Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Obsolete > v4

 
 
Thread Tools Display Modes
Old March 3, 2012, 21:50   #21
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
Posts: 9,564
Donated: $60
Nick will become famous soon enoughNick will become famous soon enough
How about making magical trap detection, physical disarming, and magical disarming all have the same failure rate, and make physical searching a one chance thing. Simple, makes traps relevant, makes guessing where they could be a skill.

Oh, and potentially multiple traps per grid - FA has this already.
__________________
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
Nick is offline  
Old March 4, 2012, 01:05   #22
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,110
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by Nick View Post
Oh, and potentially multiple traps per grid - FA has this already.
Isn't that ... like ... something to do with ... *layers*?
__________________
"Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
Magnate is offline  
Old March 4, 2012, 16:04   #23
ghengiz
Adept
 
ghengiz's Avatar
 
Join Date: Nov 2011
Location: Roaming in Terry Pratchett's Discworld
Posts: 178
ghengiz is on a distinguished road
Quote:
Originally Posted by Nick View Post
FA has this already.
Personally, I nicknamed FA "emacs-band" for it includes almost everything
I prefer vim though, no offence
ghengiz is offline  
Old March 5, 2012, 19:44   #24
d_m
Angband Devteam member
 
d_m's Avatar
 
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 43
Posts: 1,517
d_m is on a distinguished road
Quote:
Originally Posted by andrewdoull View Post
Please ensure that there's no advantage in spamming the 's' key - that is for each location, once you've searched from it by moving into it with searching mode enabled, searching again doesn't reveal more traps.
This is my number one priority.
__________________
linux->xterm->screen->pmacs
d_m is offline  
Old March 5, 2012, 20:16   #25
CunningGabe
Swordsman
 
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
CunningGabe is on a distinguished road
Thank you all for the suggestions. I've decided to go ahead and start trying to completely overhaul the trap system. In particular, I am making traps their own "layer", separate from terrain, which should make some modifications much easier.

I'm putting together a trap.txt file that is similar to the monster and object edit files. Each trap will have the following characteristics:
- How difficult it is to detect. (Not every trap will start hidden.)
- How difficult it is to disarm.
- Average depth
- Experience for disarming
- Trap effect

There are probably other characteristics I'm forgetting as well. Once this is in place, then there are a lot of things I'd like to add:
- Traps that act every so often -- like the turrets in NPP.
- Trapped doors
- "Traps" with positive effects -- like a glyph on the floor that gives you a burst of speed when you step on it.
- Unique traps? Traps with "friends"? (e.g. a bunch of flame-jets in a row)
Furthermore, I can create different levels of trap types -- a teleportation trap might have different ranges at different dungeon levels, for example.

As for the exact mechanics of detection, I like buzzkill's idea. Once I successfully separate traps out from terrain, I'll start working on a detection system.
CunningGabe is offline  
Old March 5, 2012, 21:30   #26
d_m
Angband Devteam member
 
d_m's Avatar
 
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 43
Posts: 1,517
d_m is on a distinguished road
This sounds amazing! Please keep us in the loop
__________________
linux->xterm->screen->pmacs
d_m is offline  
Old March 5, 2012, 21:57   #27
Mikko Lehtinen
Veteran
 
Join Date: Sep 2010
Posts: 1,246
Mikko Lehtinen is on a distinguished road
You may want to take a look at EyAngband's trap layer, which sounds pretty similar. (And of course UnAngband's terrain features.)

In the development version of Fay, I've managed to hack Eytan's trap layer into a more general terrain feature layer.

I have warding runes in walls that may be turned on and off if you have good enough Disarming. They affect both the player and monsters.
Mikko Lehtinen is offline  
Old March 5, 2012, 22:09   #28
d_m
Angband Devteam member
 
d_m's Avatar
 
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 43
Posts: 1,517
d_m is on a distinguished road
Quote:
Originally Posted by Mikko Lehtinen View Post
I have warding runes in walls that may be turned on and off if you have good enough Disarming. They affect both the player and monsters.
It would be awesome if monsters could be affected by traps. I'm not saying all traps should necessarily affect all monsters, but for instance pits and turrets are both traps that would seem to be pretty "equal-opportunity".
__________________
linux->xterm->screen->pmacs
d_m is offline  
Old March 6, 2012, 16:17   #29
CunningGabe
Swordsman
 
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
CunningGabe is on a distinguished road
Quote:
Originally Posted by d_m View Post
It would be awesome if monsters could be affected by traps. I'm not saying all traps should necessarily affect all monsters, but for instance pits and turrets are both traps that would seem to be pretty "equal-opportunity".
Having monsters set off traps wouldn't be too difficult. But how do you decide how likely a monster is to notice or evade a trap? And once you figure that out, you need a lot of storage if you want every monster to maintain its own list of which traps it knows about. Maybe it would be easiest to only allow "obvious" traps to hit monsters.
CunningGabe is offline  
Old March 6, 2012, 20:32   #30
CunningGabe
Swordsman
 
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
CunningGabe is on a distinguished road
I've put some more thought into the way I think trap detection should work (for players). Here is what I have come up with, building off of buzzkill's idea:

1. Each trap has a rating of how hidden it is. A rating of 0 indicates that it is immediately obvious. A positive rating indicates that the trap starts out hidden.
2. Each player has a searching range and a search rating.
3. Whenever a hidden trap is within your search range, if your search rating is at least as high as its hidden rating, then the trap is revealed. This is completely passive detection; i.e., it does not require you to 's'earch or to be in 'S'earching mode.
4. Whenever you 's'earch, you make a check to spot traps as if you were using passive detection, but your search range is increased by 1, and your search rating is increased by 20. As before, if your (modified) search rating meets or exceeds the hidden rating, then the trap is revealed. 'S'earching mode remains the same as before; i.e., when it is on, you make a 's'earch with every step you take.
5. If your search rating does not exceed the rating of the trap, there is no chance to find the trap.

I expect this last point to be the most contentious, so let me say how I decided on it:
1. It meets the important criterion of "Standing around and hammering the 's' key is never optimal play."
2. It makes gear that increases your searching ability more relevant. It also leaves open the possibility of some kind of magical trap detection (though there would certainly be changes from the status quo).
3. It makes it easy to use the same system for finding secret doors and mimics, or any other hidden feature we might want to include.

Now, my plan is to determine each trap's hidden ratings based on how dramatic of an impact they have on the immediate tactical situation. For example, teleporting, summoning, paralyzing -- these would all have low hidden ratings. In contrast, the stat-draining darts, and traps that do minor damage would be hidden better.

Incidentally, handling trap detection this way makes it a little easier to support monsters being affected by traps -- but I would still have to figure out how to decide if a monster notices a trap.
CunningGabe is offline  
 

Tags
traps


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Trap detection Raxmei Vanilla 12 June 16, 2011 17:10
Trap Thoughts Netbrian Vanilla 8 April 29, 2011 15:11
Command for walking into a trap fph Vanilla 5 December 31, 2010 17:57
[Un] Sorcery trap question Shadowdweller Variants 1 April 27, 2010 11:18
Angband (3.1.0) hangs on create trap, dl 0 Pete Mack Vanilla 1 February 7, 2009 07:59


All times are GMT +1. The time now is 02:37.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.