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Post by divinefistoka on Dec 28, 2008 11:20:37 GMT -5
why are we so heavily penalized for just one stray ball spell from an elemental? I didn't even know those jindar guards were around that corner i swear... I didn't mean to kill anyone...
But now my alignment is -5, and trying to enter the temple from the front is impossible without dropping it EVEN further... how can i push this back up without slaughtering my way through a bunch of angry jindar guards.
Stupid guards shoulda got out of my way when i started to breath that spell at the orcs ;D
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Post by Variaz on Dec 28, 2008 12:05:01 GMT -5
lol! ;D That happened to me as well. I'll probably change it so that you don't lose alignment when you're in a dungeon.
In the meantime, you can open passive.lua in the scripts folder, and add this line somewhere:
p_ptr.alignment = 0
Or whatever you want to set it at. Then load your game, save and exit, remove the line, and go back to your game.
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Post by divinefistoka on Dec 30, 2008 17:05:44 GMT -5
so there's no way to legitamately raise alignment higher? (and it wasn't in the dungeon, though that could SOOOO easily happen...) I had just evolved a little while ago and forgot that my ball spells radius went up from 2 to 3... breathed at what SHOULD have been a safe target (destroying the orcs, but avoiding the guards) outside the front of the temple, and my newly improved radius 3 balls took out the guards along with the orcs, thus screwing me over...
Edit: and don't i need some sort of code-editing software to do that?
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Post by Variaz on Dec 30, 2008 17:24:06 GMT -5
To raise alignment, you have to complete quests. For dungeons, I believe the code to not lower alignment is already there actually. As for towns, well, it's not, and not sure what I can do about this, it makes no sense that killing friendly characters would not lower alignment. I don't want to promote friendly fire! You don't need a code-editor software to do the above modification I posted. All you need is Notepad. ...which is actually one of the best code-editor software.
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Post by divinefistoka on Mar 22, 2009 9:55:50 GMT -5
friendly fire is not really the problem, and i approve of the alignment dropping... but there's no way to push it back up. Alignment only increases from quests, never from being a lawful character. Not to say you should rip someone off but...
You should rip off ADOM's alignment system.
That said, i don't think you should, but it offers an inspiration to improve alignment's function. Allowing us to commit chaotic deeds to drop alignment is already there, now add some 'lawful' deeds to help us raise alignment outside of quests. This would also allow some other modifications, specifically with priests and paladins, as i know some folks have complained that priests are almost exclusively holy characters. By allowing there abilities to function off alignment they could be altered. For instance, the turn undead effect could become enslave undead with a low enough (evil enough) alignment. Paladins bolt of light could become bolt of dark for evil paladins. (the ability is invested in the same either way, and just has a different effect based off your alignment. 4 points in bolt of light before becoming evil would have a 4 point power in bolt of dark, but the light is no longer there. improving another 2 points and raising alignment back to good, would mean a 6 point power with light bolts. So it's just one ability that chooses its function based off alignment. The priest's heal could become harm, for evil characters. Turn undead could also be made to function as turn good, or smite good, or something else. And to keep people from sitting right next to 0 alignemnt, and just popping up or down on the situation (i don't think any changes should be forced to be permanent though) yu could make some functions dependent on very high or very low alignment. For instance, the enslave undead idea would enslave undead equal to the power of your own evil, if your just a -10 you won't be able to enslave much, but a negative 500 alignment could have a much stronger effect. The same good apply for good abilities. I seem to recall tome using a 'holy light' element, or was that holy fire? Maybe having the paladins bolt of light turn into bolt of holy light at a certain (very) high alignment level.
Of course this also opens up the question of neutrality, and maybe some ranger-enhanced powers? (druid...)
this is just a basic idea of course, and needs refinement, and i'm not familiar enough with all the priest powers (or paladin powers) to really suggest a lot of modifications. Don't the priests have a lone evil ability that puts bad things on the target? Maybe make it a kind of good things ability for holy priests? More good (or bad) things happen for more extremely aligned characters?
Maybe even Alignment requirements for some monsters. (angels, demons...) They become weaker then evil/good respectively? Just some quick ideas...
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Post by Variaz on Mar 22, 2009 12:24:37 GMT -5
I agree that priests and paladins should get different abilities in the case they are evil. Though perhaps what they need may be their own classes, since there's more to an evil priest or an evil paladin than just changing some elemental types. I'd expect an evil priest would conjure undeads and evil spirits, which is different than the current priest class. As for the evil paladin, I suppose a lot of the paladin abilities can simply be altered, though this may make the evil paladin worse than the good one, because the Smite Evil would become Smite Good, which isn't as good(ok, it's not good at all. ), resist impure would become resist pure, but those elements are probably less common than the impure ones, etc... As for good deeds to gain back alignment, I don't know... Perhaps temples could have some sort of donation services, where you can donate a sum of money, and gain back some alignment? Or there could be some random "rescue" type quests where you rescue someone at the end of a random dungeon, and gain back some alignment.
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Post by Gando on Mar 22, 2009 14:16:41 GMT -5
Well one game Ive played (Elona, shown to me by Espeorb) has lost suitcases and wallets that you can return or open...if you open them you lose alignment (karma) and if you return them to a town guard you gain alignment (if they arent opened in which case you lose even more). We could probably have something like this here, replacing the junk drops on dungeons and maybe adding them to wilderness/town maps as well. I think this is an ok solution...another would be to add more complex (yet still simple) random quests obtainable from a townboard or as per tome in dungeons. The quests might be: Rescue the Princess,I Lost my Weapon (fumble fingers), Find my Puppy Please, Delivery Service (point a to point b, bring this item before X hours elapse...we still do have day and night , Escort Duty (same as Delivery Service but you have to protect a person going from point a to point b), Destroy Unholy Artifact (bring said artifact to mount doom before time runs out for example), Make me a suit of ...(crafting quest). These are just some of the easier ideas I can think of. Succeeding would net you a tiny gain of alignment (we might need to rework the formulas for alignment based abilities) and give you some random small reward (item/scroll/potion + gold) for completing.
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