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Posted by 4zb4, Sep 21, 2016 at 3:28 pm
Yep, gray unicorn flesh wipes the slate clean regardless of what states you have. (Except "teleporting" because that'd cause issues)

Of course the issue is having to find a gray unicorn first.
Posted by 4zb4, Sep 15, 2016 at 4:58 am
Sounds like the Golem or Genie code if you ask me.
Reasonably sure that's just a flag in the script.
Posted by 4zb4, Sep 14, 2016 at 3:25 pm
I think making the limbs vanish when severed is a good idea, and it makes sense too.

...well as much as hacking away at an incorporeal being with a physical weapon does anyway.
Posted by 4zb4, Sep 14, 2016 at 5:16 am
Well, that makes it clear that the ghosts are very dead.
Posted by 4zb4, Aug 31, 2016 at 2:25 am
Maybe a little.
Posted by 4zb4, Aug 30, 2016 at 3:44 am
Quick question, does ethereal include levitation by default, or alternatively the ability to avoid traps and not drown in water?

I kinda like the idea of being essentially a physics prone ghost. The idea of being able to pass through water tiles but subsequently drowning because you still sink under the water and can't breathe also amuses me. And it'd be a very IVAN thing to happen.
Posted by 4zb4, Aug 30, 2016 at 3:41 am
*Points to forum signature*

The devs wanted mounting so it's only natural that you should be able to mount the priestess and ride her all the way to Attnam.
She'd be literally rode hard and put away wet.
Posted by 4zb4, Aug 28, 2016 at 6:36 pm
The passive lighting is apparently set inside the source code rather than by script.
I'd argue that needs to be changed to reading from say, a couple of lines in the dungeon's script file rather than set manually otherwise we need to update the source every time someone makes a map.

Relevant sections are in level.cpp:

Night time lighting is on line 276
if((Index == 0 && GetDungeon()->GetIndex() == NEW_ATTNAM)
     || (Index == 0 && GetDungeon()->GetIndex() == ATTNAM))
    NightAmbientLuminance = MakeRGB24(95, 95, 95);

Daytime is checked with checkSunLight() line 2337 onward:
void level::CheckSunLight()
{
  if(Index == 0 && GetDungeon()->GetIndex() == NEW_ATTNAM)
  {
    double Cos = cos(FPI * (game::GetTick() % 48000) / 24000.);

    if(Cos > 0.01)
    {
      int E = int(100 + Cos * 30);
      SunLightEmitation = MakeRGB24(E, E, E);
      AmbientLuminance = MakeRGB24(E - 6, E - 6, E - 6);
    }
    else
    {
      SunLightEmitation = 0;
      AmbientLuminance = NightAmbientLuminance;
    }
  }
  else if(Index == 0 && GetDungeon()->GetIndex() == ATTNAM)
  {
    double Cos = cos(FPI * (game::GetTick() % 48000) / 24000.);

    if(Cos > 0.41)
    {
      int E = int(100 + (Cos - 0.40) * 40);
      SunLightEmitation = MakeRGB24(E, E, E);
      AmbientLuminance = MakeRGB24(E - 8, E - 8, E - 8);
    }
    else
    {
      SunLightEmitation = 0;
      AmbientLuminance = NightAmbientLuminance;
    }
  }
  else
    return;

  SunLightDirection = game::GetSunLightDirectionVector();
  ChangeSunLight();
}

I'm well aware that changing this to read the appropriate sunlight colours from each individual dungeon script file is going to be a huge pain in the ass but it will need to be done sooner or later.
Posted by 4zb4, Aug 27, 2016 at 5:48 pm
fejoa wrote
I was pretty sure priests could swim...

Huh! You're right, they've got the swim flag set.
Weird. I guess the priest of Valpurus jumps in the dolphin pool every now and then, and there's plenty of beach around New Attnam for the priestess of Silva.

Posted by 4zb4, Aug 26, 2016 at 7:16 pm
You could make each weapon have different properties underwater.

For example, a spear or dagger would be much easier to use underwater than a scimitar or warhammer.
But then there's the issue of rust... I imagine going underwater is going to coat all of your stuff with water, leading to metal items rusting very quickly. But that could be interesting because it means you'd be encouraged to seek out or SoCM some weapons of non-standard materials for underwater use, such as ceramic blades/spearheads.

As it is swimming creatures should get mild lashings of water on all their bodyparts, but as far as I remember there isn't a single humanoid that can swim so there's no reason for the code to exist.