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Posted by fejoa, Dec 17, 2017 at 7:53 pm
Ouch, that's pretty nasty...
Posted by fejoa, Dec 9, 2017 at 9:35 pm
capristo wrote
I think I've figured out that a lot of the segmentation faults I'm getting when descending to a new level are because it's trying to load the bones files from a game with different scripts.

Ah yes, I had forgotten about that one...
Caught me out a few times in the past.
Posted by fejoa, Dec 7, 2017 at 4:50 pm
As r-k says, the danger system relies in part on calculating the next monster to throw at the player based on number of moves required to make a kill, which relies in turn on HP and equipment. So it's kind of delicately balanced and so difficulty to make changes without inventing a new game.

On a related note, there's a PR up to fix the occurrence of powerful zombie spawns: https://github.com/Attnam/ivan/pull/295
Posted by fejoa, Dec 7, 2017 at 3:50 am
Ischaldirh wrote
Just something that happened...

Scary. Did she pick up and equip the amulet, or did she spawn with it?
Posted by fejoa, Nov 23, 2017 at 9:30 pm
capristo wrote
Ah nice, I bet setting IgnoreDanger to true for skeleton puppies would help them spawn more often too

You could try going into wizmode and press * and print the character danger values. If its danger value is similar to other characters in the catacombs then it will spawn when expected.
When I did this I noticed the danger values for various undead configurations were all over the place, probably the reason those powerful zombies keep appearing...
Posted by fejoa, Nov 23, 2017 at 7:10 pm
red_kangaroo wrote
Oh. I'm sorry, I broke our release.

It's cool, I didn't pick it up before, and I didn't properly realise the significance of the IgnoreDanger flag till now. We can always switch it back, ready for next release.
Posted by fejoa, Nov 23, 2017 at 5:25 pm
The reason goblin berzerkers are appearing early is because IgnoreDanger is set to true. Everywhere IgnoreDanger is used, an HP and Day requirement for generation needs to be specified. You'll notice that low hp creatures like floating eyes etc, use this feature because they wouldn't have enough stats to generate normally by the danger system. Check out proto.cpp for more details.
Posted by fejoa, Nov 23, 2017 at 1:44 pm
Horns check for creatures in a square around the player. Kenny must be beside you, because for any empty square around the player, it creates a piece of fruit. You're inside the loop that checks for creatures, that's why you have seven pieces of fruit.
Posted by fejoa, Nov 23, 2017 at 12:58 am
I found where the change was caused all this: https://github.com/Attnam/ivan/commit/586ecc0322967034c63844...

It seems like a bit of exuberance on red's part
Posted by fejoa, Nov 18, 2017 at 12:11 am
capristo wrote
The only thing I have left is ensuring that it only spawns in TX, how do I do that? I have `IsCatacombCreature = true`

I looked it up and it's similar to the vampire bat. Just add this line for the bone puppy in char.dat:

AllowedDungeons = { 2, XINROCH_TOMB, ATTNAM; }

and it should appear in either Xinroch's Tomb or the Attnamese Catacombs