Archived from groups: rec.games.roguelike.nethack (
More info?)
"Taramnos" <taramnos@gmail.com> wrote:
>I've been looking for instructions on how to remove items from the
>game; in this case, worthless glass. I don't want to increase the
>number of valuable gems generated, however. Can anyone give me some
>info or direct me to instructions on the subject?
Um. There are some problems with this idea. First, this releases 591
points of item probability in the gem category; since you don't want to
make valuable gems more common, this means that all that extra
probability has to be given to flint stones and rocks. (luckstones,
loadstones, and touchstones are all highly (un)desirable things that
shouldn't really be made more common). You'll see a *lot* of
flint and rocks in your variant.
There's also a trivial change to make_corpse() in mon.c, to deal with
the fact that glass golems no longer have anything to leave behind (I
suppose you could leave the glass gems in with generation probability
zero).
Furthermore, if you delete the glass gems entirely, you have to edit the
level definitions for minend-1 to remove the explicitly generated
worthless glass, remove a no-longer-useful special case from readobjnam()
in objnam.c, remove some stuff from get_cost() in shk.c, knock out some
code in end.c, ...
Oh, and in fact, you have rather more work to do; giants are generated
with a mixture of valuable gems and glass; if you delete the glass gems,
they will have only valuable gems.
Also, in a dungeon with no glass gems, it's much easier to use unicorns
to max your luck, because there's no glass to pad out the real gems.
In short: Nice idea, but ultimately misguided.
--
Martin Read - my opinions are my own. share them if you wish.
My roguelike games page (including my BSD-licenced roguelike) can be found at:
http://www.chiark.greenend.org.uk/~mpread/roguelikes.html