--
Cel
several...@yahoo.co.uk
You start bashing monsters with your 2 food rations.
You destroy the jackal!
I think it's funny.
> I was bored and goofing off and decided that a Pirate class would be
> somewhat amusing. (What the heck?)
> It would be a sort of a warrior class, just without too much in the
> way of armor. Naturally. Give them some gold or, mayhap a gem or two,
> that they have quite obviously gained from their plundering.
> Start them with a scimitar, or a rapier (new item, may be not quite
> worth it- about equal to a long sword for base damage?).
Maybe a reason to create a non-silver sabre?
Richard
<snip pirate class description>
> "Ahoy, Cel! Welcome to nethack! Ye be a chaotic male human Pirate."
Intrinsic swimming!
--
-- V'rgo, the #1 Pet Hater of rec.games.roguelike.nethack
--
-- Only the good die young.
-- Therefore, I will probably live forever.
V'rgo wrote:
>
> Intrinsic swimming!
Hmmm, nice idea. Maybe a new item; the life jacket. When worn, prevents
drowning.
The Pirate could have a chance to start with a wooden leg and/or a hook.
The brown pudding hits! --more--
Your wooden leg rots away! --more--
You feel clumsy!
[dex drops to 3]
The quest artifact is of course The Golden Wooden Leg! :-)
cheers,
--
Henric Carlsson
Maybe have them be more related to the rogue than the warrior?
Sounds good to me otherwise.
Paul
> Intrinsic swimming!
I'm not sure so many of them knew how to swim. But:
1) Scrolls of gold detection (arrh!)
2) Pet B
3) Start with a chest
4) Yo ho ho and a !oBooze
5) Quest Leader or perhaps Nemesis: Blackbeard
6) Quest location: The Oak Island Money Pit
7) Possessions automatically en-chested and buried with engraved X
upon death, if a bones file is made.
8) Class spell: Magic mapping
9) Another use for iron balls
...
>Give them some gold or, mayhap a gem or two,
>that they have quite obviously gained from their plundering.
That would imply knowledge of gems, like the archeologist.
>Start them with a scimitar, or a rapier (new item, may be not quite
>worth it- about equal to a long sword for base damage?).
Scimitar. Rapier is for Musketeers. Hey! Yet Another New Character
Idea! Musketeers can ride like Knights, and are good at fencing, swift
(high Dex), and can jump. Of course they are always lawful.
>And, naturally, for the quest you'd go to Davy Jones' Locker and
>fight someone special, like Davy Jones' spectre.
Why not Long John Silver?
>The quest artifact
>would be some piratey thing that could detect treasure when
>"a"pplied.
A folding telescope of course. Maybe class "orb".
Gabriele Neukam
--
"Mom, there is a spider in the bathroom!"
"Are you sure?" - "Yes!"
"How many legs has it got?"
"I can't tell - but they are all dangling from a thread!" (C): RL
Probably a combination of the two, actually... but you're right.
They're rather rogueish...
> On Fri, 14 Sep 2001 05:50:21 +0000 (UTC), Cel
> <several...@yahoo.co.uk> had the will and imagination to
> describe the world as such:
>
>>Give them some gold or, mayhap a gem or two, that they have
>>quite obviously gained from their plundering.
>
> That would imply knowledge of gems, like the archeologist.
>
Maybe. But then, maybe the pirate simply gathered a few gems after
pillaging the nearest port... not that they'd have any fake gems at
the nearest port. Maybe it should just be knowledge of the gems they
have? Don't wanna make the little buggers too powerful. :)
>>Start them with a scimitar, or a rapier (new item, may be not
>>quite worth it- about equal to a long sword for base damage?).
>
> Scimitar. Rapier is for Musketeers. Hey! Yet Another New
> Character Idea! Musketeers can ride like Knights, and are good at
> fencing, swift (high Dex), and can jump. Of course they are
> always lawful.
