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Posted by Ischaldirh, Mar 4, 2008 at 1:09 am
So I did a bit of script-hacking earlier, and created some simplish items which I may hopefully enhance later. They are all "enhanced" stat-boost gear, i.e. the boots are a combination of boots of Strength and boots of Agility, the helmet gives you Charisma and Perception, etc. The armor is the only real exception, granting you 15 fire and electricity resistance, and 3 poison and acid resistance. Eventually, if I ever brush off my coding skills, I intend to make them work as a "set", and grant additional bonuses the more of them you have. The downside to these items? Not only are they quite rare, but they are also made of ommel bone, and cannot be CMed. They'll last a while, but sooner or later they will rot off of your body.

I present to you, the Items of the Ommel:

  Config ARMOR_OF_THE_OMMEL;
  {
    StrengthModifier = 160;
    DefaultSize = 80;
    DefaultMainVolume = 5000;
    BitmapPos = 64, 208;
    Possibility = 2;
    NameSingular = "armor";
    PostFix = "of the Ommel";
    MainMaterialConfig = { 2, OMMEL_BONE, OMMEL_TOOTH; }
    MaterialConfigChances = { 2, 100, 1; }
    InElasticityPenaltyModifier = 20;
    FireResistance = 15;
    ElectricityResistance = 15;
    AcidResistance = 3;
    PoisonResistance = 3;
    BaseEnchantment = 0;
    Price = 500;
    PriceIsProportionalToEnchantment = true;
    EnchantmentPlusChance = 1;
    IsMaterialChangeable = false;
  }

  Config BROKEN|ARMOR_OF_THE_OMMEL;
  {
    Possibility = 4;
    StrengthModifier = 75;
    BitmapPos = 64, 224;
    FormModifier = 20;
    Price = 50;
    MainMaterialConfig = { 2, OMMEL_BONE, OMMEL_TOOTH; }
    MaterialConfigChances = { 2, 75, 1; }
    EnchantmentPlusChance = 2;
    InElasticityPenaltyModifier = 35;
    FireResistance = 5;
    ElectricityResistance = 5;
    AcidResistance = 1;
    PoisonResistance = 1;
  }
  Config BOOT_OF_THE_OMMEL;
  {
    Possibility = 2;
    PostFix = "of the Ommel";
    MainMaterialConfig == OMMEL_BONE;
    MaterialConfigChances == 100;
    AffectsLegStrength = true;
    AffectsAgility = true;
    Price = 150;
    BaseEnchantment = 1;
    PriceIsProportionalToEnchantment = true;
    EnchantmentPlusChance = 1;
    IsMaterialChangeable = false;
  }

  Config BROKEN|BOOT_OF_THE_OMMEL;
  {
    DefaultSize = 30;
    FormModifier = 30;
    BitmapPos = 80, 368;
    Possibility = 4;
    AffectsLegStrength = false;
    AffectsDexterity = false;
    Price = 60;
    EnchantmentPlusChance = 2;
    InElasticityPenaltyModifier = 30;
  }
  Config GAUNTLET_OF_THE_OMMEL;
  {
    Possibility = 2;
    PostFix = "of the Ommel";
    MainMaterialConfig == OMMEL_BONE;
    MaterialConfigChances == 100;
    AffectsArmStrength = true;
    AffectsDexterity = true;
    Price = 150;
    BaseEnchantment = 1;
    PriceIsProportionalToEnchantment = true;
    EnchantmentPlusChance = 1;
    IsMaterialChangeable = false;
  }

  Config BROKEN|GAUNTLET_OF_THE_OMMEL;
  {
    DefaultSize = 30;
    FormModifier = 30;
    BitmapPos = 80, 368;
    Possibility = 4;
    AffectsArmStrength = false;
    AffectsDexterity = false;
    Price = 60;
    EnchantmentPlusChance = 2;
    InElasticityPenaltyModifier = 30;
  }
  Config HELM_OF_THE_OMMEL;
  {
    DefaultSize = 40;
    DefaultMainVolume = 250;
    StrengthModifier = 150;
    FormModifier = 25;
    BitmapPos = 48, 32;
    Possibility = 2;
    PostFix = "of the Ommel";
    AffectsPerception = true;
    AffectsCharisma = true;
    MainMaterialConfig == OMMEL_BONE;
    MaterialConfigChances == 100;
    BaseEnchantment = 1;
    Price = 160;
    PriceIsProportionalToEnchantment = true;
    CoverPercentile = 90;
    HelmetBitmapPos = 96, 432;
    EnchantmentPlusChance = 2;
  }

