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[Z] New command?

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John Fisher

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Apr 3, 2000, 3:00:00 AM4/3/00
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Hey all,

I played a bunch with Zangband about a year ago. Came close to winning
a few times, but alas, the usual carelessness wiped my little men out.
Anyway, I picked up 2.3.5 a few days ago. Kudos to the development
team -- it looks really good. I'm playing a golem monk, which, so far,
strikes me as obscenely powerful, but I'm only around level 20.

I have a question, though: I see some new objects, like 'Stone Statue of
a Red Dragon Bat' and the like. Are these usable? How?

John

J Scott Somers

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Apr 3, 2000, 3:00:00 AM4/3/00
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Yeah, I haven't been able to figure that out either. (and a Father of the
Dragons statue (or something like that) sitting in my house :-)

I'm also wondering about the corpses you find. A hidden tucked away line in
the help file says they used to be resurected ? Is this a feature that's
going to be added again sometime ?

--
J Scott(ie) Somers
jsso...@home.com
"Escapism ? Sure, science fiction is escapsim -- into reality !"
- Isaac Asimov
John Fisher <john...@uclink4.berkeley.edu> wrote in message
news:38E7D70E...@uclink4.berkeley.edu...


> Hey all,
>
> I played a bunch with Zangband about a year ago. Came close to winning
> a few times, but alas, the usual carelessness wiped my little men out.

> Anyway, I picked up 2.3.35 a few days ago. Kudos to the development

Dark Tyger

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Apr 3, 2000, 3:00:00 AM4/3/00
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On Mon, 03 Apr 2000 00:24:41 GMT, "J Scott Somers" <jsso...@Home.com>
wrote:

>Yeah, I haven't been able to figure that out either. (and a Father of the
>Dragons statue (or something like that) sitting in my house :-)
>
>I'm also wondering about the corpses you find. A hidden tucked away line in
>the help file says they used to be resurected ? Is this a feature that's
>going to be added again sometime ?

Statues are "junk" items, really. Some can be sold for a decent
amount, but I think that's mostly based off of what they're made of.
Corpses have no use currently. I think the dev team hinted at a
possible use in developement when they introduced corpses as items in
the game....

--
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Mårten Woxberg

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Apr 3, 2000, 3:00:00 AM4/3/00
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On Mon, 03 Apr 2000 01:31:16 GMT, dark...@mindspring.com (Dark
Tyger) wrote:

>On Mon, 03 Apr 2000 00:24:41 GMT, "J Scott Somers" <jsso...@Home.com>
>wrote:
>
>>Yeah, I haven't been able to figure that out either. (and a Father of the
>>Dragons statue (or something like that) sitting in my house :-)
>>
>>I'm also wondering about the corpses you find. A hidden tucked away line in
>>the help file says they used to be resurected ? Is this a feature that's
>>going to be added again sometime ?
>
>Statues are "junk" items, really. Some can be sold for a decent
>amount, but I think that's mostly based off of what they're made of.
>Corpses have no use currently. I think the dev team hinted at a
>possible use in developement when they introduced corpses as items in
>the game....


Necromancy uses corpses.. but not in the current version.. IIRC
Statues are collectibles not junk :) I have my own collection at a
town house.. it's rather cool.. I have a statue of Smeagol at home..
Figurines are the usefull ones.. throw them and you'll see..

/Marten


Corey Woodworth

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Apr 10, 2000, 3:00:00 AM4/10/00
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you know what would be an awesome feature? A user defined text file that
lists the number of all the files that person deems as junk. Since some
people deem seperate things junk than others, this kind of feature would
eliminate the need for a standard.

Just a thouht.
Corey

p.s. In [Z] since monster skeletons are created automatically, shouldn't all
the dwarf skeleton and elf skeleton junk items be eliminated and maybe
replaced with food items that you can buy in the general store (but no one
does since rations are better). This would give those items a point.

David T. Blackston

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Apr 10, 2000, 3:00:00 AM4/10/00
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In article <sf4ko21...@corp.supernews.com>,

Corey Woodworth <cd...@mpinet.net> wrote:
>you know what would be an awesome feature? A user defined text file that
>lists the number of all the files that person deems as junk. Since some
>people deem seperate things junk than others, this kind of feature would
>eliminate the need for a standard.

This sounds an awful lot like the autosquelching feature I implemented
for ZAngband. Check out the description at

http://www.cs.berkeley.edu/~davidb/angband/

If you have the patch utility (or can run a DOS executable) you
can check out this feature for yourself.

Regards,

Dave Blackston

Corey Woodworth

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Apr 10, 2000, 3:00:00 AM4/10/00
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> This sounds an awful lot like the autosquelching feature I implemented
> for ZAngband. Check out the description at

It is, but this is a bit more dynamic since it allows *precisely* which
items should be squelched.

Corey Woodworth

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Apr 10, 2000, 3:00:00 AM4/10/00
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I would like a text file that gives the exzct number used in items-info.txt
(i know thats not a real file but you get my drift) so that you can
eliminate specilcally broken stuucks etc. but maybe would want to keep the
'so called' worthless potions that have a small (but still DO have a)
purpose. for ex. the bless potion.

