Search Results
Searched for posts by Chiko in all forums

Showing results 11 - 20 out of 53 total
Modify your search
Posted by Chiko, Oct 10, 2017 at 6:15 pm
True dat... Alright, I'll add a [fabric/leather] satchel as a new container. It'll be lighter than all the other containers but will have less room and won't really protect the contents against explosions and the like. Still, it should be enough to keep valuables safe from those annoying magpies.
Posted by Chiko, Oct 10, 2017 at 12:11 pm
That's what I did first but them being indestructible and no possible way to deactivate the CreateLockConfigurations thingy make them a bit weird as containers, IMO.
Posted by Chiko, Oct 10, 2017 at 11:34 am
I thought about a cloak of carrying but that made like, no sense at all so I made this instead:



The backpacks work like the belt counterpart and since they still count as cloaks, they protect the whole body so I decreased their protection rate so they make more sense.

I made a torn sprite for them and you can even see the straps in the character.

Here's the .dat code I used in case anyone is interested:
Config PACK_OF_CARRYING;
  {
    Possibility = 30;
	AffectsCarryingCapacity = true;
	NameSingular = "backpack";
    PostFix = "of carrying";
	Alias == "backpack";
	BitmapPos = 32, 16;
	CloakBitmapPos = 80, 290;
	DefaultMainVolume = 1920;
	StrengthModifier = 50;
	InElasticityPenaltyModifier = 20;
    Price = 100;
    PriceIsProportionalToEnchantment = true;
    MainMaterialConfig = { 4, CLOTH, LEATHER, HARDENED_LEATHER, TROLL_HIDE; }
    MaterialConfigChances = { 4, 10, 15, 25, 50; }
    EnchantmentPlusChance = 1;
  }
  
  Config BROKEN|PACK_OF_CARRYING;
  {
    Possibility = 15;
	AffectsCarryingCapacity = false;
    BitmapPos = 80, 352;
	CloakBitmapPos = 80, 290;
    InElasticityPenaltyModifier = 10;
    Price = 0;
    MainMaterialConfig = { 4, CLOTH, LEATHER, HARDENED_LEATHER, TROLL_HIDE; }
    MaterialConfigChances = { 4, 10, 15, 25, 50; }
    EnchantmentPlusChance = 3;
  }
Posted by Chiko, Oct 8, 2017 at 4:06 pm
Oh nice. So it's a quest thingy.

Also:


Tehehe...

Housewives have a chance to carry them and I also added kobold snatchers that also have a chance to spawn with them. You can eat them for evilness and nourishment, offer them to whatever god likes human flesh, sell them to shopkeepers or donate them. :3

Edit: Oh, I didn't noticed it was in the files already. I based mine off the banana item. xD
Imma use part of its code for the bundled babies. Or maybe I should just use the "firstbornchild" one as base instead of bananas, lol.

banana /* materialcontainer-> */
{
  Possibility = 150;
  WeaponCategory = BLUNT_WEAPONS;
  DefaultMainVolume = 40;
  DefaultSecondaryVolume = 150;
  StrengthModifier = 75;
  Category = FOOD;
  BitmapPos = 0, 112;
  FormModifier = 25;
  DefaultSize = 20;
  NameSingular = "banana";
  MainMaterialConfig == BANANA_PEEL;
  SecondaryMaterialConfig == BANANA_FLESH;
  Alias == "gun";
  Roundness = 15;
  CanBeBroken = true;
  /* MinCharges & MaxCharges overridden */
  AttachedGod = NEFAS;
  WieldedBitmapPos = 160, 320;
  AllowEquip = false;
  IsValuable = false;
  IsSadistWeapon = true;
  AllowedDungeons = { 4, NEW_ATTNAM, ATTNAM, UNDER_WATER_TUNNEL, ELPURI_CAVE; }

  Config BROKEN;
  {
    Possibility = 10;
    BitmapPos = 32, 272;
    WieldedBitmapPos = 176, 320;
  }
  
  Config BABY;
  {
  Possibility = 0;
  Category = MISC;
  DefaultSize = 60;
  DefaultMainVolume = 253;
  DefaultSecondaryVolume = 2768;
  BitmapPos = 80, 146;
  NameSingular = "baby";
  NamePlural = "babies";
  Adjective = "bundled";
  MainMaterialConfig == PINEAPPLE_FLESH;
  SecondaryMaterialConfig == HUMAN_FLESH;
  BreakMsg = "gibs into a bloody mess";
  IsPolymorphable = false;
  Roundness = 60;
  Alias == baby;
  }
  
  Config BROKEN|BABY;
  {
    Possibility = 0;
    BitmapPos = 15, 192;
	Adjective = "mutilated";
  }
}
Posted by Chiko, Oct 8, 2017 at 2:37 pm
Externalization of more source code sounds like an excellent idea.

I think I'll just leave the vomiting attack thing alone, then. I'll just leave the changes I made in the char.dat so a polymorphed player can at least use the vomit attacks.

Also, I noticed there's a baby sprite in the Item.pcx file and I got a kinda evil idea... some housewives might carry them so killing one might grant you the finest communist meal! Babies. xD
Posted by Chiko, Oct 7, 2017 at 12:39 pm
Hmm... I'll have to do some digging, then. I'm not familiar with that type of file. Thanks for the quick response!
Posted by Chiko, Oct 7, 2017 at 11:36 am
Hey, so I tried the new versions of IVAN and I've been playing it a lot again. I eventually got the urge to start modding it again and I noticed there are at least 2 creatures that use vomit as a way to attack.

I tried looking at their stuff in the char.dat and see if I could enable it for other creatures but I have been unable to do so.

I kinda want to make some new enemy variants to do that to attack.
Posted by Chiko, Jun 26, 2016 at 7:24 am
I ate tons of bananas and dropped some clutter items I didn't need all in the same spot. After ages of not playing the game I came back and load the game. Eventually, I got hurt bad and I started to run away. I ran thru that tile like http://i.imgur.com/PYTzAoa.gif

I died. The end.
Posted by Chiko, Feb 28, 2016 at 12:26 pm
I remember once I was fighting an orc and it severed one of my arms off. After the fight, I prayed to one of the gods and it gave me a banana flesh arm... I couldn't even raise a dagger with it. It eventually got severed off and I ended up eating it.
Posted by Chiko, Feb 27, 2016 at 8:08 pm
I use to carry lots of potions with me plus I modded some new ones in the game. I tried breaking a door and it exploded. all my bottles broke and I got covered in poison, healing liquid, vomit, sulfuric acid, troll blood, water, dragon drool, mustard gas, stun gas, brown gas (bottled fart), etc. My character agonized for some turns melting down, growing new limbs, suffocating, vomiting and finally dying in a pool of blood and other disgusting liquids.