Search found 362 matches

Wednesday, 24th February 2021, 16:05

Forum: Game Design Discussion

Topic: Auto-ID equippables

Replies: 3

Views: 443

Re: Auto-ID equippables

Equippable items now identify when you step on them in trunk.

Sunday, 21st February 2021, 20:57

Forum: Game Design Discussion

Topic: Auto-ID equippables

Replies: 3

Views: 443

Re: Auti-ID equippables

Mostly, these are various situations involving items in vaults (especially in the Gauntlet), though there's also cases where a player may need to decide whether it's worth trying to sneak by a dangerous enemy (group) to gain access to an unidentified item. One way to handle this without altering va...

Sunday, 31st January 2021, 17:14

Forum: Dungeon Crawling Advice

Topic: lua questions

Replies: 3

Views: 617

Re: lua questions

You've probably done your own research by now, but here's some additional info: Re: Unid blink scroll prompts: The prompt portion of this can be handled by c_answer_prompt -- prompt:find("cancel this blink") would handle it -- but that only handles the prompt, not the positional targeter i...

Saturday, 23rd January 2021, 04:56

Forum: Dungeon Crawling Advice

Topic: item identification macro

Replies: 3

Views: 430

Re: item identification macro

It's nice to see your bot is underway~ :) Some potential improvements: * An item.quantity check inside the scroll-id bit, to identify the largest available stack * A check to scroll-id unidentified amulets, since you don't want to wear-id amulets * A check to scroll-id unidentified scrolls, instead ...

Wednesday, 13th January 2021, 21:48

Forum: Dungeon Crawling Advice

Topic: Can't seem to win

Replies: 9

Views: 1080

Re: Can't seem to win

sage1234 wrote:It feels that death is fairly random now.

It isn't.

Several players are currently maintaining >75% winrates in the 0.26 t.

https://crawl.develz.org/tournament/0.26/win-rate.html

(Most players won't ever reach this kind of winrate, but that's always been the case.)

Friday, 8th January 2021, 15:40

Forum: Dungeon Crawling Advice

Topic: canceling auto explore

Replies: 11

Views: 811

Re: canceling auto explore

Neat!

Thursday, 7th January 2021, 15:42

Forum: Game Design Discussion

Topic: Add LUA functions for spell/ability success

Replies: 6

Views: 659

Re: Add LUA functions for spell/ability success

Oh, and in response to the inevitable "Wait a minute, monster:defeat_wl() doesn't exist on the dcss.io page": There was some kind of version incompatibility with LDoc that nobody's fixed yet which prevented updating that dcss.io page, so clua hooks newer than 2018 or so aren't being displa...

Thursday, 7th January 2021, 14:50

Forum: Game Design Discussion

Topic: Add LUA functions for spell/ability success

Replies: 6

Views: 659

Re: Add LUA functions for spell/ability success

It looks like a clua exposure for this was already added to mainline (at least, for spells, and maybe also evoked items that have matching spell names) in a 2019 PR by mgdelmonte: https://github.com/crawl/crawl/commit/3a7c41be2ba71c8a4e50c1d4195b2fe1f15b986f So, you *should* already be able to use `...

Saturday, 2nd January 2021, 13:51

Forum: Dungeon Crawling Advice

Topic: canceling auto explore

Replies: 11

Views: 811

Re: canceling auto explore

edit: Welp, I tried a couple of the more obvious ways to write the behavior you're describing ( including an inequality of you.turns() ) but using chk_interrupt_activity doesn't appear to work for this because, as you've said, the interrupts don't fire until something happens; see /dat/dlua/userbase...

Saturday, 2nd January 2021, 13:22

Forum: Dungeon Crawling Advice

Topic: canceling auto explore

Replies: 11

Views: 811

Re: canceling auto explore

Re: waypoints: One issue I had when trying to automate waypoints was that travelling between them didn't work when monsters were in view. This was last year, though, so maybe it's been changed? You'd have to test. edit: I also think that the game can be automated to a near-100% winrate. Seeing the c...

Saturday, 2nd January 2021, 13:16

Forum: Dungeon Crawling Advice

Topic: canceling auto explore

Replies: 11

Views: 811

Re: canceling auto explore

You're very welcome, I look forward to seeing whatever script you might come up with. :) Just as an FYI, if you start overriding the behavior of autoexplore, you're probably also going to need to implement your own pathfinding: Crawl doesn't expose pathfinding through clua. There's a dijkstra's exam...

