Ideas

Nov 26, 2013, 11:31 pm
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Location: Standing between all life and death
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Rather than kobold flesh, use the floating eye. For the stun grenade, that is. Or perhaps you could have them separate.
Nov 26, 2013, 11:46 pm
Joined: Nov 22, 2013
Occupation: Unemployed bastard
Location: Chile
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Sounds interesting. The only way I can imagine doing that with scripting would be by changing the ingame name and color to the same. They would still stack in their respective type, though. Unless there's a way to make them all one single grenade with all the effects chosen at random when detonates or something.

I also added new liquids.

There's a small chance to find vomit in bottles just for the lolz. I made it a different liquid but with the same name coz if you vomit this one over your pet for instance, you both would vomit each other to death since the effect make you sick again. It's basically a liquid and weak version of the school food. Oh, and it's orange colored coz that's the color of vomit in my mod.
Config VOMIT_DRINK;
{
StrengthValue = 1;
NutritionValue = 200;
Color = rgb16(231, 118, 0);
NameStem = "vomit";
Alpha = 175;
Flexibility = 35;
AttachedGod = SCABIES;
RustModifier = 200;
Acidicity = 10;
Effect = EFFECT_SCHOOL_FOOD;
EffectStrength = 15;
StepInWisdomLimit = 5;
}

This one works as a glue you can throw at monsters or a corner and whoever steps in there get stuck. It also causes some acidic damage. It might kill you if you drink it.
Config DRAGON_DROOL;
{
StrengthValue = 3;
NutritionValue = 50;
Flexibility = 50;
Color = rgb16(144, 144, 240);
NameStem = "dragon drool";
Alpha = 175;
AttachedGod = SILVA;
Stickiness = 75;
Acidicity = 10;
RustModifier = 250;
CommonFlags = Base|IS_VALUABLE;
InteractionFlags = Base|AFFECT_INSIDE;
}

chaostrom wrote
Rather than kobold flesh, use the floating eye. For the stun grenade, that is. Or perhaps you could have them separate.
What is the difference between them? Also, where can I find attack effects? They don't seem to be in Char or Define.
Nov 27, 2013, 1:21 am
Joined: Dec 11, 2008
Posts: 1,770
Chiko wrote
Sounds interesting. The only way I can imagine doing that with scripting would be by changing the ingame name and color to the same. They would still stack in their respective type, though. Unless there's a way to make them all one single grenade with all the effects chosen at random when detonates or something.

I don't quite remember what determines whether an item tells you its contents, but what I can do is this:
smokegrenade 
{
  DefaultSize = 15;
  Category = MISC;
  BitmapPos = 110, 32;
  DefaultMainVolume = 50;
  NameSingular = "smoke grenade";
  FormModifier = 15;
  AttachedGod = CRUENTUS;
  Possibility = 75;
  Price = 50;
  MainMaterialConfig == TIN;
  SecondaryMaterialConfig = { 4, WHITE_SMOKE, NERVE_GAS, TEAR_GAS, VODKA_VAPOR; }
  MaterialConfigChances = { 4, 50, 10, 1, 10; }
  Adjective = "unlabelled"  
  Alias == "smoke grenade";
}
And have all those gas materials mentioned share the same colour (white). All I need to do is track down what allows an item to advertise its secondary material and get rid of it. Like how bananas are containers but do not advertise the fact they are filled with banana flesh.

Chiko wrote
What is the difference between them? Also, where can I find attack effects? They don't seem to be in Char or Define.
You probably already found EFFECT_KOBOLD_FLESH under material.dat, and that's all you're going to be able to use so far as just script editing goes.
Floating eye's special effect can only be found in the source code:
int floatingeye::TakeHit(character* Enemy, item* Weapon, bodypart* EnemyBodyPart, v2 HitPos, double Damage, double ToHitValue, int Success, int Type, int Direction, truth Critical, truth ForceHit)
{
  if(CanBeSeenBy(Enemy) && Enemy->HasEyes() && RAND() % 3 && Enemy->LoseConsciousness(150 + RAND_N(150))) /* Changes for fainting 2 out of 3 */
  {
    if(!Enemy->IsPlayer())
      Enemy->EditExperience(WISDOM, 75, 1 << 13);

