Search found 99 matches

by Marcotte
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...
by Marcotte
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?
by Marcotte
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.
by Marcotte
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 ...
by Marcotte
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...
by Marcotte
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 ...
by Marcotte
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
by Marcotte
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...
by Marcotte
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...
by Marcotte
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...
by Marcotte
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...
by Marcotte
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.)
by Marcotte
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...
by Marcotte
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...
by Marcotte
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 ...