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Posted by Ischaldirh, Oct 24, 2017 at 11:15 am
A little color is nice but I think this is overkill haha
Posted by Ischaldirh, Oct 17, 2017 at 10:24 am
If you're going to add that level of detail (which sounds cool!) it might be worth thinking about materials which burn (flesh, wood, cloth, etc) and materials which do not (stone, metal, crystal, etc). Repeatedly hitting a wooden wall with fire bolts might eventually burn it down - but if the wall was made of stone, and you waited in between applications of heat, you'd never make any progress.
Posted by Ischaldirh, Oct 12, 2017 at 12:26 am
Taking this out of the vomit attack thread. For reference, the discussion has been about when (and by who) the IVAN source code was ported from C to C++. I have memories of it being me, but can't dig up the forum conversation I had with one the original IVANdevs when I was trying to port the code in order to write the Acid Shield.

chaostrom wrote
One way to find out. Is the basic script course by the original devs in C++?

Missed this my first pass through. This isn't actually in C or C++, since it mostly has to do with the script files and not the code itself. However, it references some .cpp files which indicates that (at least in September 2006) the source code had been ported to C++. However, I took the computer maintenance course (my reference point for the timeline in my memory) sometime between sept 2004 and nov 2005, so that's not really a great indicator.
Posted by Ischaldirh, Oct 11, 2017 at 11:05 am
fejoa wrote
Really? How fascinating! I thought you said your sole contribution was the acid shield?

The two would have happened at about the same time. According to my memory, I was in a "Computer Maintenance and Repair" course at the local community college at the time. I was operating on ... some machine, I'm not sure which, and got it in my mind to flex some of my recently-acquired C++ knowledge (had taken a course... two courses? ... the previous year) on IVAN. I wanted to write the aforementioned acid shield. Some discussion with the original Devs (let me see if I can find the link...) indicated that a functional acid shield would require some source-work, which meant I needed to be able to compile IVAN. Now, I did not know C, only C++, and likewise I had only a C++ compiler. Fortunately C and C++ are pretty similar languages so, ultimately it didn't take a WHOLE lot of work - I just kept compiling and chasing down syntax/index/etc errors until it worked, and away I went!

I'm not 100% that any C++-ported code you work with is a result of my work. I don't know for sure that I ever uploaded it anywhere, this happened a very long time ago (10-12 years). But I do remember doing the work at some point.

Huh. I am no longer able to find anything from the original forums, so I can't corroborate my story. This is disappointing. However in my hunting I found this, which should probably be preserved somewhere!
Posted by Ischaldirh, Oct 8, 2017 at 12:38 pm
4zb4 wrote
IVAN was ported to C++ from C at some point in the distant past

Oh shit, I wonder if that's my work. I remember doing that at one point, something like eleven years ago...
Posted by Ischaldirh, Sep 10, 2017 at 11:14 pm
It's not the "© 2017 New Attnam" at the bottom is it?
Posted by Ischaldirh, Sep 4, 2017 at 11:51 am
Shit luck I guess. Cloaks are very useful as they apply AC to every bodypart. Having a source of electricity resistance will help too. Not getting hit with lighting will help most.
Posted by Ischaldirh, Aug 16, 2017 at 9:36 am
This thread (and the "Ideas" thread) has become bloated with so much stuff that remembering *anything* from it would be pretty impressive.
Posted by Ischaldirh, Aug 2, 2017 at 11:51 am
A side note which just occurred to me: we could take a page out of the DCSS book, and allow a PC wielding a single one-handed weapon (so, swords mostly - I think most weapons have the option to be two-handed) to occasionally strike with their free hand. Chance could increase with unarmed skill.
Posted by Ischaldirh, Aug 2, 2017 at 11:49 am
Thanks Red. I was shooting in the dark as far as balance was concerned. I'm fairly confidant with the hardness and volume, but spawn chance was a total guess. Could the Cape of Flying (which, honestly, ought to be Ommel Hair by default, because red cape) be turned into an optional minor quest reward? Something on par with the sumo, but different, just to give players options? Also, an easy solution to the Cape of Quickness would be to instead have it grant agility (and/or dexterity?) buffs. This could also offer interesting tactical choices, as a player would be given the option to wear a different set of boots instead of defaulting to Boots of Agility; or they could stack the bonuses for cheese-level mobility... at the expense of protection of course.

And yeah - I could see an extension of this concept to gloves. Things like bladed gauntlets which occupy both gauntlet and weapon slot, and use unarmed skill, could be nifty! Or body armors which come with built-in gloves/boots/helmets, or helmets with incorporated amulets, etc...

As an added bonus, things like this could be used to add another dimension to item balance, as a single strong item which takes up two slots may not be as valuable as a pair of less-powerful items (i.e., bladed gauntlets, which may be fast, accurate, inherently dual-wield-y, and could hit quite hard, but you sacrifice your Gauntlets of Dexterity for them)