    return HAS_FAILED;
  }
  else
    return nonhumanoid::TakeHit(Enemy, Weapon, EnemyBodyPart, HitPos, Damage, ToHitValue, Success, Type, Direction, Critical, ForceHit);
}
Also notice you can apply this to any enemy's attack if you want. Floating eye only triggers it upon taking a hit, but if you wanted to be an arse you could make an enemy that does it after every attack.
Nov 27, 2013, 5:07 pm
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,060
Cool man, the stun gas was surprisingly simple. But I didn't know such a combination was possible. Good innovating guys
In CLIVAN I did the following:

define.dat:
#define STUN_GAS (GAS_ID + 12)

material.dat
gas
{
...
  Config STUN_GAS;
  {
    Color = rgb16(77, 188, 252);
    NameStem = "sleeping gas";
    Alpha = 200;
    AttachedGod = SILVA;
    BreatheMessage = "It smells like drowsy in here."; 
    Effect = EFFECT_KOBOLD_FLESH;
    StepInWisdomLimit = 8;
  }
}

item.dat
gasgrenade 
{
  ...
  SecondaryMaterialConfig = { 5, MUSTARD_GAS, SKUNK_SMELL, FART, MAGIC_VAPOUR, STUN_GAS; }
  MaterialConfigChances = { 5, 50, 10, 1, 10, 50; }
  ...
}

I tested it out in New Attnam in combination with mustard gas and you can clear out Richel Decos pretty smartly.
Nov 27, 2013, 6:18 pm
Joined: Dec 11, 2008
Posts: 1,770
Warheck wrote
I tested it out in New Attnam in combination with mustard gas and you can clear out Richel Decos pretty smartly.

I dunno if you noticed since it's (holy crap) 4 years old now, but I made a guide specifically for mustard gassing your way to victory.

Mustard gas doesn't trigger hostility, and therefore is broken as hell
Unfortunately the guide is only applicable as far as non-randomgen rooms go. Which means it's also useful for raiding dungeon shops of course.
Nov 27, 2013, 8:15 pm
Joined: Nov 22, 2013
Occupation: Unemployed bastard
Location: Chile
Interests: Gaming, Modding
Posts: 64
Totally unrelated but is there a way to make it so bones cannot rot but be still edible? I find it wrong for all bone items to rot away like that. D:

Edit: Also, is it possible to add more than 1 effect in a single material? I made the mustard gas less deadly but I want to add that fear effect I saw somewhere in another material.
Nov 27, 2013, 9:58 pm
Joined: Dec 11, 2008
Posts: 1,770
Chiko wrote
Totally unrelated but is there a way to make it so bones cannot rot but be still edible? I find it wrong for all bone items to rot away like that. D:

SpoilModifier = 48000;
Making this number larger under Config BONE will extend its lifespan, but will not make it permanently un-rottable.
What you could try instead is moving BONE out of the organic area and into the stone or leather sections but keeping its ConsumeType entry and see if that works.

Chiko wrote
Also, is it possible to add more than 1 effect in a single material? I made the mustard gas less deadly but I want to add that fear effect I saw somewhere in another material.
Simply separate the effects via a "|" like this:
    Effect = EFFECT_ESP|EFFECT_POISON;
    EffectStrength = 5;
Some effects require an effect strength entry, others do not. It shouldn't do any harm to keep it there anyway.
It seems this method doesn't quite work, although it won't cause the game to crash. Odd.
In that case, you'd have to make a new EFFECT which would involve more source code modding...

EDIT:
THIS IS HILARIOUS!
While messing with the gas grenade entry, I changed the effect to be the same as Pea Soup. The result? Anyone who breathes in the gas farts uncontrollably until it wears off.
What have I done.

They're still farting! You can even draw with the fart clouds!

