Search found 99 matches
- Tue May 17, 2011 10:59 pm
- Forum: Ideas
- Topic: Cursed Items
- Replies: 8
- Views: 3140
Re: Cursed Items
My preference for cursed items goes to items with some personality. If you go along that personality, the item is excellent, but if you go against it, the item is dangerous. And to avoid players unequipping them whenever they are inconvenient, just add restrictions on when they can be removed. Few s...
- Thu Apr 21, 2011 8:00 pm
- Forum: Bugs Archive
- Topic: Blood Spray refills vim before spending
- Replies: 5
- Views: 1564
Re: Blood Spray refills vim before spending
Couldn't the refund cost be stored in a variable that is sent to the projectile (or project), and have the damage code decide on the refund?
- Wed Apr 20, 2011 12:33 am
- Forum: Ideas
- Topic: Vault contest!
- Replies: 73
- Views: 169765
Re: Vault contest!
All BOB (not BoB) rooms are procedurally generated (even vaults). This make figuring out possible (aka: doable) rooms a little on the hard side.
- Tue Apr 19, 2011 2:46 am
- Forum: Ideas
- Topic: Vault contest!
- Replies: 73
- Views: 169765
Re: Vault contest!
-- A spiral vault, without any seals, with a vault at the end min_level = 1 rarity = 10 meta_generator = function(gen, id) local w = rng.range(5, 9) local h = rng.range(5, 9) return { name="lv_spiral"..w.."x"..h, w=w+2, h=h+2, generator = function(self, x, y) local filter = nil ...
- Fri Mar 11, 2011 4:24 am
- Forum: Development
- Topic: Possible Item Activation Fix
- Replies: 1
- Views: 1120
Re: Possible Item Activation Fix
Just a quick comment: your code changes the return value of the function. Here would be a fix for that: if typ == "use" then local ret = self:useObject(who, inven, item) if ret then if self.use_sound then game:playSoundNear(who, self.use_sound) end who:useEnergy(game.energy_to_act * (inven...
- Wed Mar 09, 2011 11:57 pm
- Forum: Modules
- Topic: [B.O.B.] Version 0.3.1 mini-contest (closed)
- Replies: 17
- Views: 9839
Re: [B.O.B.] Version 0.3.1 mini-contest
Congratulation madmonk for winning the second part of the mini-contest! Resting was really, really, really, really slow. To the point that I was browsing the net whilst waiting for resting to finish. That annoys me too, so I will make regeneration much faster when resting. (That's also the solution ...
- Wed Mar 09, 2011 4:00 am
- Forum: Ideas
- Topic: Less deadly orc ambushes
- Replies: 7
- Views: 2074
Re: Less deadly orc ambushes
For those who don't check on the SVN:
Code: Select all
r2981 | dg | 2011-03-08 04:59:43 -0500 (Tue, 08 Mar 2011) | 2 lines
Orc ambushes now use a slightly bigger map with slightly fewer orcs
- Wed Mar 09, 2011 1:11 am
- Forum: Modules
- Topic: [B.O.B.] Version 0.3.1 mini-contest (closed)
- Replies: 17
- Views: 9839
Re: [B.O.B.] Version 0.3.1 mini-contest
Good to see many people who destroyed the Guardian! Especially one who didn't use the same build as I did :) . (A hint for those posting character sheet: use the code display when doing so instead of the quote display, it will look nicer.) I dunno if I may ask for a features or not... But mine isn't...
- Tue Mar 08, 2011 2:28 am
- Forum: Modules
- Topic: [B.O.B.] Version 0.3.1 mini-contest (closed)
- Replies: 17
- Views: 9839
Re: [B.O.B.] Version 0.3.1 mini-contest
Yeah I killed the guardian. Surprisingly it wasn't that long of a fight. here is the link http://te4.org/characters/931/bob/e3e4fe42-4921-11e0-a945-001cc000edf0 If any thing the corpse eaters are more nasty. trumpet noises Congratulation Goblinz! trumpet noises You are the first winner of the first...
- Mon Mar 07, 2011 11:30 pm
- Forum: Modules
- Topic: [B.O.B.] Version 0.3.1 mini-contest (closed)
- Replies: 17
- Views: 9839
Re: [B.O.B.] Version 0.3.1 mini-contest
OK, here is the first one: Acidic Puncher . I started the fight at level 6, and used my starting blood of life and about 8 mending potions during the fight. I didn't need to run away to rest. And here is another: Not Yet . The only resource I used in that fight was a mending potion prior to starting...
- Mon Mar 07, 2011 11:12 pm
- Forum: Modules
- Topic: [B.O.B.] Version 0.3.1 mini-contest (closed)
- Replies: 17
- Views: 9839
Re: [B.O.B.] Version 0.3.1 mini-contest
It appears only dead characters are registered. Is this intended? Nope, but characters are only registered when you save or die, but not when you "save and exit"... That's the second bug for the online character sheet... (the other one prevents the list of defeated bosses to be shown corr...
- Sun Mar 06, 2011 10:33 pm
- Forum: Ideas
- Topic: b21 store improvements
- Replies: 11
- Views: 2885
Re: b21 store improvements
Or even more radical: eliminate all item drops! Only gold drops! All items are bought from stores!
(That's how it works in BOB.)
(That's how it works in BOB.)
- Fri Mar 04, 2011 3:47 pm
- Forum: Ideas
- Topic: Chance +defence gems to +armour
- Replies: 4
- Views: 1583
Re: Chance +defence gems to +armour
Something that should be considered if you make that change is that 2 points of Armor (with the current system) is strictly weaker than 2% of resist all, since they both more or less do the same reduction, but armor only apply on non-magical attacks. (And resist all scales better at high value, as l...
- Fri Mar 04, 2011 3:45 am
- Forum: Spoilers
- Topic: How should "Armor" work?
- Replies: 19
- Views: 8187
Re: How should "Armor" work?
I think we're nearing convergence, Marcotte :) Doubling attack and defense leads to less than double the damage. Quadrupling attack and double defense leads to quadruple the damage I'm afraid I don't follow. How can both of these be true? Can you try explaining again? Let assume a damage function d...
- Fri Mar 04, 2011 3:26 am
- Forum: Spoilers
- Topic: How should "Armor" work?
- Replies: 19
- Views: 8187
Re: How should "Armor" work?
Let's construct a somewhat generic function based on the following behavior with inputs "damage" and "armor": (1) if armor = 0, do 100% damage (2) if damage >> armor, do 100% damage (3) if armor >> damage, do 0% damage Okay. This is somewhere to start. I totally agree with this ...