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Posted by vasiliy, Feb 11 at 9:02 pm
the easiest fix, btw, is this:
void mirrorimp::CreateCorpse (lsquare *Square) {
  // do not replace any interesting terrain
  if (!Square->GetOLTerrain()) {
    decoration *Shard = decoration::Spawn(SHARD);
    Shard->InitMaterials(MAKE_MATERIAL(GLASS));
    Square->ChangeOLTerrainAndUpdateLights(Shard);
  }
  SendToHell();
}
Posted by vasiliy, Feb 11 at 3:10 pm
also, just thought about mana more, and i have another idea. why it's a regular stat at all? for me, it belongs to "weapon expirience" stats — the more PC is using magic items, the more "magic weapon" expirience he get, just like with other kinds of weapons. and applying (breaking) wands should slightly decrease it, because that's not how magic wands are meant to be used!
Posted by vasiliy, Feb 11 at 2:56 pm
red_kangaroo wrote
Vampires should be able to drink potions of blood.
interesting idea. not that we have many such potions now — mostly troll blood, blood of various frogs, and spider blood, i believe (too lazy to check right now). we need at least human blood too, which should have a healing effect on vampire (and work as a good nutrition for humans). and of course, vampires should spawn with several bottles of human blood in their inventory.
Posted by vasiliy, Feb 11 at 2:30 pm
@red_kangaroo: wow! thank you! something is VERY wrong there. "_new" is a temporary thing, it should never be like that. as k8I keep saved games in the special archive, it is first writing new archive with "_new" suffix, and then replaces old archive by renaming. here comes the problem: in *nix, renaming will perform atomic replacement. in windows it will fail instead. i do delete the old file first in windows, but it looks like it's not enough.

the problem is that Wine still mostly uses *nix file logic, and with Wine everything works as expected. it looks like windows for some reason locked the old archive, renaming failed, and the chaos begins.

i'l try to check the code, but this one is really hard to debug: there is no bug on my system, so i can only guess what's wrong… T_T

as for "run" — it's there. `"u" — toggle running`. it took me some time to find it in "?" help too (i know that it's "u", that's how i run away from hengehogs after all! . i should prolly make a better description for it.


p.s.: the problem is prolly due to old file somehow being still opened when i'm trying to delete it. in *nix it's not a problem — deleting opened file will make it anonymous, and OS will delete it for real when it is closed. in windows, it is immediate failure. so old file cannot be deleted, new file cannot be renamed, the game is confused, everything is broken.

p.p.s.: i think i found it! i really did forget to close the old file. here, for once, windows logic would be better — with *nix silent deletion, i would never notice it!
Posted by vasiliy, Feb 11 at 3:37 am
by the way, i think that royal wizard of Aslona should have some additional uses too. maybe i'll allow him to create flaming weapons for PC. i love flaming swords (and flaming katanas in k8I, because why not? , so i want to have some way to get one besides PRNG good will. there is no fire system in k8I, but wielding a flaming weapon (or holy banana, for that matter) automatically burn webs (with a chance, of course).

and maybe imprisoned necromancer in Attnam should do the same if you accept his quest? after all, he wants you to succeed, so why don't help a little?
Posted by vasiliy, Feb 11 at 3:06 am
yeah, "mana" is prolly just a bad name. and i think that it can be merged with willpower, because what is magic if not the art of bending reality with your own will? so the player with high Will can just order the item to cooldown faster.

as for sirens, i used sound resistance and ESP items for that. full helms has some sound resistance, so sirens have less chance to charm the player (sound quality is very bad inside, definitely lo-fi! . as for ESP items, the rationale is that siren song is mind-bending, and ESP gives some protection against that. so our beloved tin helmet helps, full helmet helps a little less, and ring/amulet of ESP helps too. wear all that, and you prolly kill the siren before she manages to charm you.
Posted by vasiliy, Feb 11 at 12:24 am
...and made intelligent monsters refuse to eat zombies. my mistress eat a zombie corpse, and got leprosy. she definitely should knew better!

also, NPCs can drink antidote (if you're stupid enough to give this valuable thing to them), and water if exhausted.
Posted by vasiliy, Feb 10 at 9:41 pm
…and while i am at it… tried to teach NPCs to drink healing potions and vodka.

the code needs further testing, but basically, if some vital body part is in danger, or hp < maxhp/2, NPC will try to drink some healing potion (if it has any in the inventory, of course).

and if NPC is paniced, and has some alcohol, it will try to drink it too.

in theory, you can now give some healing liquid to your allies instead of throwing the bottles at them. note that dumb creatures (like puppies) simply cannot open the bottle, so they will not drink in this way.


ok. after some fixes i observed mistress drinking healing potion i gave to her, and growing a new arm. yay!

currently, NPC will always drink the whole potion. this prolly should be fixed later: intelligent NPCs could taste just enough to be healed. but even in it's current form it is much better than throwing healing potions to allies!

also, there is now a reason to give healing potions to spawned monsters: they know what to do with them!

by the way: if you'll manage to befriend Kaethos, and give him a healing potion, he'll drink it, and grow a new leg. this is because intelligent monsters will check if they're missing some limbs, and consider this as "need healing" situation. (yes, just checked this. it works.)
Posted by vasiliy, Feb 10 at 8:23 pm
also, i can't see why smith and tailor could not upgrade your items. hey, they definitely have their whole houses filled with different materials! so let's try this: the harden check is the same as for the player (Int), and the price is like `Item->GetPrice() * 2 + Item->GetFixPrice() * 4`. both of the conditions looks prohibitive enough to not allow player to get super-durable weapons or armor.

of course, it is usually possible to buy SoHM from librarian, but PC Int might not be high enough to use them. and of course, SoHMs are usable on any item, while s&t will only upgrade weapons and armor. let's put our gold to some use!

p.s.: ok, Attnam smith is able to harden things up to meteoritic steel, and tailor up to ommel hair. looks legit for me. they also want big enough amount of money for their work, so it is hard to abuse this. need to check Aslona NPCs too, and other smiths/tailors. but i think that i'll keep this so far, i like it.
Posted by vasiliy, Feb 10 at 7:38 pm
moved all quest-related talks to `TryQuestTalks()`, and gave Kaethos his love to sci-chat back. now any NPC could have high sci-talk chance, and it won't interfere with quests.