Hmm. I suppose (upon looking at the dictionary definition) scimitar
might work better. Rapier is a long, narrow, double-edged sword,
scimitar is a sabre with the edge on the convex part of the blade.
Scimitar would work better.
I don't think I've read the Three Musketeers (I'm sure I ought to),
so I don't know if they're horsebound or not. Agile lawful jumping
fencer dudes sounds like fun, though, rider or not.
>
>>And, naturally, for the quest you'd go to Davy Jones' Locker and
>>fight someone special, like Davy Jones' spectre.
>
> Why not Long John Silver?
It was a brief sketch. Any sort of exciting pirate-related dude would
be fine, though, I'm sure.
>
>>The quest artifact
>>would be some piratey thing that could detect treasure when
>>"a"pplied.
>
> A folding telescope of course. Maybe class "orb".
A folding telescope, huh? Anything else special about it, d'ya think?
Detect treasure would be somewhat lame as the sole purpose of a quest
artifact... although I'm sure coupled with something else it would be
useful.
How about... clairvoyance or magic mapping when #invoked, and see
invisible when carried? Maybe something more useful? Less useful?
Anyone?
An artifact (not necessarily a telescope) that would detect and
_identify_ treasure when invoked would be pretty nice, I suppose.
BTW, there was a British admiral named Rodney in the 18-th century,
(http://british-forces.com/rtw/personnel/rodney.html), who fought in
the Caribbean Sea. I wonder if he had fought any pirates...
--
Michael Hedera /~/\
/ /\ \ Now what's that?
\ \/ / A Moebius toilet seat?
\__/
Maybe a silver saber?
> Give them
> some sort of armor (likely, leather), potions of booze (of course!),
> and a bandana (hat/blindfold).
> As opposed to "My, that was a yummy foo!", perhaps "Yarr, that was a
> good foo, matey!" That coding may take too long, of course.
> And, naturally, for the quest you'd go to Davy Jones' Locker and
Cool! And the entrance to it is underwater somehow...
> fight someone special, like Davy Jones' spectre.
Captain Hook, who has an iron hook welded to his hand?
> The quest artifact
> would be some piratey thing that could detect treasure when
> "a"pplied.
A spyglass!
> I'm sure they can think of something that would make it
> worth keeping...
> Basically: chaotic warrior class with cash and booze.
> Characterization of the popular sea-pirate thing, basically. I'm sure
> these ideas are little more than a collection of ramblings, but
> wouldn't it be an amusing class?
> "Ahoy, Cel! Welcome to nethack! Ye be a chaotic male human Pirate."
:-)
And your starting pet is a parrot (preferably Norwegian Blue).
When you #chat with him he spouts piratey phrases like "Pieces of
eight!"
You could have swimming [Slash'em] as a natural intrinsic or
technique,
gained after you reach a certain level.
Lars
Mr. Lunt:
"And I never hoist the mainstay
and I never swab the poop deck,
and I never veer to starboard
'cuz I never sail at all,
and I've never walked the gang plank
and I've never owned a parrot,
and I've never been to Boston in the fall."
All:
"'Cuz we're the Pirates Who Don't Do Anything!
We just stay at home and lie around.
And if you ask us to do anything,
we'll just tell you ... We don't do anything!"
Larry:
"Well, I've never plucked a rooster
and I'm not too good at ping-pong,
and I've never thrown my mashed potatoes
up against the wall,
and I've never kissed a chipmunk
and I've never gotten head lice,
and I've never been to Boston in the fall!"
Pa: "Huh? What are you talking about? What's a rooster and mashed
potatoes have to do with being a pirate??"
Mr. Lunt: "Hey, that's right! We're supposed to sing about pirate-y
things!"
Larry: "Oh ..."
...
Larry:
"And I've never licked a spark plug
and I've never sniffed a stink bug,
and I've never painted daisies
on a big red rubber ball,
and I've never bathed in yogurt
and I don't look good in leggings ..."
