[s] [PATCH] Jedi class

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http://www.crash-override.net/index.php?id=48

This implements the JEDI class. It's diffed against S 0.0.7E7F1. If you want to
try, you can telnet to scavenger.homeip.net for all your gaming pleasure.

If you want to apply this patch to your own tree, remember to define LIGHTSABERS
and JEDI.

If you want to be spoiled about the changes, look out below.






















Jedi can be of race Human, Elf or Hobbit and are always lawful. They start with
a robe, a pair of leather gloves and either a red, a green or a blue lightsaber.
Also they have a 50% chance of getting a blindfold.

Jedi start stealthy, gain telepathy at level 3, see invisible at level 5 and
speed at level 7.

Every Jedi can do the Jedi Jump, channeling the force to jump forward like a
level tech_level/5+1 spell. This technique is reusable after 50 turns and uses
up 25 energy.
At experience level 8 they get the telekinesis skill.
Using this skill they can pick up remote objects, disarm certain traps and
spring other traps. This technique is reusable after 250 turns. The trap/object
must be seen to use this skill.

A Jedi following the Light Side of the Force must not attack a peaceful monster
or be punished for -10 alignment.
Also, fighting with a lightsaber needs maneuverability which all armor except
robes hinder for -20 hit penalty.

A Jedi can also use the force to throw and regain his lightsaber in exchange for
5 energy points.

On the quest, the Jedi will meet the Jedi Master who tells him of a war between
Lord Sidious and the Jedi over the Lightsaber Prototype, a lightsaber powered by
the Force itself thus never running out of power. The Jedi must then fight along
some of his fellow Jedi against the stormtroopers and Lord Sidious himself to
gain possession of this powerful artifact which can even reflect beam attacks!

Also, a skilled Jedi with an activated lightsaber can dodge missiles fired at
him (though not reflect them).


May the Force be with you!

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On Wed, 6 Jul 2005, Benjamin Schieder wrote:

> http://www.crash-override.net/index.php?id=48
>
> This implements the JEDI class. It's diffed against S 0.0.7E7F1. If you want to
> try, you can telnet to scavenger.homeip.net for all your gaming pleasure.
>
> If you want to apply this patch to your own tree, remember to define LIGHTSABERS
> and JEDI.

Looks nice...
Gonna try.

--
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Jym.

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> This begs another patch...Sith patch?

* blindcoder whistles innocently and looks at his TODO: Sith class, check.

--
Benjamin 'blindCoder' Schieder
Registered Linux User #289529: http://counter.li.org
finger blindcoder@scavenger.homeip.net | gpg --import
--
/lusr/bin/brain: received signal: SIGIDIOT
 
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Benjamin Schieder wrote:
> If you want to be spoiled about the changes, look out below.
>
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> Jedi start stealthy, gain telepathy at level 3, see invisible at level 5 and
> speed at level 7.

Exactly where did you define this? Aparently you didn't patch attrib.c
at all.


--
If geiger counter does not click,
the coffee, she is just not thick
 
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On Wed, 6 Jul 2005, Benjamin Schieder wrote:

> http://www.crash-override.net/index.php?id=48
>
> This implements the JEDI class. It's diffed against S 0.0.7E7F1. If you want to
> try, you can telnet to scavenger.homeip.net for all your gaming pleasure.

> A Jedi following the Light Side of the Force must not attack a peaceful monster
> or be punished for -10 alignment.

Shouldn't they switch to the dark side (ie convert) if they do that too
often ? For example if attacking a peacefull result in alignment going
below a certain value (-50 should leave plenty of space for not-so-light
jedis).

So as to avoid post-quest jedi killing every inhabitant of the dungeon.

Maybe they could also have some kind of enforced pacifism in the way monks
have enforced vegetarianism (after all, true jedi never kill, they "just"
incapcitate, like cutting your arm or something similar...) (well, jedi
knight of the movies do kill the bad guys but not the random encounters).

Something like -1 to alignement for killing non-chaotic (or just
co-aligned), if alignement is positive (if already on the verge of the
dark side, you need to do worse than a kill to go deeper).

And they definitely should have a mental technique allowing them to turn
ennemies into peacefull ("these are not the droids you're looking for").


