G
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Archived from groups: rec.games.roguelike.angband (More info?)
Ok, I've tried to work this out, but to no avail.
Objects can have multiple rarity values, with an associated level value (as far
as I follow it anyway)
To take an arbitrary example:
Level
1/5/10/30
Now if the rarity went 10/8/5/2 or something I could understand this, as it
would suggest to me that the item got more common the deeper you went. However,
I see 1/1/1/1 or equivalents all throught the object lib/text file, and this
seems to be totally redundant.
What exactly does it mean when this happens?
--
Take Care,
Graham
Pos(0.3.0a2) Alpha "Natar" XX L:1 DL:50' !A R--- !Sp w:Short Sword +0,+0
Pos(V/T//NPP) W H- D+ c-- f PV+ s- TT? d P++ M+
C-- S+ I- So B ac GHB- SQ+ RQ+ V+ F:Better monster AI (Acting like decent
players without automatically knowing where the player is - randomly roaming
the dungeon etc...)
Ok, I've tried to work this out, but to no avail.
Objects can have multiple rarity values, with an associated level value (as far
as I follow it anyway)
To take an arbitrary example:
Level
1/5/10/30
Now if the rarity went 10/8/5/2 or something I could understand this, as it
would suggest to me that the item got more common the deeper you went. However,
I see 1/1/1/1 or equivalents all throught the object lib/text file, and this
seems to be totally redundant.
What exactly does it mean when this happens?
--
Take Care,
Graham
Pos(0.3.0a2) Alpha "Natar" XX L:1 DL:50' !A R--- !Sp w:Short Sword +0,+0
Pos(V/T//NPP) W H- D+ c-- f PV+ s- TT? d P++ M+
C-- S+ I- So B ac GHB- SQ+ RQ+ V+ F:Better monster AI (Acting like decent
players without automatically knowing where the player is - randomly roaming
the dungeon etc...)