Pa: "You just don't get it!"
All: "And we've never been to Boston in the fall!"
(http://www.ultimateveggie.com/silly/silly07.html
Words and Music by Mike Nawrocki.
Š1997 Big Idea Productions, Inc.)
Ooh! Ooh! Maybe the artifact should be a a grappling hook.
Perhaps it could give #jump when carried.
________
-=Dragon's Dragon=-
.... d++++ e N+ T++ Om--- UK!1!2!3!4!5!6!7!'!S!'!8! u++ uC++++ uF+++ uG----
uLB- uA++++ nC++ nR nH+ nP+ nI++ nPT- nS+++ nT---- wM- wC o- oA--- oE---- y+
a14
I think this makes a great general purpose sig line. :) :)
Heh!
A Really Nice Idea! :) Maybe the quest nemesis should be a crocodile? Or
maybe a chost pirate (aka LeChuck)?
I think it should be based on the rogue class. But should start with a
scimitar and a dagger.
The quest artifact should be a Magic Treasure Map (tm) that would detect
treasure and do magic mapping. And maybe it should give magical
breathing? Or maybe it should reduce AC?
And a pirate should be able to #two-weapon as expert, since all cool
pirates have two swords!
The quest should start on a pirate ship, of course. And should end under
water or in a swamp.
Do anyone know how to implement new classes into Nethack? (Of course
someone do!) How much work is it?
--
Rune Andreas Grimstad
> In article <Xns911BE6C824...@204.118.6.3>,
> several...@yahoo.co.uk says...
[snip awesome pirate description]
>> "Ahoy, Cel! Welcome to nethack! Ye be a chaotic male human
>> Pirate."
>
> Heh!
> A Really Nice Idea! :) Maybe the quest nemesis should be a
> crocodile? Or maybe a chost pirate (aka LeChuck)?
Why thank you. :) A ghost pirate would work, but then, so would a lot
of things.
>
> I think it should be based on the rogue class. But should start
> with a scimitar and a dagger.
Aye, Pirate is more like a rogue class, really... but they're also
somewhat warrior-esque (moreso than rogues are, at any rate).
>
> The quest artifact should be a Magic Treasure Map (tm) that would
> detect treasure and do magic mapping. And maybe it should give
> magical breathing? Or maybe it should reduce AC?
I (along with the aid of some of the locals) decided that the Quest
Artifact would be a folding telescope which detects treasure when
'a'pplied, and I think magic mapping when #invoked and see invisible
while carried.
>
> And a pirate should be able to #two-weapon as expert, since all
> cool pirates have two swords!
>
Never seen that caricature, actually. It a popular one?
> The quest should start on a pirate ship, of course. And should
> end under water or in a swamp.
>
Naturally. Or even better, you get to raid another pirate ship for
the goal...
> Do anyone know how to implement new classes into Nethack? (Of
> course someone do!) How much work is it?
>
Well Slash'em has a bunch of new classes. I'm sure it would be
doable. Maybe we'll see a Pirate class in the next release of
Slashem. :)
(Shrug.) Forty hours work? Less if you're a programmer,
more if you have no coding skills. German Martin wrote a guide
to modifying the NetHack code, but he did not cover new classes.
Here are the things I know would be needed:
- Get and install a C compiler.
http://www.delorie.com/djgpp/ has DJGPP for DOS, which is free.
- Download and compile the NetHack source code.
http://www.nethack.org/
- Make up the quest levels. (I have half-documented
the procedure for building levels.)
- Modify some data files. (A lot of the work for
adding, say, new monsters is done by editing data files.
This is relatively easy, and German Martin documented it.
New object: the quest artifact. New monsters: quest nemesis,
leader, and the leader's toadies.)
- Modify the source code as required. (Let's see.
You would have to tell the program that the new class existed.
You might have to change the "select class" screen. Add code
for the quest artifact. YAFMs and abilities unique to pirates.)