  Config BROKEN|HELM_OF_THE_OMMEL;
  {
    BitmapPos = 64, 32;
    Possibility = 4;
    Price = 50;
    AffectsPerception = false;
    AffectsCharisma = false;
    HelmetBitmapPos = 112, 448;
    EnchantmentPlusChance = 4;
  }

And the Cloak of Protection:

  Config CLOAK_OF_PROTECTION;
  {
    DefaultMainVolume = 3750;
    Possibility = 1;
    StrengthModifier = 350;
    PostFix = "of protection";
    Price = 500;
    MainMaterialConfig = { 5, NYMPH_HAIR, OMMEL_HAIR, PHOENIX_FEATHER, ANGEL_HAIR, SPIDER_SILK; }
    MaterialConfigChances = { 5, 100, 50, 20, 7, 1; }
    EnchantmentPlusChance = 3;
  }

  Config BROKEN|CLOAK_OF_PROTECTION;
  {
    Possibility = 3;
    StrengthModifier = 125;
    Price = 300;
    EnchantmentPlusChance = 5;
    MainMaterialConfig = { 4, OMMEL_HAIR, PHOENIX_FEATHER, ANGEL_HAIR, SPIDER_SILK; }
    MaterialConfigChances = { 4, 100, 50, 15, 3; }
  }

  Config BRACER;
  {
    Possibility = 200;
    DefaultMainVolume = 150;
    StrengthModifier = 95;
    NameSingular = "bracer";
    InElasticityPenaltyModifier = 10;
    MainMaterialConfig = { 7, LEATHER, HARDENED_LEATHER, COPPER, BRONZE, IRON, STEEL, METEORIC_STEEL; }
    MaterialConfigChances = { 7, 1000, 750, 400, 300, 150, 75, 15; }
  }

  Config BROKEN|BRACER;
  {
    InElasticityPenaltyModifier = 15;
    MainMaterialConfig = { 8, HARDENED_LEATHER, BRONZE, IRON, STEEL, METEORIC_STEEL, DRAGON_HIDE, ARCANITE, MITHRIL; }
    MaterialConfigChances = { 8, 500, 700, 550, 400, 250, 5, 40, 10; }
    EnchantmentPlusChance = 20;
  }

Don't forget to define them when you add them in. Any comments (balancing, problems, etc) are welcome.
Posted by Ischaldirh, Mar 3, 2008 at 11:46 pm
I had to read the first paragraph twice before I caught it.
Posted by Ischaldirh, Mar 3, 2008 at 11:45 pm
Bah, depends on how long before the next one.
Posted by Ischaldirh, Mar 3, 2008 at 11:34 pm
As the last couple days have proven, a certain thread maybe shouldn't have been locked.
Posted by Ischaldirh, Mar 1, 2008 at 12:25 pm
Three cheers for Erno! We should re-start the honor rolls. I've been trying to get on them for the last couple weeks, to no success. Stupid game and it's hardness... I might have to resort to using pets...
Posted by Ischaldirh, Feb 29, 2008 at 11:49 pm
I'm afraid DosBox won't run IVAN. It's designed to run in Windows.
Posted by Ischaldirh, Feb 21, 2008 at 9:53 pm
That's a tip, not a detail.
Posted by Ischaldirh, Feb 21, 2008 at 9:52 pm
Nice. I assume said room was undisturbed?
Posted by Ischaldirh, Feb 20, 2008 at 12:24 pm
I DO know that if certain level features are disturbed a bones WON'T be created on that level. And I think the stairway access to UT4 is one of those features.
Posted by Ischaldirh, Feb 19, 2008 at 10:17 pm
Really? I didn't think named enemies changed their equipment either. Huh.

Anyways just to point it out because I can, Danny could have spawned AFTER said character was dead.