Saturday, 2nd January 2021, 11:06

Forum: Dungeon Crawling Advice

Topic: canceling auto explore

Replies: 11

Views: 811

Re: canceling auto explore

You're looking for chk_interrupt_activity["travel"]. https://doc.dcss.io/modules/Hooks.html#chk_interrupt_activity Pseudocode: chk_interrupt_activity["travel"] = function (iname, cause, extra) if conditions() then return true end end The clua exposures of Crawl's interrupt tables...

Monday, 23rd November 2020, 14:47

Forum: Game Design Discussion

Topic: Treasure troves' cost should be rebalanced

Replies: 11

Views: 1066

Re: Treasure troves' cost should be rebalanced

I'd tend to agree with nago on this, I haven't entered a trove in quite some time as the cost is usually too steep.

Sunday, 25th October 2020, 05:35

Forum: Technical Support

Topic: Where do bug reports go?

Replies: 6

Views: 1855

Re: Where do bug reports go?

If your save file is broken somehow, and you're sitting around wanting to play that game, another alternative would be for you to go ask in ##crawl-dev on freenode if anyone could take a look at fixing your save.

Sunday, 25th October 2020, 04:20

Forum: Technical Support

Topic: Where do bug reports go?

Replies: 6

Views: 1855

Re: Where do bug reports go?

For anyone with a CDO (/tavern/mantis) account, it's still fine to put bug reports on mantis. ##crawl-dev is notified of mantis reports, so bug reports there are still being seen by the devteam, even if it doesn't look like there's much discussion taking place on the mantis end. For anyone who doesn...

Friday, 28th August 2020, 23:37

Forum: Game Design Discussion

Topic: Wundvrond - tloc style deity

Replies: 33

Views: 9218

Re: Wundvrond - tloc style deity

Is your old branch for this currently available online anywhere? It no longer appears to be on CPO, and I don't see a github link here. I have some thoughts about this*, but I'd like to look at what you currently have before jumping in with a full critique. * noise luring exploration pattern incenti...

Wednesday, 26th August 2020, 04:17

Forum: Crazy Yiuf's Corner

Topic: what happened to tavern

Replies: 31

Views: 3572

Re: what happened to tavern

I think it's better for something forum-esque like the Tavern to exist (with open registration) as a place for long-form constructive player feedback, than to give up on the idea entirely and let discord + r/dcss handle the traffic. (Reddit in particular tends to be pretty awful.) Obviously this car...

Monday, 24th August 2020, 17:33

Forum: Crazy Yiuf's Corner

Topic: what happened to tavern

Replies: 31

Views: 3572

Re: what happened to tavern

ZipZipskins wrote:i feel like i'm posting in a shitty time capsule or something

At least you're still getting the classic tavern experience~

Monday, 24th August 2020, 15:08

Forum: Crazy Yiuf's Corner

Topic: what happened to tavern

Replies: 31

Views: 3572

Re: what happened to tavern

There were several waves of spambots, new account registration on CDO was apparently(?) closed in an attempt to prevent this.

(That was never really a solution, though; without new users, it's only a matter of time until this forum dies completely.)

Thursday, 13th August 2020, 22:28

Forum: Game Design Discussion

Topic: Staff of energy

Replies: 19

Views: 2200

Re: Staff of energy

F for the auto-evoke macro; it was too pure for this world

Tuesday, 21st July 2020, 11:51

Forum: Dungeon Crawling Advice

Topic: Some updated rc files?

Replies: 5

Views: 873

Re: Some updated rc files?

There are a few other rcs that have potentially useful things in them: gammafunk's rc is more-or-less kept up to date, I think: https://github.com/gammafunk/dcss-rc There's this auto-pillardancing script I've seen some people on CKO using, which seems kind of neat: https://github.com/marksg07/pillar...

Tuesday, 21st July 2020, 11:26

Forum: Dungeon Crawling Advice

Topic: Some updated rc files?

Replies: 5

Views: 873

Re: Some updated rc files?

Whoa, that's a big file, I hope I'll have time to tweak it. Thank you - but I still hope some already ready file shows up. My intent with ff.rc is generally "Automate out all the boring parts", with an eye towards reducing the realtime required to play a vanilla DCSS game down to somethin...

Monday, 20th July 2020, 10:46

Forum: Dungeon Crawling Advice

Topic: Some updated rc files?

Replies: 5

Views: 873

Re: Some updated rc files?

