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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4370 Location: Midwestern US
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Posted: Wed Jul 09, 2008 6:05 pm Post subject: |
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Umm...
Oh, speaking of which.
Graves should be smashable in Bishopia.
But smashing developer graves should have serious consequences. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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Agent of Dread lolwut?? (Moderator)


Joined: 23 Sep 2007 Age: 11 Posts: 4347 Location: FACEPLANT
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Posted: Wed Jul 09, 2008 10:14 pm Post subject: |
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No.
It curses all the items in your whole INVENTORY! Hahahaha! _________________ FACEPLANT |
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MopHead The Dark One


Joined: 02 Apr 2008 Age: 9 Posts: 654 Location: Elmo's world
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Posted: Wed Jul 09, 2008 11:36 pm Post subject: |
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No, every single guard of every place, should get to you in a millisecond and start killing you. + What AoD said. _________________
Me be stupid, K?
Thanks to AoD for my awesome signature picture. |
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4370 Location: Midwestern US
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Posted: Thu Jul 10, 2008 12:52 am Post subject: |
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| Maxaxle wrote: | Yeah. Booby traps?  |
No, I was thinking of something less physical, and, indeed, even less tangible.
AoD's idea is actually brilliant.
Maybe that's only a small chance though.
Otherwise it just kurses what you have in your hands at the time. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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MopHead The Dark One


Joined: 02 Apr 2008 Age: 9 Posts: 654 Location: Elmo's world
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Posted: Thu Jul 10, 2008 7:15 am Post subject: |
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| PurpleSquerkle wrote: | | Maxaxle wrote: | Yeah. Booby traps?  |
No, I was thinking of something less physical, and, indeed, even less tangible.
AoD's idea is actually brilliant.
Maybe that's only a small chance though.
Otherwise it just kurses what you have in your hands at the time. |
Yeah, I was just being stupid. _________________
Me be stupid, K?
Thanks to AoD for my awesome signature picture. |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
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Posted: Thu Jul 10, 2008 5:33 pm Post subject: |
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It has to be something semi-permanent (permanent but can be disenchanted somehow), if it is to last over multiple modules. _________________ 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." |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3070 Location: Finland
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Posted: Fri Jul 11, 2008 12:26 pm Post subject: |
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Hmmm... Maybe this in the grave's script to damage the smasher?
| Code: | IfKilled
SetTargetToWhoeverKilled
[HUMA]
IfTargetHasID
DamageTarget
tmpargument = 200
SetTargetToSelf
tmpargument = [The number of the damage particle]
SpawnExactParticle
SpawnExactParticle
SpawnExactParticle
SpawnExactParticle |
_________________
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Clonkinator Master Frying Pen (Moderator)


Joined: 03 Nov 2007 Age: 16 Posts: 3074 Location: Germany
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Posted: Fri Jul 11, 2008 12:52 pm Post subject: |
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| woodmouse wrote: | Hmmm... Maybe this in the grave's script to damage the smasher?
| Code: | IfKilled
SetTargetToWhoeverKilled
[HUMA]
IfTargetHasID
DamageTarget
tmpargument = 200
SetTargetToSelf
tmpargument = [The number of the damage particle]
SpawnExactParticle
SpawnExactParticle
SpawnExactParticle
SpawnExactParticle |
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You want to set the grave to 200?
How about this instead...
| Code: | IfAttacked
SetTargetToWhoeverAttacked
IfTargetIsAPlayer
tmpargument = 2048 // 8 points of damage
DamageTarget
SetTargetToTargetLeftHand
CurseTarget // We're evil today.
SetTargetToSelf
tmpargument = [The number of the damage particle]
SpawnExactParticle
SpawnExactParticle
SpawnExactParticle
SpawnExactParticle
JoinGoodTeam // So the guards will recognize this as a crime...
CallForHelp // Anger the guards!
GoPoof |
_________________ Yes, it's true. I fail. Epicly so. |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3070 Location: Finland
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Posted: Fri Jul 11, 2008 12:59 pm Post subject: |
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That's better, Clonks. I am not good at scripting that kinda things...  _________________
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Clonkinator Master Frying Pen (Moderator)


Joined: 03 Nov 2007 Age: 16 Posts: 3074 Location: Germany
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Posted: Fri Jul 11, 2008 2:07 pm Post subject: |
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That's alright. Nobody can be perfect at everything. (I am nobody. )
I split the topic btw as it was going way off-topic. _________________ Yes, it's true. I fail. Epicly so. |
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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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Posted: Sat Jul 12, 2008 1:27 am Post subject: |
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But when will all of this be implemented? Also, I think BOTH weapons should get cursed for the next few modules ...But if that turns out to be the case, there should be someone to go to who will unkurse your held items, but at the price of increasing a bad thing that has to do with the curse. _________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
FREE PIZZA TOMORROW |
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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 873 Location: Minnesota
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Posted: Sat Jul 12, 2008 4:49 am Post subject: |
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You could maybe apply a temporary enchantment to lower the stats of a some items, but that would not last past the end of the module.
Maybe you could permanently change a special item, like Hunger for a normal dagger? That sounds hard core, but you can always go back and get another one. |
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Clonkinator Master Frying Pen (Moderator)


Joined: 03 Nov 2007 Age: 16 Posts: 3074 Location: Germany
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Posted: Sat Jul 12, 2008 7:26 am Post subject: |
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I like the idea of bgbirdsey ( ), but I have another idea; I want to go with cursing one of the items the smasher is wielding, but it should be at random. Here I go.
| Code: | IfAttacked
SetTargetToWhoeverAttacked
IfTargetIsAPlayer
tmpargument = 2048 // 8 points of damage
DamageTarget
tmpx = rand 0 & 512 // Not sure about this one, I never created random variables myself yet.
tmpy = 256
IfXIsGreaterThanY
SetTargetToTargetLeftHand
CurseTarget // We're evil today.
SetTargetToSelf
tmpargument = [The number of the damage particle]
SpawnExactParticle
SpawnExactParticle
SpawnExactParticle
SpawnExactParticle
JoinGoodTeam // So the guards will recognize this as a crime...
CallForHelp // Anger the guards!
GoPoof
Else
SetTargetToTargetRightHand
CurseTarget // We're evil today.
SetTargetToSelf
tmpargument = [The number of the damage particle]
SpawnExactParticle
SpawnExactParticle
SpawnExactParticle
SpawnExactParticle
JoinGoodTeam // So the guards will recognize this as a crime...
CallForHelp // Anger the guards!
GoPoof |
_________________ Yes, it's true. I fail. Epicly so. |
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