- Add tiles. (Go to http://www.nethack.de/ for
TileEdit and TileScan.)
- Make up a diff file. If possible, make up a
DOS binary. Distribute them via webpage. Send copies to
the Dev Team (TINDT) and Jason Short, the PatchHack Lord
(TINJS).
If you can cover most of the above, you can try to
find volunteers to do the rest. For example, I might be
able to handle the quest levels. At least two people in
the group know how to make tiles.
The more ways you can make pirates different and
interesting, the more popular they will be. Even the dullest
and blandest implementation would be eagerly seized upon,
though.
--
Rob Ellwood
Peter Pan as Quest Nemesis?
--
---. /) | http://www.erebus.demon.nl/dion/nethack.html
/ \ / _ _ | _ _ _ The NetHack Index at Erebus
-/ )\ | (_(_ (_) \_ ()\ ()\ \ dionni...@hotmail.com
_/___/ \| -------------------' Dion Nicolaas
[have source, and be able to build it]
> - Make up the quest levels. (I have half-documented
> the procedure for building levels.)
Also, make up the Quest text. Messages for every circumstance of
interaction between you and your Quest Leader and Nemesis, etc.
There's 49 of these.
> - Modify some data files. (A lot of the work for
> adding, say, new monsters is done by editing data files.
> This is relatively easy, and German Martin documented it.
> New object: the quest artifact. New monsters: quest nemesis,
> leader, and the leader's toadies.)
And a new monster for the new class itself.
> - Modify the source code as required. (Let's see.
> You would have to tell the program that the new class existed.
> You might have to change the "select class" screen. Add code
> for the quest artifact. YAFMs and abilities unique to pirates.)
Once you've added the structure in role.c, the 'select class' menu
should handle itself, provided there's no more than two classes
starting with the same letter. There's lots more to be done, though;
all the class-specific u_init.c stuff, attrib.c... go around looking
for Role_switches. And that's just things you need to do for _every_
class, not the fun stuff you want to add to make your new class
individually interesting.
> - Add tiles. (Go to http://www.nethack.de/ for
> TileEdit and TileScan.)
You've missed out 'Add documentation'; the new class needs a write-up
in the Guidebook, and preferably in the database as well.
> - Make up a diff file. If possible, make up a
> DOS binary. Distribute them via webpage. Send copies to
> the Dev Team (TINDT) and Jason Short, the PatchHack Lord
> (TINJS).
Announcing the URL of the webpage in rgrn might be a good idea,
as well :-)
> The more ways you can make pirates different and
> interesting, the more popular they will be. Even the dullest
> and blandest implementation would be eagerly seized upon,
> though.
Though don't expect the DevTeam to be interested unless they
_are_ different and exciting. (See "Why don't you add this new
role?" in http://www.nethack.org/v331/info.html#Common )
--
: Dylan O'Donnell http://www.spod-central.org/~psmith/ :
: "Any sufficiently arcane magic is indistinguishable from technology." :
: -- Lebling's Inversion of Clarke's Third Law :
> > "Ahoy, Cel! Welcome to nethack! Ye be a chaotic male human Pirate."
>
> Heh!
> A Really Nice Idea! :) Maybe the quest nemesis should be a crocodile? Or
> maybe a chost pirate (aka LeChuck)?
Quest leader: Pirate King
Quest guards: other pirates (naturally)
Quest nemesis: Major-General (purple K)
Quest baddies: Kops.
"A Policeman's lot is not a happy one!"
> Rune Andreas Grimstad <runegri...@start.no> writes:
>
> > Heh!
> > A Really Nice Idea! :) Maybe the quest nemesis should be a crocodile? Or
> > maybe a chost pirate (aka LeChuck)?
>
> Quest leader: Pirate King
> Quest guards: other pirates (naturally)
> Quest nemesis: Major-General (purple K)
And when he insults you, he quotes from the Major-General's song, yesno?
He'd need intrinsic speed to really get it right :-)
Richard