You can browse ff.rc for ideas, if you want to. I haven't updated it in a couple of months, it's not remotely "ready for public release", and there are some recent changes to the mainline clua api that will require minor compatibility tweaks to fix, but I think there are some concepts in t...

Thursday, 16th July 2020, 13:29

Forum: Crazy Yiuf's Corner

Topic: What Is the Best Roguelike?

Replies: 41

Views: 4613

Re: What Is the Best Roguelike?

clearly osu! is the best roguelike

Monday, 4th May 2020, 07:33

Forum: Crazy Yiuf's Corner

Topic: Map DCSS key-presses to trigger audio clips in another app?

Replies: 6

Views: 1654

Re: Map DCSS key-presses to trigger audio clips in another a

To play a sound on Uskayaw's stomp, edit the path below to the sound you want to use, and put this in your rcfile: sound += shockwave through the revelers:path\to\sound.wav See options_guide.txt for sound regex details: https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt#L447...

Sunday, 3rd May 2020, 19:51

Forum: Crazy Yiuf's Corner

Topic: Map DCSS key-presses to trigger audio clips in another app?

Replies: 6

Views: 1654

Re: Map DCSS key-presses to trigger audio clips in another a

I’ll take a peek @ AutoHotKey and see what I can learn. I guess conceptually, I am envisioning a technique where some minimized application is still able to “listen” to key commands I’m pressing for Webtiles in Chrome browser, or in the local client DCSS. Seems like whatever app this ends up being ...

Sunday, 3rd May 2020, 19:15

Forum: Crazy Yiuf's Corner

Topic: Map DCSS key-presses to trigger audio clips in another app?

Replies: 6

Views: 1654

Re: Map DCSS key-presses to trigger audio clips in another a

The post that used to be here suggested some bad approaches to this problem, skip ahead to vt's posts If you want to play sounds entirely within Crawl, and you're willing to play locally, you can compile the game with SOUND=y , and conditionally fire sounds through Lua by calling crawl.playsound...

Saturday, 18th April 2020, 22:26

Forum: Dungeon Crawling Advice

Topic: What's the strategy for extended spellcaster (MuFE of Gozag)

Replies: 14

Views: 2616

Re: What's the strategy for extended spellcaster (MuFE of Go

Generalized Crawl advice is difficult to give without misleading newer players, because the best answer is often "It depends on your character and what items + spells have generated so far in your game." Attempts to do this anyway tend to lead to the proliferation of bad advice like that o...

Wednesday, 8th April 2020, 11:04

Forum: Crazy Yiuf's Corner

Topic: feels like alot of indie games are now called roguelikes

Replies: 112

Views: 30864

Re: feels like alot of indie games are now called roguelikes

This thread is old and there have not been many indie games mentioned in a positive note. So here is one, and I am curious if anybody has any other recommendations. One Step From Eden is kind of fun. It's a deckbuilding shmup mashup that's broadly similar to Slay the Spire, only your turns have bul...

Monday, 6th April 2020, 05:10

Forum: Crazy Yiuf's Corner

Topic: Up-to-Date Stabbing Mechanisms?

Replies: 3

Views: 1225

Re: Up-to-Date Stabbing Mechanisms?

In general, the easiest way to find things like this is to search the git repository. One way to do that is to make a local clone of the repo, and then run grep. You can usually start by searching for a string that might relate to what you're looking for, and refine your searches from there until yo...

Wednesday, 25th March 2020, 20:20

Forum: Crazy Yiuf's Corner

Topic: Boutique vs Emporium : What’s the Difference?

Replies: 4

Views: 1434

Re: Boutique vs Emporium : What’s the Difference?

chequers wrote:It used to be, but now gozag merchant quality scales with XL

Yeah, I found it, thanks.

https://github.com/crawl/crawl/blob/master/crawl-ref/source/god-abil.cc#L2949

Wednesday, 25th March 2020, 17:46

Forum: Crazy Yiuf's Corner

Topic: Boutique vs Emporium : What’s the Difference?

Replies: 4

Views: 1434

Re: Boutique vs Emporium : What’s the Difference?

Shop suffix doesn't matter for playing DCSS, it's just flavor. Crawl has a roughly 1/4 chance of generating each suffix. If you find one of those vault-emplaced shops like nicolae's Gozag vault of LOL DONT BE POOR, then you're about to see a themed list of stuff. shopping.cc , line 1524. General sho...

