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Posted by fejoa, Oct 5, 2011 at 11:48 am
My guess is that the magic mushrooms need to "smell" in order to undergo some kind of sexual reproduction. Their gametes are the magic clouds.

What you need is to edit the script file, char.dat, in this way:
  ClassStates = GAS_IMMUNITY;

Posted by fejoa, Sep 15, 2011 at 11:40 am
Good idea about the tree-wall tileset. I'll get working on it once I have time again. I started my new job and it definitely demands more attention than slacking around at varsity. Maybe I can make hedges, and then build a hedge-maze level. \o/
All I have to do is make the levels "IsOutside = true" and make the solid earth terrain resemble the trees. I'll also need to fix the earthquake bug if this happens, to prevent the infinite loop. Maybe open terrain needs a separate earthquake algorithm.
Posted by fejoa, Sep 9, 2011 at 2:14 pm
Hmm, I'll definitely make the characters you mentioned a bit tougher. I think there may be too many monsters on the bridge and the prison. If I lower the amount, I'll have to increase the difficulty level or the respawn rate. 1.5 is pretty big, but I'm sure it will be a worthwhile victory to pursue if I tighten some of the loose screws.

I must also remember to tone down the old Dragon Cuirass... maybe they should be made of stone materials.
Posted by fejoa, Sep 7, 2011 at 11:24 am
PapaLongDong wrote
One more thing is that I think the mango tree victory should give a score multiplier. I noticed it didn't give very much, if any bonus compared to my other deaths which made around the same progress

Sorry about this nasty trap as well. I set it to 1, which is the same as normal death. Elpuri victory is worth 2 times the score. You see, I didn't know how difficult the victory would be as compared to the Elpuri or other victories. I know for certain it is easier to complete the mango tree victory. What's your opinion on the difficulty? I'm thinking of setting a score level between 1.25 and 1.5 times for the mango tree victory.

Does that seem reasonable, or does it need to be made more difficult?
Posted by fejoa, Sep 3, 2011 at 3:57 am
Good on you Papa for sticking it out and testing out the new dungeon more or less to the end. It looks like there may be a few too many monsters. I think that may be because of the respawn rate of monsters on that level, they reappear quite soon. I don't really know if it's a bug, perhaps it is a feature. I know that invisibility makes the game quite a lot easier in the forest since most monsters don't notice you.
Posted by fejoa, Sep 3, 2011 at 3:43 am
Hmm. Perhaps there should have been a separate prisoner team after all. I'll see to it that this is fixed in the next release.
Posted by fejoa, Aug 27, 2011 at 4:21 pm
Detect Enner Beast Flesh.

Congrats Stihdjia on the high priest victory
Posted by fejoa, Aug 24, 2011 at 1:25 pm
Thanks for the encouragement Erno
The tricky part is where to begin with dungeon scripting? I'll read Holybanana's stuff carefully and see if I can keep it in a similar style. I'd like to know what people would like to know about dungeon engineering.

In other news, I updated CLIVAN to fix the sumo crash, I rebalanced spetums, tip swords and knight swords so they are harder to find and are made of straightforward materials. You'll also have a higher chance to find broken versions of those meleeweapons over normal ones. I switched damascus steel and adamant around, and damascus steel sits just above meteoric steel for hardness, so the iron alloy family is now a bit more linear.
Posted by fejoa, Aug 21, 2011 at 10:58 am
Actually, I don't feel particularly qualified to write up a cook book on dungeon scripting. I doscovered something new while trying to do so. And so the word of the day is ``BoundedRandom''.

Just try copying and pasting the Gloomy Caves plugging it into the dragon tower and making changes to that for starters. That will help you learn the what bits do what.
Once you're satisfied with your ability to manipulate the script, then you can script from scratch (still a lot of copy and paste).

While you explore, keep a paper notebook of what you're doing, and write down your ideas. Be open to the possibility it may be a long process. I spent about 6 months sourcediving and squinting at the code before I began compiling :/

Also, if you get stuck, I can help

Start by changing the grassy ground in New_Attnam to sand!
Posted by fejoa, Aug 19, 2011 at 5:08 pm
4zb4 wrote
...but I just can't get my head around how the heck the dungeon.dat file works... especially when it comes to random rooms/making the dungeon appear on the world map :[

Making a totally new dungeon appear in the worldmap requires a little bit of code to instantiate it in the wordmap. The unfinished dungeons just need scripting only (and maybe a little coding to make it snazzy, but that might come later).

Scripting is tricky and time consuming, because the only feedback is to go into the game and playtest it to see if what is scripted corresponds to the intended design.

Perhaps I'll write an IVAN dungeon building cookbook explaining what goes where.