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PATCH: Partial XP

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Anonymous
February 27, 2005 9:03:10 PM

Archived from groups: rec.games.roguelike.nethack (More info?)

I've put a new experimental patch up on my website [1] which
implements the partial-XP idea I have been talking about. Basically it
adds an "XP granted" field to each monster to keep track of how much
of the XP for that monster has already been granted to the player.
This allows you to define actions which grant you only some fraction
of a monster's XP, with the knowledge only the remaining fraction will
be given when the monster is killed.

So, for example, the patch grants you (up to) half a monster's remaing
XP when you put it to sleep. So if a monster is worth, say, 100 XP,
then the first time you put it to sleep you get 50 XP. And the monster
is now worth only 50. So if you killed it, you would only get the
remaining 50. Or if you put it to sleep again, you'd get 25 XP and the
monster would be worth on 25, and so on.

I intend to integrate this into various patches to allow you to get XP
for pacifying animals, stealing from monsters, etc...

At the moment I'd still classify this as experimental. The code I've
written could potentially interact with a number of things in
unexpected ways. If anyone cares to road-test it, I'd be grateful.

In particular, I needed some way to test who was responsible for
putting a monster to sleep in sleep_monst. Rather than passing around
an extra parameter everywhere, I've tried to make a general solution.
I've added a global variable "responsible" which should represent
which monster (possibly you_monst) is responsible for the current
effect. I'm not sure I've necessarily caught every change of
responsibility. If this proves to be a workable mechanism, I may go on
to adapt some of the existing code to also use it.

Malcolm

[1] http://www.cse.unsw.edu.au/~malcolmr/nethack

More about : patch partial

Anonymous
February 28, 2005 6:18:07 PM

Archived from groups: rec.games.roguelike.nethack (More info?)

malcolmr.google@cse.unsw.edu.au (Malcolm Ryan) wrote in message news:<e6fd417e.0502271803.284d46ad@posting.google.com>...
> I've put a new experimental patch up on my website [1] which
> implements the partial-XP idea

I've added a bit to my animal-handling patch [1] which gives you 1/2 a
monster's XP for calming it, if you also have the partial xp patch
installed.

I'm working on the principle that anything which renders a monster
permanently harmless is worth 1/2 its XP, and less for finite
durations.

Malcolm

[1] http://www.cse.unsw.edu.au/~malcolmr/nethack
Anonymous
February 28, 2005 11:46:32 PM

Archived from groups: rec.games.roguelike.nethack (More info?)

Malcolm Ryan wrote:
> malcolmr.google@cse.unsw.edu.au (Malcolm Ryan) wrote in message
news:<e6fd417e.0502271803.284d46ad@posting.google.com>...
> > I've put a new experimental patch up on my website [1] which
> > implements the partial-XP idea
>
> I've added a bit to my animal-handling patch [1] which gives you 1/2
> a monster's XP for calming it, if you also have the partial xp patch
> installed.
>
> I'm working on the principle that anything which renders a monster
> permanently harmless is worth 1/2 its XP, and less for finite
> durations.

What about stoning? Stoning turns the creature to a statue, so should
grant 1/2 XP. Shattering the statue with force bolt would grant you
the rest of the XP. This would also eliminate the stone/unpetrify
score abuse.

If NetHack doesn't track the original monster as a property of the
statue, this could be difficult. Maybe add a remaining XP field to
items, so you could just store it in the statue object, and restore it
when the player unstones the statue?
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)
Related resources
Anonymous
March 1, 2005 7:15:04 PM

Archived from groups: rec.games.roguelike.nethack (More info?)

In article <1109652392.513929.202140@l41g2000cwc.googlegroups.com>,
Jeff Lait <torespondisfutile@hotmail.com> wrote:
>Malcolm Ryan wrote:
>>
>> I'm working on the principle that anything which renders a monster
>> permanently harmless is worth 1/2 its XP, and less for finite
>> durations.
>
>What about stoning? Stoning turns the creature to a statue, so should
>grant 1/2 XP. Shattering the statue with force bolt would grant you
>the rest of the XP. This would also eliminate the stone/unpetrify
>score abuse.