Corey
--
Z/Kn Tk/D H+ D+ c f- PV+++ s TT- d P++ M+
!C S- I- So- B ac GHB- SQ RQ+ V F:Oang Combat

David T. Blackston

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Apr 11, 2000, 3:00:00 AM4/11/00
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In article <sf4sahj...@corp.supernews.com>,

I think my feature does this as well, in that it allows the user
to specify any tval/sval combination as squelched. It's also
dynamic in the sense that these squelch booleans can be toggled
at any time.

Can you provide a more specific example of what you want that
my code doesn't do? I'd be happy to add it to the code if
feasible.

Regards,

Dave

David T. Blackston

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Apr 11, 2000, 3:00:00 AM4/11/00
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In article <sf4tg6...@corp.supernews.com>,

Corey Woodworth <cd...@mpinet.net> wrote:
>I would like a text file that gives the exzct number used in items-info.txt
>(i know thats not a real file but you get my drift) so that you can
>eliminate specilcally broken stuucks etc. but maybe would want to keep the
>'so called' worthless potions that have a small (but still DO have a)
>purpose. for ex. the bless potion.
>

I'm fairly certain that my code does everything you request here. The
only difference is that the booleans are stored in the save file, not
in an external text file.

My code will allow you to squelch any specific item you want and you
can change these squelch booleans at any time. For example, I play golem
warriors and always strt by allowing the generation of Rods of Trap
Location. Once I have 4 of them, I squelch the rest so that I never see
them again. When my character dies (as it always does) I simply reset the
squelch boolean for these Rods so that they can be generated again.

I personally always squelch broken daggers and broken swords so these
are never generated. I also squelch all skeletons, corpses, figurines,
torches, lanterns, spikes, and statues and never see these. It's really
a time saver. ;-)

Regards,

Dave

Gwidon S. Naskrent

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Apr 11, 2000, 3:00:00 AM4/11/00
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On Mon, 10 Apr 2000 18:18:58 -0500, "Corey Woodworth"
<cd...@mpinet.net> wrote:

>you know what would be an awesome feature? A user defined text file that
>lists the number of all the files that person deems as junk. Since some

You probably meant 'all the objects', no?

It's nothing new - I suggested that in private mail with Ed Cogburn.
What is more, using regexps would allow to tailor your preferences
exactly as you want.

GSN

Gwidon S. Naskrent

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Apr 11, 2000, 3:00:00 AM4/11/00
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On 11 Apr 2000 01:01:36 GMT, dav...@melody.CS.Berkeley.EDU (David T.
Blackston) wrote:

>Location. Once I have 4 of them, I squelch the rest so that I never see
>them again. When my character dies (as it always does) I simply reset the
>squelch boolean for these Rods so that they can be generated again.

Shouldn't that be reset automatically?

A text file which is loaded on-demand could help you standardise what
you want to be squelched, for a particular char combo and early, mid
and endgame.

>I personally always squelch broken daggers and broken swords so these
>are never generated. I also squelch all skeletons, corpses, figurines,
>torches, lanterns, spikes, and statues and never see these. It's really
>a time saver. ;-)

Artifact broken daggers and swords may be worth a lot and give you
more blows (in Z 2.3.5 especially).

GSN

David T. Blackston

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Apr 11, 2000, 3:00:00 AM4/11/00
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In article <38f2d67...@news.icm.edu.pl>,

Gwidon S. Naskrent <nask...@hoth.amu.edu.pl> wrote:
>On 11 Apr 2000 01:01:36 GMT, dav...@melody.CS.Berkeley.EDU (David T.
>Blackston) wrote:
>
>>Location. Once I have 4 of them, I squelch the rest so that I never see
>>them again. When my character dies (as it always does) I simply reset the
>>squelch boolean for these Rods so that they can be generated again.
>
>Shouldn't that be reset automatically?

As a general rule, no. Since the vast majority of items in ZAngband
are useless, it doesn't make sense to reset all of the squelch values
on death. It's much easier for the user to unsquelch those items
he finds useful in the early game than to resquelch all of the
useless items.

(Note that useless items still have to be found and identified before
future ones are squelched so this doesn't affect the gameplay at all.)

>
>A text file which is loaded on-demand could help you standardise what
>you want to be squelched, for a particular char combo and early, mid
>and endgame.

This is a good idea and one that I had been considering. Since I normally
play a golem warrior there is a minimum of squelch menu fiddling at the
beginning of a game (for me) but I can certainly see that this would
be useful for other combos. I haven't added it yet but I plan to
in the next release of the patch. (I need to figure out how Angband
deals with various file io issues so this might take a little time.)

