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Posted by fejoa, Dec 24, 2013 at 11:00 am
Guys I'm bored. Who wants to go and build a new dungeon in the project? Azba? Anybody?
I'll put the location in and do any necessary coding.
Got any ideas for new locations / themes?
Posted by fejoa, Dec 9, 2013 at 2:39 pm
In the circular shaped room in the middle of this rock formation:

__#__
_###_
##=##
_###_
__#__

Where:
_ is empty terrain
# is rock
= is stairs down
Posted by fejoa, Dec 2, 2013 at 1:07 pm
It's possible to generate extremely large continents. So yes, it's not surprising that you'd have difficulty finding the dragon tower, or that it be a long way off. The worldmap generation system is awful, and so probably needs to be looked at with some due consideration.
Posted by fejoa, Nov 29, 2013 at 6:39 pm
First off, to create a new location you will need some means of compiling the source files.
You can use IVAN CVS or LIVAN as a starting point, or you can also use CLIVAN, but personally I think it too buggy.
The header files like ivandef.h and wterras.h etc are part of the source.

To avoid compiling, there is a precooked map location in LIVAN.
What you can do, is use a normal distribution of LIVAN, and simply use the dragon tower (which is an unfinished location) on that map and use the script files to develop a whole new dungeon to your heart's content. Wizard mode to find this location.
In this way, you can help contribute to IVAN development by creating an exciting new dungeon for people to play. The dungeon script files are fun and confusing. But mostly fun. IVAN will crash a couple of times before you get it right. See if you can work out what ``BoundedRandom'' does. If you understand how it works, then you know the right shit for making beautiful dungeons with high replayability. The original devs were so clever. Hardest thing is to balance the levels, but if you use a spreadsheet and some rough calculations you will be sweet.
Posted by fejoa, Nov 28, 2013 at 4:33 pm
Whoa Azba, funny stuff man I didn't know it was possible to do that by changing the script files alone.
Posted by fejoa, Nov 27, 2013 at 5:07 pm
Cool man, the stun gas was surprisingly simple. But I didn't know such a combination was possible. Good innovating guys
In CLIVAN I did the following:

define.dat:
#define STUN_GAS (GAS_ID + 12)

material.dat
gas
{
...
  Config STUN_GAS;
  {
    Color = rgb16(77, 188, 252);
    NameStem = "sleeping gas";
    Alpha = 200;
    AttachedGod = SILVA;
    BreatheMessage = "It smells like drowsy in here."; 
    Effect = EFFECT_KOBOLD_FLESH;
    StepInWisdomLimit = 8;
  }
}

item.dat
gasgrenade 
{
  ...
  SecondaryMaterialConfig = { 5, MUSTARD_GAS, SKUNK_SMELL, FART, MAGIC_VAPOUR, STUN_GAS; }
  MaterialConfigChances = { 5, 50, 10, 1, 10, 50; }
  ...
}

I tested it out in New Attnam in combination with mustard gas and you can clear out Richel Decos pretty smartly.
Posted by fejoa, Nov 25, 2013 at 12:40 pm
Zayre wrote
If I remember correctly, CLIVAN has a vampire inside of it. You can get Vampirism through eating it's body.

There is also a chance you can catch vampirism from being bitten by a vampire.
When unarmed, the bite attack alternates between hitting and biting in this ratio:

truth humanoid::Hit(...etcetera

	if(StateIsActivated(VAMPIRISM) && !(RAND() % 2))
	{
		Chosen = USE_HEAD;
	}

I think it is 50% of the time an unarmed attack results in a bite when being a humanoid afflicted by vampirism.
Posted by fejoa, Nov 24, 2013 at 8:21 am
Sorry lum4r, won't do it again
Posted by fejoa, Nov 24, 2013 at 8:14 am
Yeah careful with the game balance.
You can create vampires by giving such a character a special bite effect. Just use the code from SPOILER ALERT. Click here to see text.
Neerc Se-ulb (see gear.cpp)
to reproduce the life-drain effect as a bite effect. (Check CLIVAN code to see how this is done).

Trickier still is to introduce a PC state (like Hasted, Lycanthropic etc) called Vampirism and allow the player to drain life using his bite attack, and reprioritise this attack as the default unarmed attack. I balanced this out in CLIVAN by making it so certain PC's stats (wis, int and cha) would deteriorate faster (probably needs to go a bit faster).
Then think of a way to allow vampirism to propagate though the game (obvious one is chance of receiving vampirism if getting bitten by a vampire).
Posted by fejoa, Nov 23, 2013 at 7:06 pm
Ha great stuff Cap, works like a charm now.