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Posted by fejoa, Mar 14, 2016 at 5:26 am
This is awesome, just do what you feel is right, you have my as well

Edit: cool changes in the attached images by the way
Posted by fejoa, Mar 13, 2016 at 4:12 pm
4zb4 wrote
LIVAN (CVS? Don't remember) already had something like that for the "derived undead", maybe you could appropriate it? Or have you looked at it and it's kludgy?
If it's a matter of not having the previous player's stats on hand, can't you just throw them into the bones file? I actually dunno if that's how it already works considering the ghosts seem to be of varying strength.

Just posting here to be tidy. CVS has the 'CreateUndeadConfigurations' system, so the current line of development also has this. I have used this very function to create the ghosts of characters you see in posts above. It is a really powerful way to create undead in a nicely efficient and randomized way.
Making a bones ghost is a process requiring specific, rather than generalised, info about the player. Luckily the game always spawns a ghost when the player dies. I just need to devise a way of telling how many limbs the player has left at the time of death... and some info about hair and eye colour etc. Configure the spawned ghost with this info and then viola, bones ghost.
My attempts so far have not turned up the desired results yet, and my latest thinking is that the bones ghost will need to be a derived class of a general ghost, only with some added functions and restrictions.
Posted by fejoa, Mar 13, 2016 at 4:57 am
It's a pleasure. I'm just grinding through the best way to store and retrieve the player's characteristics to assemble a ghost resembling the player - without introducing new bugs that crash the game of course
Posted by fejoa, Mar 12, 2016 at 12:12 am
Ighalli wrote
Nope. You have a 1 in (current enchantment - 3) chance to increase the level starting at +5.

You learn something new every day. I always presumed it had to do with int.
Posted by fejoa, Mar 11, 2016 at 1:57 am
Or limit the maximum enchantment depending on materials? (I'd rather not)
Doesn't intelligence or wisdom influence how much you can enchant something already?
Posted by fejoa, Mar 11, 2016 at 1:52 am
Let me know if this helped by the way.
Posted by fejoa, Mar 10, 2016 at 4:55 am
4zb4 wrote
If you were to grind your way through 5000 kobold ballsacks at 1 gold each to buy such an expensive and powerful item I'd say more power to you - you've earned it!

A kobold flesh nut?
Posted by fejoa, Mar 9, 2016 at 7:34 pm
Yeah that'd be cool. IVAN probably needs a trade and economics system.
I can imagine trade caravans streaming into Attnam or wherever, coming in to sell their wares/restock shops, a la banana growers in New Attnam
Posted by fejoa, Mar 8, 2016 at 1:39 pm
I never noticed before, and now I can't unsee it.
Posted by fejoa, Mar 8, 2016 at 4:23 am
Zayre wrote
I waited. Apparently an object within the pile caught fire from an object in the pile... And chain burnsploded.

That seems quite frightening. I wonder what combination of objects is required to make that happen?