IVAN characters now self-propelling, complete with contrails!
Please, please guys we HAVE to have this effect added in to our development. HAVE TO!
Nov 27, 2013, 10:29 pm
capristo's avatar
The Imperialist


Joined: Dec 2, 2007
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Posts: 2,066
hahaha that's the best mod yet
Nov 27, 2013, 10:33 pm
Joined: Dec 11, 2008
Posts: 1,770
We have to do this.
Quote
4:24 p.m. - Captain Sledge: Make fart cloud mines that make you vomit uncontrollably
4:24 p.m. - Captain Sledge: Large mines will be called "king assrippers"
4:23 p.m. - Azba: hahaha
4:23 p.m. - Azba: I was considering making farts very slightly poisonous
4:24 p.m. - Azba: so initially it wouldn't do much
4:24 p.m. - Azba: but if you're around them too much you start to vomit
4:24 p.m. - Azba: also gives the useful effect of gassing the shit out of anything you're running away from in a narrow corridor
4:25 p.m. - Captain Sledge: Maybe make king assripper a unique that shows up like IVAN
4:25 p.m. - Captain Sledge: Ivan*
4:25 p.m. - Azba: A miniboss perhaps
4:25 p.m. - Captain Sledge: "A thunderous fart ripples through the cave."
4:25 p.m. - Captain Sledge: "Damn!"
4:25 p.m. - Azba: DAYUM
4:25 p.m. - Azba: drops stained underpants
4:25 p.m. - Captain Sledge: haha
4:25 p.m. - Azba: equippable
4:25 p.m. - Azba: enchanted with the effect that you too start ripping ass
4:25 p.m. - Azba: I really do like the idea of an enemy that slowly gasses out the whole floor
4:26 p.m. - Captain Sledge: 责罚 . says (8:26 PM)
You found a seven-pound can of beans.
4:26 p.m. - Azba: oh god
4:27 p.m. - Captain Sledge: Why not just replace enner with king assripper?
4:26 p.m. - Azba: I think Enner deserves to be there
4:27 p.m. - Captain Sledge: No yeah
4:27 p.m. - Captain Sledge: I just mean like
4:27 p.m. - Captain Sledge: As a mod
4:27 p.m. - Captain Sledge: Or a random replacement of enner that is functionally identical
4:27 p.m. - Azba: I'd still have to source dive
4:27 p.m. - Azba: oh god
4:27 p.m. - Azba: oh jeez
4:27 p.m. - Azba: THIS WOULD BE SO EASY
4:27 p.m. - Azba: Replace enner's shout with farts like you suggested
4:27 p.m. - Azba: also causes FEAR
4:28 p.m. - Azba: You hear thunderous assripping!
4:28 p.m. - Azba: You panic!
4:28 p.m. - Azba: I'm putting this in the ideas thread
4:28 p.m. - Azba: there's no way I'm passing up an uncontrollable fart trap or ass ripping mosnter
4:28 p.m. - Azba: *monster
4:29 p.m. - Azba: I'm sure the IVAN devs would be proud

Quote
4:31 p.m. - Azba: because Enner's a fixed spawn it's a lot easier
4:31 p.m. - Azba: chuck a chance under his spawn entry and we're golden
4:32 p.m. - Captain Sledge: The question is would he do the same amount of damage as enner?
4:31 p.m. - Azba: making King Assripper on the other hand will be slightly more difficult but we could likely copy a lot of enner's code
4:32 p.m. - Azba: I'd be inclined to make him rely on panicking and poison-gassing the character
Nov 27, 2013, 10:53 pm
Joined: Nov 22, 2013
Occupation: Unemployed bastard
Location: Chile
Interests: Gaming, Modding
Posts: 64
LOL! I have never come across Pea Soup so I didn't know you could fart from eating it. xD

It's similar to adding poison effect to vomit. Me and my pet vomited on each other nonstop to death. Talking about that, I'm gonna make some NPCs have different vomit. I'm also thinking about making an unique dog that drools a sticky liquid.

Quote
Making this number larger under Config BONE will extend its lifespan, but will not make it permanently un-rottable.
What you could try instead is moving BONE out of the organic area and into the stone or leather sections but keeping its ConsumeType entry and see if that works.
I did for the Ommel bone and tooth since you can't eat those anyways. Bone got only an increased spoil modifier. Dogs eat them so it might made taming them with bones impossible.

