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Posted by Alveradok, May 1, 2010 at 6:30 pm
My way:
Dress up in some armor, equip banana peels as weapons, and kill stuff until you have like 30-40 Dex. It will then be a matter of seconds to kill the sumo wrestler.

But there are better methods. And I think they've been mentioned earlier today?
Posted by Alveradok, May 1, 2010 at 5:04 pm
Having some means of fire resistance and all body parts covered, as far as away from the graphic, isn't going to do much damage.

You can't see points themselves. However, sacrificing something (the 'O' key) to a god will give a hint on their current relation ('content' is basically enough to pray, anything from 'pleased' above is even better).
Posted by Alveradok, May 1, 2010 at 4:42 pm
I suppose that praying to a god in no sooner than 3 hours (a seperate timer for each god) consecutively is a rule of thumb that works in most cases.

Bloated is bad. You lose AGI. Better off being satiated, at most.
Posted by Alveradok, May 1, 2010 at 3:54 pm
Being friends with Silva or Seges (or even Loricatus or Cruentus) and not walking while stressed helps.

If You are starving and happen to come upon a wish, it MAY be worthwhile to spend it on a holy banana. Saved me a couple of times!
Posted by Alveradok, May 1, 2010 at 3:52 pm
for the lawful-liking:

eat school food -> pray to seges -> rejoice
Posted by Alveradok, Apr 24, 2010 at 3:37 am
return Enemy->ReceiveBodyPartDamage(Hitter, 3 + (RAND() & 3), FIRE, BodyPartIndex, Direction) || BaseSuccess;
This is the line responsible for the fire damage of a flaming sword. It doesn't seem to consider the enchantment (the related functions don't seem to, either), so I suppose that just slash and pierce damage is increased.

Despite the fact that it doesn't benefit from enchantments, the unblockable fire damage is cool anyway.
Posted by Alveradok, Apr 12, 2010 at 11:00 am
It's like the only page of Attnam eligible for widescreen.
Posted by Alveradok, Apr 12, 2010 at 4:49 am
A splatter horror with lots of A&T
Posted by Alveradok, Apr 11, 2010 at 2:10 pm
You now officialy hold a higher standing than a lot of us, including me . Congratulations!

But that's a low Dex there
Posted by Alveradok, Apr 11, 2010 at 6:32 am
(You could post which files to look up in the source, instead of pasting it all here, I think.)

An item's block value seems to be calculated by the formula
((10000. / (1000 + GetWeight()) + GetTHVBonus()) * GetBlockModifier() / 10000.)
where:
GetWeight is weight (based on material mostly, it seems),
GetTHVBonus is a bonus probably derived from skill level,
GetBlockModifier is an interesting piece, based on your Size times "Roundness" (a shield has 95, a banana has 15). The resulting value is then shifted with "<<". I don't know, however, how exactly "<<" works, but it MAY BE that roundness is multiplied 2^2 for shields, and 2^1 for non-shields.

Char.cpp seems to hold more on using that value, though.