It would be good to eliminate the abuse, although I don't see why you
shouldn't get all the XP the first time you stone a monster. After all,
it is dead not just incapacitated.

>If NetHack doesn't track the original monster as a property of the
>statue, this could be difficult. Maybe add a remaining XP field to
>items, so you could just store it in the statue object, and restore it
>when the player unstones the statue?

I had a peek, and the monster is only stored in special circumstances,
like if it was a shopkeeper or a quest leader... or a succubus, for some
reason.

Then again, if we grant them all the XP when they initially stoned/killed
the monster, should they get any XP for raising it and killing it again?

Malcolm
--
Malcolm Ryan - malcolmr@cse.unsw.edu.au - http://malcolmr.web.cse.unsw.edu.au

"Blessed are the cracked,
for they let in the light." -- Spike Milligan
Anonymous
March 1, 2005 7:15:05 PM

Archived from groups: rec.games.roguelike.nethack (More info?)

malcolmr@buzzer.orchestra.cse.unsw.EDU.AU (Malcolm Ross Kinsella Ryan) writes:

> In article <1109652392.513929.202140@l41g2000cwc.googlegroups.com>,
> Jeff Lait <torespondisfutile@hotmail.com> wrote:
> >If NetHack doesn't track the original monster as a property of the
> >statue, this could be difficult.
>
> I had a peek, and the monster is only stored in special circumstances,
> like if it was a shopkeeper or a quest leader... or a succubus, for some
> reason.

Or an incubus. The reason for this latter two is so that
stoning/unstoning can't be used as a dodge to cure severe headaches.

--
: Dylan O'Donnell http://www.spod-central.org/~psmith/ :
: "You boil it in sawdust: you salt it in glue: / You condense it with :
: locusts and tape: / Still keeping one principal object in view -- / :
: To preserve its symmetrical shape." [ Lewis Carroll, "THotS" ] :
Anonymous
March 1, 2005 10:56:46 PM

Archived from groups: rec.games.roguelike.nethack (More info?)

Malcolm Ross Kinsella Ryan wrote:
> In article <1109652392.513929.202140@l41g2000cwc.googlegroups.com>,
> Jeff Lait <torespondisfutile@hotmail.com> wrote:
> >Malcolm Ryan wrote:
> >>
> >> I'm working on the principle that anything which renders a monster
> >> permanently harmless is worth 1/2 its XP, and less for finite
> >> durations.
> >
> >What about stoning? Stoning turns the creature to a statue, so
should
> >grant 1/2 XP. Shattering the statue with force bolt would grant you
> >the rest of the XP. This would also eliminate the stone/unpetrify
> >score abuse.
>
> It would be good to eliminate the abuse, although I don't see why you
> shouldn't get all the XP the first time you stone a monster. After
all,
> it is dead not just incapacitated.

The fact that it can be stone-to-fleshed suggests to me that it is
frozen, not killed.

On the other hand, wands of undead turning suggest that even dead
monsters aren't really dead yet until the corpse rots... So, I take
back my claim that they are just frozen.

> >If NetHack doesn't track the original monster as a property of the
> >statue, this could be difficult. Maybe add a remaining XP field to
> >items, so you could just store it in the statue object, and restore
it
> >when the player unstones the statue?
>
> I had a peek, and the monster is only stored in special
circumstances,
> like if it was a shopkeeper or a quest leader... or a succubus, for
some
> reason.
>
> Then again, if we grant them all the XP when they initially
stoned/killed
> the monster, should they get any XP for raising it and killing it
again?

Yeah, the simplest solution would then be just set the XP Given field
to the full xp when you turn statues to living creatures. Likely do
the same when you undead-turn them. And maybe even troll resurrection?

On the other hand, I personally have always found the petrification a
"cheesy" kill not really worth full exp. Killing a troll twice is
twice as hard as killing it once. Petrifying, stone-to-flesh, and then
killing is only slightly harder than killing the creature once.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)
!