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Posted by 4zb4, Nov 17 at 5:06 pm
Hey that looks pretty good Cap!
Posted by 4zb4, Nov 17 at 4:46 pm
I can do sprites if you'd like. I'll probably just rip off the puppy ones.
Posted by 4zb4, Nov 15 at 8:45 pm
I think adding the ability to shield-bash an enemy and stun/knockback would be enough to make them more appealing.
It would be implemented in the same way as artifact weapon effects - a small chance per combat turn, weighted based on the player's skill with shields.

With the newer projectile-throwing enemies, the ability to block those projectiles with a shield would also be a bonus.
Posted by 4zb4, Nov 15 at 5:01 pm
I don't see why not, especially if we can make it so the shield can "block" explosions. Though people might complain there's too many elemental resistance items to choose from.
Posted by 4zb4, Nov 15 at 4:56 pm
I don't think actively preventing the good stuff from appearing in UT at all is such a good approach. Make it less likely sure. It's nice to surprise the player with a neat item early on.
Perhaps what should happen is that the loot scale climbs alongside the danger level?

More dangerous = more loot = increasing the danger level = more loot
Posted by 4zb4, Nov 12 at 3:14 pm
Goblins shouldn't spawn in UT in the first place!
Posted by 4zb4, Nov 10 at 1:16 am
capristo wrote
I'm going to have to get used to not just kicking down doors anymore. I've lost way too many scrolls to booby-trapped doors.

Kicking them diagonally reduces the risk a little.
Posted by 4zb4, Nov 3 at 8:52 am
I tested it out with Photoshop today, and while you can get it to work and not ruin the image when saving/editing, it's a pain in the ass to do so. You need to export the color table from the image, then load that as a swatch to ensure you don't use colors outside of the index range. Next you change the image mode from "indexed" to "RGB" for editing, and do your stuff. Then you need to convert the mode back to "indexed" and load the color table you exported earlier again to force it to only use the allowed colors. And THEN you save it as PNG.
Photoshop is a bit overkill for editing like this though.
Posted by 4zb4, Nov 2 at 2:28 pm
I believe this is why the recommended approach for graphics editing way back when fejoa was working on CLIVAN was to use IrfanView and GraphicsGale, because GraphicsGale automatically detects and uses the colour index of the image, and IrfanView made it easier to save to PCX (?).
Maybe now that IVAN uses PNGs we could just use GraphicsGale by itself?
Posted by 4zb4, Oct 31 at 12:39 am
Batman? wrote
Does your relationship with cleptia have an effect of the whip of thievery?

Yes, and it increases your relationship with her every time you receive that unique hit message.

truth whipofthievery::CleptiaHelps(ccharacter* Enemy, ccharacter* Hitter) const
{
  if(Enemy->IsImmuneToWhipOfThievery() || !Enemy->GetMainWielded() || GetMainMaterial()->GetFlexibility() <= 5)
    return false;

  if(Hitter->IsPlayer())
  {
    if(game::GetGod(CLEPTIA)->GetRelation() < 0)
      return false; //if your relationship with Cleptia is below 0, you cannot steal with the whip at all
    else
      return !RAND_N(10 - game::GetGod(CLEPTIA)->GetRelation() / 200);
  }
  else
    return !RAND_N(10);
}

The above code for some very bizarre reason generates a random number between 0 and the result of the following:

Quote
10 - [your relation to Cleptia] / 200

If that number ends up being 0, the check passes. Otherwise it fails.
(e.g. if your relationship value with Cleptia is 2000 you'll have guaranteed success every time because it generates a number between 0 and 0, but 1900 is a 50% chance per hit because it generates a number between 0 and 1.
However the relationship caps out at 1000, so you'll only ever have a maximum of a 17% chance.)

In fact there's a lot of code in IVAN which specifically looks to produce a negative number and then inverts it to see if it's 1 or 0 and I have no idea why. It seems like a very roundabout way to do checks/rolls.

The part of the hit code where it checks if Cleptia helps and increases the relationship is:

truth whipofthievery::HitEffect(character* Enemy, character* Hitter, v2 HitPos,
                                int BodyPartIndex, int Direction, truth BlockedByArmour)
{
  truth BaseSuccess = meleeweapon::HitEffect(Enemy, Hitter, HitPos, BodyPartIndex, Direction, BlockedByArmour);

  if(!IsBroken() && Enemy->IsEnabled() && Hitter && [b]CleptiaHelps(Enemy, Hitter)[/b]) 
  //the above checks whether the whip is broken, whether the enemy is immune to stealing, whether there's a person swinging the whip, and lastly whether Cleptia's relationship with the player is strong enough to deploy the steal action
  {
    if(Hitter->IsPlayer())
    {
      game::DoEvilDeed(10); //make player more chaotic
      game::GetGod(CLEPTIA)->AdjustRelation(10); //increase relationship with Cleptia
    }

    Enemy->GetMainWielded()->MoveTo(GetLSquareUnder()->GetStack()); // this is the part where it steals the weapon
    return true;

  }
  else
    return BaseSuccess;
}

Interestingly the code in there also says that an inflexible whip of thievery cannot steal items (flexibility must be at least 5, which is the flexibility of flesh and the most inflexible cloth materials)