Closed angband-import closed 4 years ago
Attachment from Big Al on 1 Mar 2009 09:19 UTC
REPLACE THIS TEXT WITH UPLOADED FILE ./attachments/TRAC_29_GIT_41/gold_drop.diff
Comment by pmac on 23 Mar 2007 17:45 UTC I'm not a fan of this idea. Letting you get gold back from novice rogues and filthy urchins makes those classes useless. As it stands, they teach the same rule that eventually lets you win games: if you don't like what a monster does, don't melee it.
Modified by takkaria on 27 Mar 2007 13:57 UTC
Comment by anonymous on 1 Jun 2007 11:04 UTC Replying to [comment:1 pmac]: Perhaps sometimes it's best to put common sense ahead of pointless gameplay features. I don't think a level 3 rogue would have the power to evaporate gold.
Modified by takkaria on 3 Jun 2007 16:22 UTC
Comment by anonymous on 28 Jun 2007 22:23 UTC Replying to [comment:3 anonymous]:
Replying to [comment:1 pmac]: Perhaps sometimes it's best to put common sense ahead of pointless gameplay features. I don't think a level 3 rogue would have the power to evaporate gold. As a recovering munchkin myself, I'd argue that we don't want to put any more emphasis on gold than the game already has. Unless you're playing a low level mage you can quickly dive to a level where you're accumulating money faster than annoying creatures can steal it. Losing money is no more annoying than stepping on a trap and having to spend to get a restore potion.
Items are another matter altogether. Losing a spellbook or WoR scroll, particularly in the dungeon, can really foul the game. Those should be recoverable. The work and danger to recover them is plenty of penalty.
Comment by anonymous on 24 Aug 2007 18:23 UTC Replying to [comment:5 anonymous]:
Replying to [comment:3 anonymous]:
Replying to [comment:1 pmac]: Perhaps sometimes it's best to put common sense ahead of pointless gameplay features. I don't think a level 3 rogue would have the power to evaporate gold. As a recovering munchkin myself, I'd argue that we don't want to put any more emphasis on gold than the game already has. Unless you're playing a low level mage you can quickly dive to a level where you're accumulating money faster than annoying creatures can steal it. Losing money is no more annoying than stepping on a trap and having to spend to get a restore potion.
Items are another matter altogether. Losing a spellbook or WoR scroll, particularly in the dungeon, can really foul the game. Those should be recoverable. The work and danger to recover them is plenty of penalty.
How about a greed level ? Each thief monster has a personal limit on how much gold it wants, once that amount is stolen it leaves the level. If you can kill it before it leaves the level, you get yer gold back. ( Value of items would count toward greed level of course ).
Cheers, T.
Comment by peter.wiersig@gmail.com on 6 Oct 2007 17:40 UTC all "thievish" monsters should be able to pick up gold from the floor. As soon as you can't see the monster the money should vanish from the monster inventory list.
Comment by Big Al on 1 Mar 2009 09:23 UTC Attached patch to allow thieves to steal your gold and then get it back. It seems almost too simple - I'm not missing anything, am I?
It currently only drops gold pieces (not copper, etc.) This could be changed by replacing "SV_GOLD" with similar code in make_gold() to drop all kinds of metal.
Modified by takkaria on 1 Mar 2009 10:38 UTC
Modified by takkaria on 1 Mar 2009 10:40 UTC
Comment by p mac on 1 Mar 2009 11:36 UTC It may well be too simple--how big is the units slot for monster inventory? Monsters can steal a LOT of gold, so it's likely to overflow.
Comment by anonymous on 1 Mar 2009 12:07 UTC Monster inventory is stored the same as floor stacks - it's just a linked list. There's no checks in place that I can see when a monster steals an object so they can as much as they like.
Comment by anonymous on 3 Mar 2009 10:15 UTC pval is s16b, right? but gold is s32b and so is au so i_ptr->pval = gold; could overflow.
if(gold>30000) { gold=30000; } i_ptr->pval = gold;
You could also have a message picked at random from the following later "%s splurges on designer clothes." "%s spends it all on beer and hookers." "%s loses bigtime at poker." ;-)
Comment by Big Al on 3 Mar 2009 16:44 UTC Yeah, I realized that and was going fix it soon. I changed it so that it loops until it's dropped all the gold, until all the gold is dropped.
Also, trac is not letting me attach any more files to this ticket for some reason, so I'll but it here: http://www.bigalphillips.com/storage/gold_drop_ver_2.diff
Comment by anonymous on 4 Mar 2009 10:10 UTC Are monster-carried items tracked and included in the compression routines when there is too much stuff on a level?
Comment by anonymous on 10 Mar 2009 20:52 UTC I think your new code will fall foul of object_similar unless that is altered to check for pval overflow in combining gold.
Modified by non on 18 Jul 2009 13:34 UTC
Comment by non on 18 Jul 2009 14:51 UTC After adding some code to make absorbing things like gold more sane, I have committed a modified version of Big Al's patch. Closing.
Reported by takkaria on 21 Mar 2007 14:40 UTC It's wrong to have monsters steal things and you not be able to get such things back by killing them. At the very least, have them "stash" it somewhere, though this may have to wait 'til we have better monster AI.
Raise default number items on a level, to compensate for this -- to 768, or thereabouts.