EDIT: That sounds like an amazing idea! I couldn't stop laughing for a minute at the "A thunderous fart ripples through the cave" part. xD

EDIT2: I tried to add a new container, a leather backpack but it doesn't work as intended. It's indestructible and has a lock configuration despite changing those 2 things to "false". It was a nice container, something in between a small chest and a strongbox. I guess I could add it as a "cloak of carrying" instead.
Nov 28, 2013, 4:33 pm
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Posts: 1,060
Whoa Azba, funny stuff man I didn't know it was possible to do that by changing the script files alone.
Nov 28, 2013, 4:41 pm
Joined: Dec 11, 2008
Posts: 1,770
There's a LOT you can do with nothing but the script files.
I'm considering writing up a guide so that less C++ inclined people can still help contribute. Or at least have a little fun with IVAN by themselves.
May 24, 2014, 9:35 am
red_kangaroo's avatar
elder dark mage


Joined: Apr 2, 2014
Location: North Tyris
Posts: 526
Special case Lycanthropy

Lycanthropy as a disease is interesting change in play as you polymorph into something powerful yet unable to use any armor or weapons. Unfortunately, it has another disadvatnage that nearly prevents it from being a viable strategy choice (yay for were victory!), the disadvantage being that you lose all your attribute training and skills you gained while in were form.

I know that Lycanthropy is a disease yet I zhink it might be interesting to enable a werewolf player to use this even after the UT.

So, I say special case the polymorph from Lycanthropy:

  • All your attribute changes, skills and injuries in werewolf form are saved, the same way as with your true form now. This means that when you turn to werewolf, you can train biting, gain Agi or End and be hurt, retaining all changes for future transformations.
  • Let the Lycanthropy from eating werewolf flesh be permanent, not just long-term as now. You can still cure it with antidote or priest.
  • Let all random (non-controlled) polymorph while lycanthropic turn you between your two forms (eat a mutant as a werewolf to become human and vice versa). Controlled polymorphs are the same as for non-lycanthropes.
  • Maybe let the werewolf wear at least cloak, so you can use your cloak of fire resistance and not die to the first mine in GC.

This way, you could actually work out and beef up your were form enough to bite Elpuri in two - and having biting skill of 16 would be simply cool.

Edit: silver vulnerability?
Jun 3, 2014, 7:28 am
red_kangaroo's avatar
elder dark mage


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Would it be possible to name items as well as creatures? Sometimes I really wish I could name the wand of teleport with the number of charges it has.
Jun 3, 2014, 2:03 pm
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That's a grand idea.
Jun 4, 2014, 4:33 am
[Eire]MadHatter's avatar
mutant ass


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What about rotting corpses turning into piles of bones once rotten has finished?

and from those bones you can create a creatures specific to what it was before?
Jun 4, 2014, 4:56 am
Joined: Nov 22, 2008
Interests: IVAN
Posts: 1,163
That would be pretty awesome, thought I think the current implementation would require you to add a "skeletal something" for each creatures that has bones, unless there's a way to add the 'skeletal' template to something? But then you'd get a "skeletal zombie" which should of course be "skeletal human" or just "skeleton". Also, I think spiders have exoskeletons, which would make the undead version an "exoskeletal spider" maybe? (Random tidbit: According to wikipedia, spiders have no extensor muscles but use hydraulics instead, how awesome is that?)

Musings/ramblings aside, I think it's a great idea. You could even have a small chance for a rotting body to spawn a "large maggot" every turn or so. Maybe your dog (or you, in wolf form) could get sick from eating frog/unicorn bones, too.
Jun 4, 2014, 5:28 am
red_kangaroo's avatar
elder dark mage


Joined: Apr 2, 2014
Location: North Tyris
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Eagle V wrote
That would be pretty awesome, thought I think the current implementation would require you to add a "skeletal something" for each creatures that has bones, unless there's a way to add the 'skeletal' template to something?

Well, there are the skeletons of foo and zombies of foo in CVS and they are not defined in char.pcx, so it must be some form of a template I guess? (Zombie of test2 is the best! )

Eagle V wrote
Also, I think spiders have exoskeletons, which would make the undead version an "exoskeletal spider" maybe?

Well, what about zombies from everything that has fleshy corpse (no imp or golem zombies) and skeletons only from creatures with true skeleton? So you could have spider zombie, but not spider skeleton.

By the way:

Zombies and Skeletons.

Eagle V wrote
You could even have a small chance for a rotting body to spawn a "large maggot" every turn or so.