Of course, if you write a Sith class, conversion of Jedi/Sith should
implies a change of class...


And I don't know what' on your TODO list, but Star Wars universe
definitely has a lot of fun monsters and other stuff to plug in (a Jabba's
palace level with a throne room in which a trap can drop you in the
Rancor's room, wookie or twilek races, and much much more).

--
Hypocoristiquement,
Jym.

Adresse mail plus valide à partir de septembre 2005.
Utiliser l'adresse de redirection permanente :
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>> Jedi start stealthy, gain telepathy at level 3, see invisible at level 5 and
>> speed at level 7.
>
> Exactly where did you define this? Aparently you didn't patch attrib.c
> at all.

Oh boy, note to self: running 'diff' does NOT automatically update the
file on the webserver.
I'll be uploading the file in a few minutes.

Greetings,
Benjamin
--
_ _ _ _ _
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>> A Jedi following the Light Side of the Force must not attack a peaceful monster
>> or be punished for -10 alignment.
>
> Shouldn't they switch to the dark side (ie convert) if they do that too
> often ? For example if attacking a peacefull result in alignment going
> below a certain value (-50 should leave plenty of space for not-so-light
> jedis).
>
> So as to avoid post-quest jedi killing every inhabitant of the dungeon.

Nothing like that happens to ie. a lawful knight postquest so I don't
think that should be done wrt. consistency. After all, it is still
SLASH'EM and not yet another Star Wars game :)

> Maybe they could also have some kind of enforced pacifism in the way monks
> have enforced vegetarianism (after all, true jedi never kill, they "just"
> incapcitate, like cutting your arm or something similar...) (well, jedi
> knight of the movies do kill the bad guys but not the random encounters).
> Something like -1 to alignement for killing non-chaotic (or just
> co-aligned), if alignement is positive (if already on the verge of the
> dark side, you need to do worse than a kill to go deeper).

That should be left to the hardcore gamers playing pacifists.

> And they definitely should have a mental technique allowing them to turn
> ennemies into peacefull ("these are not the droids you're looking for").

Well, here's a nice idea for version 0.2 :)
But, you DO know what happens when you try to #force a shopkeeper or the
Oracle?

> And I don't know what' on your TODO list, but Star Wars universe
> definitely has a lot of fun monsters and other stuff to plug in (a Jabba's
> palace level with a throne room in which a trap can drop you in the
> Rancor's room, wookie or twilek races, and much much more).

Another nice idea to consider :)

Greetings and thanks for the extensive feedback,
Benjamin
--
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http://pallas.crash-override.net/nethackidle/
 
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Jym wrote:
> On Thu, 7 Jul 2005, Benjamin 'blindcoder' Schieder wrote:
>
> > >> > And they definitely should have a mental technique allowing them to turn
> > >> > ennemies into peacefull ("these are not the droids you're looking for").
> > >>
> > >> Well, here's a nice idea for version 0.2 :)
> > >> But, you DO know what happens when you try to #force a shopkeeper or the
> > >> Oracle?
> > >
> > > Well, no, I didn't and had to give it a try :)
> > > Anyway, both Watto and Jabba shown us that shopkeepers and unique monsters
> > > are not subject to jedi's mental compulsion...
> >
> > That's why I added something at that point:
> > If you indeed ARE a Jedi, the message is:
> > Your puny Jedi tricks won't work on me.
> > -- Jabba in Return of the Jedi
>
> Yep.
>
> > >> Greetings and thanks for the extensive feedback,
> > > Yep, maybe I should really install the patch and play :)
> >
> > or just telnet to scavenger.homeip.net :)
>
> I'm afraid I'm too use to play with tiles to play without them (well,
> maybe it is possible to telnet with tiles... I guess this should be
> possible).
>
> Anyway, since I already have a patched version, and even started
> writing/translating patches, I guess I can patch it a bit more and send a
> jedi figthing Cthulu (hopefully).
>
> --
> Hypocoristiquement,
> Jym.
>
> Adresse mail plus valide à partir de septembre 2005.
> Utiliser l'adresse de redirection permanente :
> Jean-Yves.Moyen `at` ens-lyon.org

you can use gtkhack (www.gtkhack.org) to telnet in with 3d tiles.
 