>
>>I personally always squelch broken daggers and broken swords so these
>>are never generated. I also squelch all skeletons, corpses, figurines,
>>torches, lanterns, spikes, and statues and never see these. It's really
>>a time saver. ;-)
>
>Artifact broken daggers and swords may be worth a lot and give you
>more blows (in Z 2.3.5 especially).
>

I guess that's a chance I'm willing to take. ;-)

>GSN

Regards,

Dave


James W Sager Iii

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Apr 11, 2000, 3:00:00 AM4/11/00
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Excerpts from netnews.rec.games.roguelike.angband: 11-Apr-100 Re: [Z]
New command? by Gwidon S. Naskrent@artem
> >Location. Once I have 4 of them, I squelch the rest so that I never see
> >them again. When my character dies (as it always does) I simply reset the
> >squelch boolean for these Rods so that they can be generated again.
>
> Shouldn't that be reset automatically?
>
> A text file which is loaded on-demand could help you standardise what
> you want to be squelched, for a particular char combo and early, mid
> and endgame.
>
> >I personally always squelch broken daggers and broken swords so these
> >are never generated. I also squelch all skeletons, corpses, figurines,
> >torches, lanterns, spikes, and statues and never see these. It's really
> >a time saver. ;-)
>
> Artifact broken daggers and swords may be worth a lot and give you
> more blows (in Z 2.3.5 especially).
>
> GSN

Download David Blackston's squelching addition!
http://www.cs.berkeley.edu/~davidb/angband/

The next step he's adding a save/load feature...
All the rest of the more important squelching ideas have been more or
less covered.

Gwidon S. Naskrent

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Apr 11, 2000, 3:00:00 AM4/11/00
to
On Tue, 11 Apr 2000 11:13:27 -0400, James W Sager Iii
<sag...@andrew.cmu.edu> wrote:

>Download David Blackston's squelching addition!
>http://www.cs.berkeley.edu/~davidb/angband/

Don't you see? I'm discussing with David over his patch!

GSN

James W Sager Iii

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Apr 11, 2000, 3:00:00 AM4/11/00
to
Excerpts from netnews.rec.games.roguelike.angband: 11-Apr-100 Re: [Z]
New command? by Gwidon S. Naskrent@artem

My bad, was quoting like a sig for people who haven't tried it.

Yeah didn't mean to insult your intelligence n stuff with that or anything :P
My bad.


neal

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Apr 13, 2000, 3:00:00 AM4/13/00
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> In article <sf4sahj...@corp.supernews.com>,

> Corey Woodworth <cd...@mpinet.net> wrote:
> >
> >> This sounds an awful lot like the autosquelching feature I implemented
> >> for ZAngband. Check out the description at
> >
> >It is, but this is a bit more dynamic since it allows *precisely* which
> >items should be squelched.
> >
> >
>
> I think my feature does this as well, in that it allows the user
> to specify any tval/sval combination as squelched. It's also
> dynamic in the sense that these squelch booleans can be toggled
> at any time.
>
> Can you provide a more specific example of what you want that
> my code doesn't do? I'd be happy to add it to the code if
> feasible.
>
> Regards,
>
> Dave

Wouldn't this end up like autoscumming? Does it cause the game to simply
not-try to generate the items anymore, or does the game actually generate
them, and then automatically destroy them.

The main difference is, you'd get a higher concentration of good things in a
drop if it simply removes them from the list of things the game can
generate... I think it would unbalance things a bit.
--
the current lack of a cool signature is due to
the integration of true type fonts to email clients.

Fuck microsoft, fuck netscape.
Maybe I'll go back to VAX and Gopher.

neal hackler, ne...@westman.wave.ca

Ed Cogburn

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Apr 13, 2000, 3:00:00 AM4/13/00
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neal wrote:
>
> > In article <sf4sahj...@corp.supernews.com>,
> > Corey Woodworth <cd...@mpinet.net> wrote:
> > >
> > >> This sounds an awful lot like the autosquelching feature I implemented
> > >> for ZAngband. Check out the description at
> > >
> > >It is, but this is a bit more dynamic since it allows *precisely* which
> > >items should be squelched.
> > >
> > >
> >
> > I think my feature does this as well, in that it allows the user
> > to specify any tval/sval combination as squelched. It's also
> > dynamic in the sense that these squelch booleans can be toggled
> > at any time.
> >
> > Can you provide a more specific example of what you want that
> > my code doesn't do? I'd be happy to add it to the code if
> > feasible.
> >
> > Regards,
> >
> > Dave
>
> Wouldn't this end up like autoscumming? Does it cause the game to simply
> not-try to generate the items anymore, or does the game actually generate
> them, and then automatically destroy them.
>
> The main difference is, you'd get a higher concentration of good things in a
> drop if it simply removes them from the list of things the game can
> generate... I think it would unbalance things a bit.


No, the game is allowed to create items as its always done, but the
squelch code intercepts these items *after* creation, then checks
whether they
should be suppressed or not.

It doesn't change what you see, you just don't see the junk.


--
"It is dangerous to be right when the government is wrong." - Voltaire

Ed C.


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Gwidon S. Naskrent

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Apr 13, 2000, 3:00:00 AM4/13/00
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On Thu, 13 Apr 2000 06:03:26 GMT, neal <ne...@westman.wave.ca> wrote:

>Wouldn't this end up like autoscumming? Does it cause the game to simply
>not-try to generate the items anymore, or does the game actually generate
>them, and then automatically destroy them.

The latter.

GSN

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