Tuesday, 17th December 2019, 22:53

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 10543

Re: Update stair logic (nerf stair dancing)

okay

Tuesday, 17th December 2019, 21:51

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 10543

Re: Update stair logic (nerf stair dancing)

okay

Tuesday, 17th December 2019, 19:02

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 10543

Re: Update stair logic (nerf stair dancing)

okay

Thursday, 12th December 2019, 21:32

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 10543

Re: Update stair logic (nerf stair dancing)

okay

Thursday, 12th December 2019, 19:07

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 10543

Re: Update stair logic (nerf stair dancing)

okay

Thursday, 12th December 2019, 17:40

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 10543

Re: Update stair logic (nerf stair dancing)

okay

Wednesday, 11th December 2019, 02:53

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 10543

Re: Update stair logic (nerf stair dancing)

okay

Wednesday, 11th December 2019, 02:01

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 10543

Re: Update stair logic (nerf stair dancing)

okay

Tuesday, 10th December 2019, 23:27

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 16857

Re: Poll: What do you think about shaft effects?

DCSS in particular has no central figure or documents that could be described as a designer or design document. What documents exist are really about general principles, process, and plans that presuppose an existing product to build on. As such, making some observations about its current mechanics...

Monday, 9th December 2019, 17:34

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about incentive structures in Crawl?

Replies: 13

Views: 2045

Re: Poll: What do you think about incentive structures in Cr

Okay, I'm writing a full post on this, but I'm probably going to put it in GDD and it will probably be a few days. To me, this topic is fundamental to why Stone Soup is a bad game, and I'd prefer that the thread about it be one of good faith participation. Here's an attempt at a working definition f...

Saturday, 7th December 2019, 02:09

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 16857

Re: Poll: What do you think about shaft effects?

man, I have so many thoughts on the topic of incentive structures in Crawl but this thread is bad

Monday, 21st October 2019, 12:42

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 2899

Re: Stash (bag of holding)

I actually understand this very well. In part, Crawl items can be very opaque. In part it's because you fill the inventory quickly and so you have to make inventory choices very often. In part, it's simply because you may have invested hours into a game, and it gives a disproportionate weight to ch...

Monday, 21st October 2019, 05:56

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 2899

Re: Stash (bag of holding)

Why stop there? Why not randomly delete items and equipment from the player's inventory over time, so those duplicate equipment lying all over the floor could be used to replace what was lost? The more items the player collected, the more quickly their collection would be annihilated, so they'd nev...

Monday, 21st October 2019, 01:21

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 2899

Re: Stash (bag of holding)

So, you've identified one of Crawl's Big Problems. Congrats. Your solution is backwards, though. You're looking at it from the player's perspective: "How can I keep all of this loot?" A better way to look at it is from a dev perspective: "Why are we letting players keep all of this lo...

Saturday, 19th October 2019, 16:26

Forum: Game Design Discussion

Topic: Casting UI Concerns (was: No More Haste Spell)

Replies: 23

Views: 4357

Re: Casting UI Concerns (was: No More Haste Spell)

For clarity, my vision of a skill hotbar in Crawl began simply: 10 hotkeys, bound to 1 through 0. This came from some thoughts about turning the game into a coffebreak roguelike with a drastically reduced usable item inventory. Developing the concept from there (years ago) into something that might ...

Saturday, 19th October 2019, 13:28

Forum: Game Design Discussion

Topic: Casting UI Concerns (was: No More Haste Spell)

Replies: 23

Views: 4357

Re: Casting UI Concerns (was: No More Haste Spell)

I don't think that a two-slot quiver would sufficiently ameliorate the UX problems here. Mainline DCSS has how many * offensive ranged abilities? And you're proposing that an alt-fire quiver would address the UI clusterfuck of players trying to dynamically use any significant portion of them? * This...

Tuesday, 15th October 2019, 02:26

Forum: Game Design Discussion

Topic: Casting UI Concerns (was: No More Haste Spell)

Replies: 23

Views: 4357

Re: Casting UI Concerns (was: No More Haste Spell)

Simple bump at ebering's request. I still think it would be nice if a one-press keybind UI were written to reduce offensive ranged ability use down to a single tap that combined all of [ability selection + activation + targeting confirmation]. Ideally these binds would be visible from a window in-ga...

Tuesday, 15th October 2019, 02:23

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 18414

Re: Positional Attack Spells

ebering wrote:Regarding your edited away UI tangent: necro the thread and I'll reply there!

Yeah, I realized after looking at the OP that you requested UI issues be left out of this thread, so: viewtopic.php?f=8&t=21763
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