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Posted by Pent, Sep 9, 2014 at 6:43 pm
I don't want any involvement in a discussion on perceived misogyny or any similar bullshit, so I'll just say this:

It's IVAN. We are pretty much the only people who will see it anyways, so it doesn't matter if some preteen girls on tumblr would be offended by it.
Posted by Pent, Sep 9, 2014 at 8:55 am
Wouldn't distinguishing sex below full body armor only serve to walk the line of misogyny anyways? Female PCs are fine, but it should consist solely of separate player sprites, with no other major changes (only pronouns used by NPCs and such, maybe some alternate dialog).

In any case I'm completely with Somagu.


On second thought, I'm staying out of this discussion entirely.
Posted by Pent, Sep 1, 2014 at 1:09 am
4zb4 wrote
  • A monster tagged with "IsEnormous" blocks the player's line of sight as though it were a wall. Our first example of this is Huang Ming Pong the sumo wrestler.

Being 2 in the morning here, I read this as "IsErnomous" and came this close to checking the Scripts.

I remember seeing the tag, but never realized what it actually did. That plant thing is pretty cool too; I wonder if any other monster types take bonus damage from certain weapons?
Posted by Pent, Aug 13, 2014 at 10:27 pm
From what I gathered from the various text files 4zb4's description of Terra being for earth and Silva for nature is correct, with the two being merged at some point.

And Warheck is correct: if you look in define.dat and ivandef.h you'll see that TERRA and SILVA are actually both defined as the same god, meaning anything labeled TERRA in the scripts is actually attached to Silva.

#define VALPURUS 1
#define LEGIFER 2
#define ATAVUS 3
#define DULCIS 4
#define SEGES 5
#define SOPHOS 6
#define TERRA 7
#define SILVA 7
#define LORICATUS 8
#define MELLIS 9
#define CLEPTIA 10
#define NEFAS 11
#define SCABIES 12
#define INFUSCOR 13
#define CRUENTUS 14
#define MORTIFER 15
#define ATHEIST 16
Posted by Pent, Aug 12, 2014 at 6:34 pm
4zb4 wrote
I think Eagle's method would work best to prevent the exploit. You still have the effective end result of an unusable weapon (banana) but now you only have the equivalent of a spoiled banana's worth of nutrition in your hand. Though I could complain about the fact that at least a banana weapon can be changed back, I won't because that's pretty much a waste of a SoCM in my opinion.

If the weapon was +10 or something and you screwed up and turned it to banana then it could be worth a SoCM to recover it. As far as the actual trick is concerned, its usefulness is somewhat curbed by the fact that praying to a pissed off Loricatus can result in hostile angels killing you. Hunger is rarely an issue once you get past the UT anyways, so clever use of the god mechanics if you're in a bind and need food doesn't seem too bad.
Posted by Pent, Aug 11, 2014 at 9:46 pm
Genies' flesh is made of magical air. There should be a small chance when rubbing a lamp of getting a fart genie instead who asks for your wish then ignores it and gives you a random item.
Posted by Pent, Aug 10, 2014 at 9:32 pm
Wait, acid shields spill acid? I always assumed they were just effective at shielding against acid or something and never used them.

Anyways, here's the code for the hedgehog's spine defense:

void hedgehog::SpecialBodyDefenceEffect(character* Enemy, bodypart* BodyPart, int Type)
{
  if(Type != WEAPON_ATTACK && RAND() & 1)
  {
    if(Enemy->IsPlayer())
      ADD_MESSAGE("%s spines jab your %s!", CHAR_POSSESSIVE_PRONOUN, BodyPart->GetBodyPartName().CStr());
    else if(CanBeSeenByPlayer() || Enemy->CanBeSeenByPlayer())
      ADD_MESSAGE("%s spines jab %s!", CHAR_POSSESSIVE_PRONOUN, Enemy->CHAR_NAME(DEFINITE));

    Enemy->ReceiveBodyPartDamage(this, 1 + (RAND() & 1), PHYSICAL_DAMAGE, BodyPart->GetBodyPartIndex(), YOURSELF, false, false, true, false);
    Enemy->CheckDeath(CONST_S("killed by the pointy spines of ") + GetName(INDEFINITE), this);
  }
}

So basically if you hit it without a weapon you have a 50% chance of taking 1-2 damage to the bodypart you hit it with. You could easily cannibalize that code along with, say, the acid shield's, and come up with something like this:

void spikedshield::BlockEffect(character* Blocker, character* Attacker, item* Weapon, int Type)
{
  if(Type != WEAPON_ATTACK)
  {
    if(CanBeSeenByPlayer() || Enemy->CanBeSeenByPlayer())
      ADD_MESSAGE("%s is stabbed by the spikes of the shield!", Attacker->CHAR_DESCRIPTION(DEFINITE));

    /* Damage could be whatever; this is just the formula for Mjolak's bonus damage. */
    Enemy->ReceiveBodyPartDamage(this,  5 + (RAND() % 6), PHYSICAL_DAMAGE, BodyPart->GetBodyPartIndex(), YOURSELF, false, false, true, false); 
  }
}

This example would do damage every time you block an unarmed attack (rather than the 50% chance of the hedgehog's) because punching/biting metal spikes has got to hurt. Doing something similar with armor would be a bit more complicated, since there are no armors that have effects like this, and as such you'd need to figure out where to actually place the call to the armor's retaliation function (probably in the character::TakeHit function somewhere).
Posted by Pent, Aug 5, 2014 at 6:12 pm
Batman? wrote
the wiki shows the Helm of Brilliance as imrpoving Int and Wi - it only affect Int. The Helm of understanfing affect Wi. I would correct it myself but I have no idea how.

That comes from LIVAN/CLIVAN, where, IIRC, the helmet of understanding is removed and the helmet of brilliance increases both stats. I added an entry for it in the chart on the Helmets page.
Posted by Pent, Aug 5, 2014 at 6:10 pm
Just tried it out; they still attack you if you're standing in your own fart. It still gives you a good method of baiting them though: if you're in a narrow tunnel, you can zap them from behind the fart, then when they start moving away you can step into the fart and they'll come back towards you. Step out of the fart and repeat.
Posted by Pent, Aug 3, 2014 at 10:33 pm
I was finally able to get IVAN to run in 64-bit without segfaulting during savefile loading, thanks to dlbeswick, who solved the problem 2 years ago, but whose post was lost in the depths of the forum.

I updated the repo, as it's an important fix for Linux and OS X users (btw, if anyone here uses either, please test this out to make sure it works and that my tests weren't all flukes; I'll provide help/instructions if anyone wants). It doesn't really affect windows as much since mingw gives you a 32-bit executable anyways, though it would be required for anyone who is using a 64bit compiler. Cross compiling as 32-bit on linux was a bitch though, so this should be much better.

Also, highscore files created by 32-bit IVAN executables might not be compatible, though I'm not sure of this yet.