| View previous topic :: View next topic |
| Author |
Message |
PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
|
Posted: Sat Jun 21, 2008 8:16 pm Post subject: |
|
|
Archers should be all about bows.
Elemental arrows would be really cool. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
|
| Back to top |
|
 |
Agent of Dread lolwut?? (Moderator)


Joined: 23 Sep 2007 Age: 11 Posts: 4347 Location: FACEPLANT
|
Posted: Sat Jun 21, 2008 9:22 pm Post subject: |
|
|
Hell yeah!  _________________ FACEPLANT |
|
| Back to top |
|
 |
Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2301 Location: Norway
|
Posted: Sat Jun 21, 2008 9:31 pm Post subject: |
|
|
I see two way to handle this. Either we do it through enchant.txt and script in every longbow and xbow weapon to check if the user has special longbow skill OR we make a script into the archer.obj to enchant any bow he is holding.
If we want to do this script only, we would need a new function: SetTargetToWeaponThatHit _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
|
| Back to top |
|
 |
PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
|
Posted: Sat Jun 21, 2008 11:51 pm Post subject: |
|
|
That would be useful, I bet. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
|
| Back to top |
|
 |
Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
|
|
| Back to top |
|
 |
Chainsaw Lumberjack


Joined: 20 Oct 2007 Age: 15 Posts: 2378 Location: Israel
|
Posted: Sun Jun 22, 2008 11:23 am Post subject: |
|
|
Using an enchant may not be a very good Idea, because I want the damage bonus to increase with levels, and because I need the enchant for his unlockable power (+5 Dex, +10 Acc), so a new command is probably the best way.
(Unless there are ways to use variables like selflevel in enchant files, in which case I'll come up with a power that doesn't require enchants...)
By the way, you guys seem to have a misconception of what I'm doing here, and so to not dissapoint anyone later:
I'm not making a fantasy style archer with elemental arrows and fancy stuff like that, we have the Elf for that.
His background is more like of an average medieval archer. He is an army man, a hunter and a tactician.
Now, don't clog this thread up, if you have anything else to say about the archer, do so in the classes topic. _________________ "To err is human, to really mess up requires a computer."
Chainsaw's Cell [Last update: 27th May '08]
 |
|
| Back to top |
|
 |
woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
|
Posted: Mon Jun 23, 2008 12:22 pm Post subject: |
|
|
I am making a longsword. I found a great sword from... somewhere... and... edit it a little. And... ummmmmm... Well, it's long and thin. _________________
 |
|
| Back to top |
|
 |
Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2301 Location: Norway
|
Posted: Tue Jun 24, 2008 1:21 pm Post subject: |
|
|
Archer/Ranger? To keep it originally nethack, the ranger is one of the base classes. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
|
| Back to top |
|
 |
Chainsaw Lumberjack


Joined: 20 Oct 2007 Age: 15 Posts: 2378 Location: Israel
|
Posted: Tue Jun 24, 2008 1:30 pm Post subject: |
|
|
@Zefz:
How do I check if a target is holding anything?
I don't want to check for specific items or IDs, just check if a target is holding anything at all.
Unless you can add that function and make a new relase soon, I think I'll just modify the crossbow and longbow scripts.
Edit: Sorry, forgot to say I'm referring to the SetTargetToWeaponThatHit function you suggested.
Just one more thing, is this formula written correctly for Egoboo?:
(I have no way to test how accurately it works...)
It's supposed to be ( 0 through 256 + 128 ) times ( wielder's level divided by two )
| Code: | tmpargument = ( rand % 256 + 128 ) * ( [ targetlevel + 1 ] / 2 )
DamageTarget |
Edit: I see you've shown up while I was writing.
Ranger? I'm not sure, I've already gone pretty far with the siege engine thing, I already have a new ranged weapon, some skins and a mountable working ballista for the starter. _________________ "To err is human, to really mess up requires a computer."
Chainsaw's Cell [Last update: 27th May '08]
 |
|
| Back to top |
|
 |
woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
|
Posted: Tue Jun 24, 2008 2:48 pm Post subject: |
|
|
Ooooh... I can't wait you get it finished... _________________
 |
|
| Back to top |
|
 |
bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 862 Location: Minnesota
|
Posted: Tue Jun 24, 2008 3:04 pm Post subject: |
|
|
You can see if a target is holding any idsz by using [NONE] as the argument. This should be the same as what you're saying.
One thing that you need to be aware of is that egoboo just evaluates from left to right without parentheses or operator precedence
in egoboo,
means
tmpargument = (a + b) * c
not what you would normally expect!
so, in our case, you would want something like
GetTargetLevel
tmpdirection = tmpargument + 1// or whatever value the level is returned in
tmpargument = rand & 255 + 128
tmpargument = tmpargument * tmpdirection / 2 |
|
| Back to top |
|
 |
Chainsaw Lumberjack


Joined: 20 Oct 2007 Age: 15 Posts: 2378 Location: Israel
|
|
| Back to top |
|
 |
Chainsaw Lumberjack


Joined: 20 Oct 2007 Age: 15 Posts: 2378 Location: Israel
|
Posted: Thu Jun 26, 2008 3:53 pm Post subject: |
|
|
Can someone provide me with a list of all possible message variables (%n, %c, %t, etc.)? _________________ "To err is human, to really mess up requires a computer."
Chainsaw's Cell [Last update: 27th May '08]
 |
|
| Back to top |
|
 |
Clonkinator Master Frying Pen (Moderator)


Joined: 03 Nov 2007 Age: 16 Posts: 3074 Location: Germany
|
Posted: Thu Jun 26, 2008 7:31 pm Post subject: |
|
|
| Code: | %n - The character's name ( or class if name is unknown )
%t - The target's name ( or class if name is unknown )
%o - The owner's name ( or class if name is unknown )
%c - The character's class
%s - The target's class
%0 - The target's skin 0 name ( some_Leather_Armor )
%1 - The target's skin 1 name ( some_Chainmail )
%2 - The target's skin 2 name ( a_Breastplate )
%2 - The target's skin 3 name ( a_Hero_Costume ) ( Most powerful level )
%d - The value of tmpdistance
%x - The value of tmpx
%y - The value of tmpy
%D - The value of tmpdistance ( Use for stat display of pets )
%X - The value of tmpx ( Use for stat display of pets )
%Y - The value of tmpy ( Use for stat display of pets )
%a - The character's ammo ( or ? if unknown )
%k - The character's kurse state ( kursed or unkursed )
%p - The character's possessive ( his, her, or its )
%g - The target's possessive ( his, her, or its )
%m - The character's gender ( male_, female_, or _ ) |
Taken from the readme-file... _________________ Yes, it's true. I fail. Epicly so. |
|
| Back to top |
|
 |
Chainsaw Lumberjack


Joined: 20 Oct 2007 Age: 15 Posts: 2378 Location: Israel
|
Posted: Thu Jun 26, 2008 7:47 pm Post subject: |
|
|
Thank you.
(Are you talking about the Manual? Because I can't read it myself, Acrobat Reader is being a bi***.)
By the way, It says both the second and third skins are %2. _________________ "To err is human, to really mess up requires a computer."
Chainsaw's Cell [Last update: 27th May '08]
 |
|
| Back to top |
|
 |
|