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Posted by 4zb4, Dec 8, 2016 at 2:36 pm
He wouldn't be a shopkeeper if he didn't know how to buy low and sell high after all.
Posted by 4zb4, Dec 7, 2016 at 1:40 pm
red_kangaroo wrote
BTW, should we split this part of the discussion into a new Confusion thread?

Yes
Posted by 4zb4, Dec 6, 2016 at 5:45 pm
From the shoutbox:

Quote
12:49 pm 4zb4 Can we make it so that explosions have knockback similar to getting kicked?
12:49 pm 4zb4 Or do they already and I just never noticed?
2:27 pm capristo I don't believe so
2:28 pm capristo most explosions happen on my square so it's hard to remember, but I think whenever a kamikaze dwarf has exploded next to me, i've remained in the same spot
5:14 pm 4zb4 Yeah that's what happens as far as I remember too. Arms, legs, heads etc. will go flying but apparently that isn't enough to throw you backward
5:15 pm 4zb4 Part of the reason I brought this up is because I think it'd be a neat touch and we could also look into concussion weapons
5:23 pm 4zb4 e.g. magic warhammer of knock-you-into-walls
12:42 am JoKe http://i.imgur.com/fzPV2Rc.gif
...
10:25 am Ischaldirh Should it have a drawback?
...
6:59 pm chaostrom How's this for a drawback: the knockback goes both ways. You can wield it at any ASTR, but more you're lacking, the more you suffer using it until you get the recommended amount.
7:05 pm 4zb4 I like that idea. My other idea was to just make the thing have obscenely high ASTR requirements, or to make the turn where the magic effect engages take a little longer than a regular attack
8:24 pm fejoa This line of code is a start: https://github.com/Attnam/ivan/blob/master/Main/Source/char....
8:24 pm fejoa Can we have a topic?

In general I'd just like to see more use of the knockback system that is currently only used for when people get kicked.

Sub-topics:

  • Magic warhammer that launches enemies backwards occasionally.
  • Explosions should induce knockback of varying strength depending on explosion power and how close you are to the detonation (should probably also be influenced by your current inventory weight, size stat or something.)
  • Concussion weapons and items in general.

Posted by 4zb4, Dec 1, 2016 at 8:29 pm
These mostly seem a little bit powerful so I'll try and add a little IVAN flavor here for balance/humor:

Helm of telecontrol:
-Not sure we actually need this with the rings around. I do like the idea of having more interesting and varied helmets, but I don't think we need to have a tele-helmet unless it does something better than the rings like preventing equipment from vanishing from your body.

Helm of telepathy:
-Grants ESP... but the helmet has no eye holes, so you can't see. PER 1. This preserves the (imo good) difficult decision of whether to use ESP or AoLS because the amulet of ESP doesn't mess with your stats. Not being able to see isn't too heavy a penalty because you'll be able to sense (most) enemies and you can always take the helmet off if you need to.

Amulet of magic breath:
-I like this idea actually, no further comments. I have also considered whether adding a consumable item that grants temporary gas immunity would be a good idea. Currently the only way to temporarily get gas immunity is through volatile magic effects like magic fart clouds and eating mushrooms.

Amulet of Speed:
-The amulet is made out of bone or ommel tooth and is also hasted at all times.

Dragon Cuirass:
-Would probably be a good treasure for the dragon tower (or found elsewhere to prepare for it?) Otherwise doesn't need any changes.

Belt of Giant Strength:
-I'm not sure having this is such a good idea in general - also it reminds me of LIVAN's thieves' girdle which was really useful. Perhaps a good penalty for this would be that it also weighs a tonne - now it really is the counterweight to the belt of levitation

Posted by 4zb4, Dec 1, 2016 at 3:46 am
fejoa wrote
Can you teleport all the stuff out of the treasury this way?

That was the plan.
And yes, it works but you can't trust the wand of teleport to always break...
Posted by 4zb4, Nov 30, 2016 at 11:45 pm
I just tested out something related to the Slob's Challenges thread.

I equipped a friendly kamikaze dwarf with a wand of teleport and his usual backpack of gunpowder.
I then kicked him.
He detonated immediately, breaking the wand in the process (just according to plan!)

But the teleport beam struck me first and teleported me away before the explosion did any damage to me!
Posted by 4zb4, Nov 30, 2016 at 11:42 pm
Serin-Delaunay wrote
SPOILER ALERT. Click here to see text.
Because you can't make a pet hostile to Petrus without making yourself hostile to Petrus.
Also, Petrus has
IsImmuneToWhipOfThievery = true;
in char.dat, so you could use this method (with any kind of whip) to remove his arms, but you'd still need a way to move the Justifier from under his feet.

SPOILER ALERT. Click here to see text.
Going off the assumption that we've removed Petrus' arms and thus dropped the justifier on the floor, the simplest way to get him out of the way would be to summon a hostile genie or resurrect and betray an Enner Beast or something that ends up accidentally kicking an item over his tile. Petrus will move out of the way to start fighting the genie/beast.

From there we need to figure out how to get the Justifier outside.
For this magic trick I have two ideas:

1. Use the tried-and-trusted betrayed-pet-kicking technique to gradually get the justifier outdoors. This could be made easier by acid-raining the nearby walls so it's a straight shot outside.
2. Have a friendly kamikaze dwarf equipped with a backpack of gunpowder and a wand of teleport. Betray him right next to the justifier and pray it gets teleported outside.
Posted by 4zb4, Nov 29, 2016 at 11:37 pm
Oh yeah, you're right the weight change is also a pretty significant factor in changing a chest's material.

I'm still not sure using an SoCM on a chest is ever a good use of the scroll, but keep in mind that if you're going to do it, some of the lightest materials are very flammable with the new fire system in place.
Posted by 4zb4, Nov 29, 2016 at 6:02 pm
fejoa wrote
Does it help if the strongbox material is changed/hardened?

Nope.
This came up in the shoutbox - each chest has a pre-set "item protection value" that isn't influenced by anything, including whatever material the chest is made from.
Changing the chest's material only increases the strength of the lock, making it harder to break. That's not particularly useful for the player, unfortunately.
Posted by 4zb4, Nov 26, 2016 at 11:32 pm
I feel like teleporting Genetrix should make her appear elsewhere, if not necessarily in the same dungeon.

Would be pretty neat to have her pop up in like GC7 or something because you tried to skip her with the teleport wand.