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On Thu, 7 Jul 2005 blindcoder@scavenger.homeip.net wrote:

> > Maybe they could also have some kind of enforced pacifism in the way monks
> > have enforced vegetarianism (after all, true jedi never kill, they "just"
> > incapcitate, like cutting your arm or something similar...) (well, jedi
> > knight of the movies do kill the bad guys but not the random encounters).
> > Something like -1 to alignement for killing non-chaotic (or just
> > co-aligned), if alignement is positive (if already on the verge of the
> > dark side, you need to do worse than a kill to go deeper).
>
> That should be left to the hardcore gamers playing pacifists.

If this is balanced with some advantage (like enforced vegetarianism
balanced by intrisincs for Monks), this can be interesting. Indeed,
slash'em is not exactly about living and letting live and pacifism is a
real challenge, so the penalty should obviously not be too hard. Notice
that if they have a mental trick to calm surrounding monsters, plus can
freely kill any chaotic/undead/demon/... (so as to avoid main trouble in
Gehennom), that could be doable. But hard, I do agree with you on
thatpoint.

> > And they definitely should have a mental technique allowing them to turn
> > ennemies into peacefull ("these are not the droids you're looking for").
>
> Well, here's a nice idea for version 0.2 :)
> But, you DO know what happens when you try to #force a shopkeeper or the
> Oracle?

Well, no, I didn't and had to give it a try :)
Anyway, both Watto and Jabba shown us that shopkeepers and unique monsters
are not subject to jedi's mental compulsion...

> Greetings and thanks for the extensive feedback,

Yep, maybe I should really install the patch and play :)

--
Hypocoristiquement,
Jym.

Adresse mail plus valide à partir de septembre 2005.
Utiliser l'adresse de redirection permanente :
Jean-Yves.Moyen `at` ens-lyon.org
 
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>> > And they definitely should have a mental technique allowing them to turn
>> > ennemies into peacefull ("these are not the droids you're looking for").
>>
>> Well, here's a nice idea for version 0.2 :)
>> But, you DO know what happens when you try to #force a shopkeeper or the
>> Oracle?
>
> Well, no, I didn't and had to give it a try :)
> Anyway, both Watto and Jabba shown us that shopkeepers and unique monsters
> are not subject to jedi's mental compulsion...

That's why I added something at that point:
If you indeed ARE a Jedi, the message is:
Your puny Jedi tricks won't work on me.
-- Jabba in Return of the Jedi

>> Greetings and thanks for the extensive feedback,
> Yep, maybe I should really install the patch and play :)

or just telnet to scavenger.homeip.net :)


Greetings,
Benjamin
--
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On Thu, 7 Jul 2005, Benjamin 'blindcoder' Schieder wrote:

> >> > And they definitely should have a mental technique allowing them to turn
> >> > ennemies into peacefull ("these are not the droids you're looking for").
> >>
> >> Well, here's a nice idea for version 0.2 :)
> >> But, you DO know what happens when you try to #force a shopkeeper or the
> >> Oracle?
> >
> > Well, no, I didn't and had to give it a try :)
> > Anyway, both Watto and Jabba shown us that shopkeepers and unique monsters
> > are not subject to jedi's mental compulsion...
>
> That's why I added something at that point:
> If you indeed ARE a Jedi, the message is:
> Your puny Jedi tricks won't work on me.
> -- Jabba in Return of the Jedi

Yep.

> >> Greetings and thanks for the extensive feedback,
> > Yep, maybe I should really install the patch and play :)
>
> or just telnet to scavenger.homeip.net :)

I'm afraid I'm too use to play with tiles to play without them (well,
maybe it is possible to telnet with tiles... I guess this should be
possible).

Anyway, since I already have a patched version, and even started
writing/translating patches, I guess I can patch it a bit more and send a
jedi figthing Cthulu (hopefully).

--
Hypocoristiquement,
Jym.

Adresse mail plus valide à partir de septembre 2005.
Utiliser l'adresse de redirection permanente :
Jean-Yves.Moyen `at` ens-lyon.org