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Posted by 4zb4, Aug 2, 2014 at 6:20 pm
Thanks!
Maybe you can shed a little more light on what special properties some of those "slightly better than the normal version" weapons have? (e.g. Lynslag, Aethier, Demonhead)
Posted by 4zb4, Aug 1, 2014 at 10:38 pm
Thanks Erno, I wonder if it is meant to inflict electrical damage then? Or hit faster?
Posted by 4zb4, Aug 1, 2014 at 5:00 am
I've started working on the wiki again when I get bored or have nothing else to do.
Meanwhile, I don't suppose anyone knows what the extremely heavy battle-axe named Demonhead in LIVAN is a reference to, if anything?

Google hasn't thrown up anything significant. I'm beginning to think it's a reference to any of the following:
  • Cheap "wall-ornament" weapons and their habit of being extremely heavy and unwieldly.
  • Perhaps an electric guitar of some variety? ("Axe")
  • Clash at Demonhead an old NES game.

Also going to need some info on the two-handed sword named Aethier if anyone is familiar with it. Gives you Infravision and does nothing else of note.
EDIT: Lynslag too.

Other things that need confirming:
  • Rescue the Peasant might be intended to be a weaker version of Save the Queen - PQRS are next to each other in the alphabet -> Peasant, Queen, Rescue, Save. Rescue/Save are synonymous, but obviously a peasant is not quite as important as a queen, hence the sword being a short sword instead of a greatsword.
  • Vormav, also on the final fantasy theme is a villain from FFTactics, though the effects the axe gives you don't seem related to him and he uses a silver sword. He also uses a Save the Queen.
Posted by 4zb4, Jul 31, 2014 at 2:06 pm
Confirming that you cannot clone Oree. Same goes for all named enemies (probably, I only took a cursory glance)
Posted by 4zb4, Jul 22, 2014 at 6:52 pm
Warheck wrote
I replaced with a hard-coded colour value, sort of a dark grey. Identical RGB values give colours that appear along the grayscale, the darker end of which I would like to exploit to turn the pixels to a charcoal colour. It is just a bit of mathematics to finish the last step, and there are a multitude of ways of doing it, so I'm just letting my subconscious think of a way for me. Basically it is the problem where I have a material which has a particular colour, and I need to change a random colour to dark grey. There is a variable, Index, in the relevant part of the function which represents the intensity (so whether it is a light shade or a dark shade). I think I will normalise the colour to a known shade of gray and use the intensity to scale the brightness within a small range of values. I think this is your suggestion right?

Close.
I was thinking more like taking the random colour you find and "dulling" it down to equivalent, yet much lower RGB values so the pixel on the object does appear burnt yet retains a little of its original colour. This way the burns will look more dynamic than having the object turn into a mass of identically coloured dark pixels.

What you've mentioned with the Index variable seems like it'd do this by itself if you just set it really low, though I wouldn't know how it'd actually look in-game.

Or, is it not possible to retrieve the actual RGB values from a single pixel in the object's bitmap? (e.g. is the way IVAN "shades" its objects making this more complex?)
Posted by 4zb4, Jul 21, 2014 at 8:51 pm
As with the rust code you mentioned above, could you not just appropriate it for burn code and instead have it filter the most intense RGB value down (to around 30 or 20? 20% maybe?) and set the other two to zero?
Though, given what I could understand from your post it doesn't sound like it'll be that simple? Why does it need identical RGB values to work?
Posted by 4zb4, Jul 3, 2014 at 8:56 am
I too vote for keeping it.
As it stands, none of the perma-states are all that easy to get consistently (save blink dog example, haste fountain value). More importantly no status is a surefire ticket to victory either and so far as I know it's not restricted to only positive statuses which means with the worst luck in the world you could be perma-slowed, for example (something we could implement ourselves too).
Posted by 4zb4, Jun 15, 2014 at 7:58 pm
There's a lot of ways you could implement set teleportation items:
  • A temple of sophos that happens to always contain a couple of scrolls of teleportation.
  • A set chest that always contains a wand of teleport or scrolls.
  • A "checkpoint" building that contains a mirrored ring of telecontrol that lasts just long enough to allow the player to find it and cross, but not long enough to be used in actual exploring later.
  • Have eddys wandering the level. Although iirc that could result in them dropping the enner on you.

I do like the idea of having blink dogs around. But yeah, overall I think there should be a guaranteed way across just in case you fail any of the other ways to cross. Of course, the singular bridge should be the least desirable route, like yes having the enner on it.
Posted by 4zb4, Jun 13, 2014 at 8:14 am
While I like the idea of having a river in a level, and also like the idea of adding something extra to the enner level to fit with his theme, water in IVAN is pretty notorious for being a bad thing. For example, a random teleport or forced teleport now has X amount of river tiles to result in instant death, and meanwhile you're being yelled to death by the Enner.

I do like the river idea, however I do think there should be a more practical way across because it's a story important stage to get through, unlike the lower levels of the dwarven vault in LIVAN. Maybe one or two small randomly genned bridges or a set spawn of teleportation items? A toll golem whose job it is to get payed to kick-launch adventurers across the river for a price (and broken ribs?)
As for "something is broken" - what exactly is broken? Does the level not render correctly (tiles where they shouldn't be?) Does IVAN not even start and drop an error message? Something else?
Posted by 4zb4, Jun 5, 2014 at 3:13 am
I'd like to repeat my request that we be able to bash things like doors with whatever is in our hands rather than having to kick. This of course would include shields.