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Posted by Eagle V, May 9, 2014 at 3:03 am
Oh, of course. That was a very particular brand of friday-morning stupid, sorry.
Posted by Eagle V, May 9, 2014 at 2:53 am
Shouldn't adding
AffectsLegStrength=true;
to the script entry solve that? Although that would also make you able to carry more, I guess... Even thought there is a seperate flag for affecting carrying capacity.
Posted by Eagle V, May 6, 2014 at 10:15 am
I don't think it's wrong. Centre-left/right political parties can dislike the more extreme far left/right ones, no? Of course, centre-left will hate far right and just dislike far left.

This is very black-and-white, obviously, and not even remotely as nuanced as it should be. But you get the point.
Posted by Eagle V, Mar 2, 2014 at 4:01 am
Pent wrote
I just noticed that even when you have gas immunity, encountering a bones file still gives the message "You smell the stench of death."

There should be a check for gas immunity upon entering a bones floor, and if the player is immune to gas, there should either be a different message, or the warning should be removed completely.

If your dead adventurer had the same name as your living one, the message is "You have a feeling you've been here in one of your past lives". So removing the stench message when gas immune would make it slightly advantageous to play with the same name every time. But replacing the message would be a great idea, something like "You pass a man with a scythe on the stairs." or "You feel the cool breeze of death." or something semi-wannabe-sinister like that.
Posted by Eagle V, Jan 30, 2014 at 6:35 pm
Same on firefox.
Posted by Eagle V, Jan 7, 2014 at 4:45 pm
If you mean the room that has 8 walls in the middle, there's always just one of those in GC something.
Posted by Eagle V, Dec 26, 2013 at 10:44 am
Maybe it just lowers agility and/or dexterity as you get frostbite on hands and feet.
Posted by Eagle V, Dec 26, 2013 at 6:35 am
From a look at the code, it's perfectly possible to add such an effect. The current effects use a 'long' for bitwise comparison of effects, replacing it with a 'long long' should add 32 extra bits, and you'd get effects #32-63 to play around with. Adding an entry in ivandef.h
#define EFFECT_LEVITATE 32
and in materia.cpp (after line 143)
case EFFECT_LEVITATE: Char->BeginTemporaryState(LEVITATION, Amount); break;
would be a good start (don't know if it'd be enough).

Of course, my compiler gives 2443 errors (literally) when trying to compile so I can't test it right now.
Posted by Eagle V, Dec 26, 2013 at 5:43 am
We'll probably need a FROZEN status, too. I'd imagine there are quite a few baddies that can freeze you for a few turns. Maybe just slowed would work though.
Posted by Eagle V, Dec 26, 2013 at 4:29 am
I don't want to go codediving now, but it could be possible to make every air square function as a stair down. (Maybe not up, that'd make the dungeon too easy). As for the stairs, it might be easiest to hard-code them for each level at the start, but maybe that could be replaced by a place-linking script later on. Again, will need coding.
We'll need baddies that fly around in the air squares and swoop down sideways to attack you.