Rot Grub

And to be slightly more disgusting - when you are leprotic, you could have a very slight chance of spawning a hostile large maggot from yourself.
Jun 4, 2014, 5:38 am
[Eire]MadHatter's avatar
mutant ass


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red_kangaroo wrote
And to be slightly more disgusting - when you are leprotic, you could have a very slight chance of spawning a hostile large maggot from yourself.

oh god the thought of a maggot crawling out of my arm have me feeling panicked!



now.... .....what about the ability to create skeletal monsters or make them as enemies.

http://www.uesp.net/wiki/Shivering:Complete_Shambles#Complet...


Basically a bone golem with more detail rather than a chunk of solid bone.
Jun 4, 2014, 7:19 am
Joined: Nov 22, 2008
Interests: IVAN
Posts: 1,163
Oh, right, I never played CVS, sorry. Also, I fully agree with having your arm burst open and a giant maggot crawling out. The same code might also be used to create an alien facehugger, and if you get killed by one or by the larva bursting from your torso, the bones level will include a full-grown alien.

As for the bone golem... We'd need a new kind of monster, some kind of "contraption" or "construct" maybe, so if you have a spare iron armor, you can make it walk. Similar to golems, easier to damage but much quicker and more dextrous, and you'd need a full set of items to create one instead of just one item of the chosen material. Even better: allow combining materials, so you have a construct made of an iron plate mail, skeletal legs, axes for arms and enner's head. Maybe a ruby/gold stone/... could be placed in its head, making it smarter.
And then you make a cheap balsa melee construct, load it full with backpacks of gunpowder, and get your wand of fireballs ready...
Jun 4, 2014, 8:26 am
red_kangaroo's avatar
elder dark mage


Joined: Apr 2, 2014
Location: North Tyris
Posts: 526
Eagle V wrote
Also, I fully agree with having your arm burst open and a giant maggot crawling out. The same code might also be used to create an alien facehugger, and if you get killed by one or by the larva bursting from your torso, the bones level will include a full-grown alien.

Well, the alien sounds as it should be a mod rather than vanilla, but I'm all for parasites. So...

I'm sorry for flooding you with this looong text, but i couldn't help myself. Some of these might be pretty bad idea and most are lethal without cure, but here you have some parasites:

Brain worm
A tiny pale worm slowly eating through the host's brain, it causes confusion growing stronger each day, followed by short periods of uncousciousness. After some time, the host will start to be numb (slowing?) and the whole infection ends in total paralysis (death, basically). The infection can be halted by high level of alcohol in host's blood, knocking the worm unconscious, but cannot be healed without brain surgery (bare-hands doctors, yay!).

Throat leech
Anyone staying near underground stagnant water can be infected. The throat leech will cling to inner throat of the host and will drink victim's blood (damage to head). It causes blood cough, but is not dagerous until fully fed. At that point, the throat leech will be bloated with blood to the extend of blocking host's throat and the host will suffocate (periods of unconsciousness, not deadly but itself, but...). A heavy vomiting or acid drinking can save the host.

Rot grub
Spontaneously spawning in most rotting corpses, rot grub will try to infect any creature walking over the tile with the rotting corpse. The rot grub will burrow itself in the hosts unprotected flesh, causing necrosis (leprosy by walking over corpse, yay), spawning maggots and eventually leading to death. It can be stopped by wearing boots, gloves and heavy cloth while near any rotten corpses.

Ear seeker
Ear seekers are tiny beetles found mainly in jungles. They will attack any creature walking through the bushes, hiding in the new host‘s ears. There, the ear seeker lays eggs and leaves. After some time, the eggs will hatch and swarm the host's inner ear, feeding and growing till maturity, then leaving. The host will suffer harsh headache (head damage) and sebsequent infection from its wounds (poisoning).

Fire bug
Living mainly in volcanic areas, these beetles will try to burrow themselves in the hosts unprotected skin, laying eggs. The host will suffer only mild fever at first, but the symptoms will get worse with maturing maggots in host‘s flesh. The infection inevitable ends in spontaneous combustion of the host (as we have fire to be added), freeing the young fire bugs. However, low temperatures will halt and even stop the infestation.

Glow worm
Terrible menaces of deep caverns, the glow worm mother is a large worm glowing with sickly yellow light. It is very slow in motion, but can spit a venom causing glow disease. The infectee will suffer only mild blisters at first, but shortly after, the host's skin will start to glow in a manner similar to that of glow worm mother. This stage is closely followed by oozing, swelling and blood vomiting (damage and stat loss, maybe you will always vomit blood instead of vomit?). If the host survives that stage of infection, his body will start to spawn young glow worms. The last stage of infection ends after several days with the host's flesh melting into a pool of glowing mucus.

