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Posted by fejoa, Aug 14, 2012 at 10:35 am
Personally I'd recommend playing IVAN 0.50 for best stability. Plus it's probably the most challenging version, and most of the known bugs are well documented.
Posted by fejoa, Jul 30, 2012 at 2:24 pm
BDR: I tried sending you a message. It indeed resulted in a 404. Thought I'd just help by verifying that the action indeed resluted in an 404.

Edit: There is also a large ascii sad-face on the error page.
Posted by fejoa, Jul 9, 2012 at 11:07 am
As far as I can see, the only bit where DAMAGE_TYPES (that is BLUNT, SLASH and PIERCE) is checked is inside character::AddWeaponHitMessage(...) which is in char.cpp.

There is some useful code in that function that distinguishes between the three damage types. That code could be copy-pasted to the right place so that the damage type associated with the attack is minimised in the event that the character is wearing the appropriate armor.
Beyond this I see nothing in the game's present code that actually imparts a distinguishable bonus (or disadvantage) according to damage type, making chao's suggestion above a truly novel feature.
Posted by fejoa, Jul 8, 2012 at 3:02 pm
Ah I see now. I still don't have a good picture of the fight mechanics myself. I'd need a thorough source-dive before being able to see where things would fit together.

I think all the attribute penalties are sitting in bodypart.cpp, while the function takehit{} lives inside char.cpp and that'd be a starting point. I think critical strikes are determined whenever a general Enemy->TakeHit( function is called. A strike is critical if !(RAND() % Master->GetCriticalModifier()) is true. GetCriticalModifier() returns the CriticalModifier for the char, and intrestingly the only two characters in the game with a CriticalModifier other than 20 are Ivan and the Imperialist (each have 4).

So you'd check if a hit was critical by using if(Critical) then { reduce damage } somewhere inside character::TakeHit in char.cpp
Posted by fejoa, Jul 8, 2012 at 4:42 am
A really interesting suggestion. Could it also reduce maximum damage from critical strikes?

So if we had the armorer skill in game, the player would start off with AR 10

Just for example, AR 20 could:
- reduce minimum damage by (AR - 10) / 10 = 1 pt,
- reduce max damage from critical strike by (2*(AR - 10)) / 10 = 2 pts
- affect the dexterity and agility penalties in a similar way

I don't know what realistic equations would look like, they'd probably need to account for the type of material of the armour. Would you be interested in implementing this only for armour that is ironalloy? Or across all material possibilities?

Then there would need to be some sort of training mechanism...
Posted by fejoa, Jul 7, 2012 at 4:27 am
Sounds great. I wonder if we can set up some sort of formalised badge system for people who have peer-reviewed wins in IVAN 0.50 and IVAN CVS?
Posted by fejoa, Jun 28, 2012 at 10:59 am
Yep, Tweraif has to be free (that is kill Decos) and the player must not be hostile to NEW_ATTNAM_TEAM;
So I guess when you fireballed the native beauties then you made yourself hostile. Precarious victory conditions.

How did your guy go down in the frog-pit?
Posted by fejoa, Jun 18, 2012 at 3:30 pm
That's true. It's definitely a non-urgent thing. There's probably better ways to spend precious programming time.
Posted by fejoa, Jun 17, 2012 at 9:32 am
I found I could use the 'doUse' function with both arms disabled fighting a wolf in the gloomy caves. Seeing as it is a kind of dexterity action maybe the player should need at least one useable arm as a condition to perform this action.
Posted by fejoa, Jun 12, 2012 at 3:30 pm
Hey Vasiliy. I've got a little coding challenge for you. It goes like this:

In IVAN the Wand of Mirroring creates mirrored objects from the originals and puts everything in one pile, so you can't distinguish which are the mirrored and which are the real ones (actually you can, and it is written somewhere on this forum). But for all intents and purposes mirrored items are indistinguishable from the originals. This is fine if you want to use everything up in the short term. Say if you mirrored a whole pile of Scroll of Enchant Armor, you might end up reading them all in one go then that is fine.
SPOILER ALERT. Click here to see text.
but everyone knows that mirrored stuff disappears after a little while an annoying little fact

But say you want to read only the mirrored ones and keep the originals for if you find a scroll of charging to recharge the wand of mirroring... you run the risk of losing track of the originals in the pile of mirrored stuff. Which scroll sould you read and which not?

Basically the programming challenge is this: to make a way of visibly showing which items are mirrored in the player's stack, and maybe on the ground too.

For starters, if we look in Symbol.PCX, we can see at coordinates (16, 16) that there is a little blue M symbol in the top right-hand corner of the 16x16 square. It's only a guess, but I'd say the original Devs were going to implement this feature at some stage. I can't be certain, but I think it would be a handy feature to have anyway.

Maybe you'd like to have a crack at this, maybe not, but I think it's on the critical path for short term development. Let me know what you think.