2, quests like this have a "danger level" annotation in their description, which looks like it roughly corresponds to the equivalent depth of the quest zone. Would that be a useful thing to have?Jaylow7 wrote:DEFINITELY something more guided than the way T2 did it. I lost many early characters to not knowing where to go and attempting to do the trolls/wight quests or Maze way before my character could handle it.
Except that as any statistics armchair theorist will tell you, it's actually only a 30% chance of happening... no matter what the subjective view is.Zizzo wrote:[sound F/X: calculator]Jaylow7 wrote:(This is motivated by a recent ToME 2 playthrough, which died to Sauron after failing to get the ring from any alternate bearers as well as TWELVE other Sauron kills.)...Have you looked into buying a lottery ticket? Because if I'm calculating this right, what you describe here has a less then 1% chance of happening.
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Yes, with my proposed method of handling things there's nothing saying you can't just go straight from DG to Angband and scum level 99 for Sauron at the reduced drop rate.Crim, The Red Thunder wrote: Now a thought on this. This means we till get to hunt sauron at 30% chances, rather then being FORCED to take on Ar-Pharazon, right?