Gut rat
A vile rodent of sheer perversion. The bite of this foul creature bears a nasty disease.
As the description says, the gut rat's bite causes a terrible disease. The infectee will suffer a short period of blood vomiting, followed by a day or so with no ill signs of infection. However, the disease is always lethal – the infectee will start to feel terrible pain in his stomach (groin damage), along with confusion and antoher round of blood vomiting. Afterwards, the host's stomach will burst apart, releasing a swarm of newborn gut rats. Laxatives can help in the first stage of infection, or use acid as always.

Brain monster
Abomination found only deep underground, the brain monster is simply a large floating brain with several tentacles hanging from the brain stem. It will attack with venomous stings, infecting the victim with brain monster fetus. The host will start to feel exhausted, followed by slowing and short periods of unconsciousness. Ultimately, the host's head will crack open, releasing a new brain monster ready to infect anyone who finds this bone file.


Eagle V wrote
We'd need a new kind of monster, some kind of "contraption" or "construct" maybe, so if you have a spare iron armor, you can make it walk.

Dancing weapons, please?

Also, right now I'd be for simply making the WoN raise any skull and a pile of bones as a generic skeleton.
Jun 4, 2014, 9:30 am
Joined: Nov 22, 2008
Interests: IVAN
Posts: 1,163
Great list! All your parasites are deadly though, it would be cool to have some that are not (directly) deadly. A komodo dragon could infect the player with any of these, possibly.
Jun 4, 2014, 10:16 am
red_kangaroo's avatar
elder dark mage


Joined: Apr 2, 2014
Location: North Tyris
Posts: 526
Thanks!

Yeah, well, you can always ask any priest for a healing and Warheck was talking about importing bare-hands doctors who are basically tameable healers you can bring along. Maybe not against parasites, but I'd also be for adding unicorn horn, which could be applied for curing, with recharge time similar to other horns/LoC.

And something not so deadly... What about some more diseases? (Another long list. )

Blood Sickness
  • You can contract it from drinking any kind of blood (including troll blood) or from komodo dragon bite (yeah, they are cool).
  • Temporarily stops your natural healing (you do not regain HP).

Petrification
  • Cockatrices?
  • Not lethal as in NetHack, the body part hit by cockatrice is rather simply socm'd into some stone.
  • As you cannot heal and have terrible stats after the change, it definitely is a bad 'disease'. And it presents the concept of socming your own limbs to new players (if there are any).

Sliming
  • Give it to one of the slimes to distinguish them?
  • After short time, you are permanently polymorphed into a mommo slime.
  • Polymorph into anything but slime to break the curse/disease - say you are a slime, manage to eat (digest with your acidic body?) a mutant corpse and poly into mistress. You will eventually revert to human form and slimify no more (until infected again, that is).

Sores
  • You cannot wear body armor, it itches too much!

Narcolepsy
  • Periodical short-time unconsciousness. Nothing less, nothing more.

Nausea
  • Most likely from eating spoiled food, maybe sometimes from ommel stuff and being near disgusting monsters?
  • You cannot eat - if you try, you will vomit instead.

Diarrhea
  • You lose nutrition extremely quickly.

IBS
  • You fart time to time.
Jun 4, 2014, 10:07 pm
Joined: Dec 11, 2008
Posts: 1,770
I really like the idea of an enemy that changes your body materials. However, that could probably be a way to change your head/torso/groin material, which in the case of having them turn to stone would give you a metric asston of HP with little downsides if any since DEX and AGI are only determined by your limbs and bodypart weight is not factored iirc.
Jun 4, 2014, 10:33 pm
Joined: Feb 20, 2012
Posts: 232
They could be restricted to only changing your limbs, but that would raise the question as to why cockatrices are only able to petrify your limbs. Being able to change main body parts could work (you still wouldn't be able to heal naturally, and heavy materials could be made to affect agility), but there's the issue of phoenix feather/GEF, which would be quite powerful without notably harming your agility. On the bright side however, your HP would be boosted so high that Izzy would be bound to show up and put a stop to your party.
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