RePosBand: play as a monster in Angbad 3.2

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  • pampl
    replied
    Looking at tables.c, INT/WIS stop adding mana at 18/180... that seems pretty low to me, but it's that way in the nightlies too so it's not a Repos change. Min fail rate maxes at 18/200 and fail rate adjustment (not important for monsters atm) maxes at 220, so there's still value in adding to it, but it does seem strange that it stops giving mana so low.

    Leave a comment:


  • buzzkill
    replied
    What's the deal?

    RePos 6.3 - competition lich character.

    My SP seems to have maxed out at 337. INT is 18/197 and I can add more, but adding more doesn't increase my SP any. What's the deal?

    Leave a comment:


  • zaimoni
    replied
    Originally posted by pampl
    Actually, I'm kind of curious about this one.. did this
    Code:
    				if (type != GF_ARROW)
    				{
    					project(-1, 0, y, x, (k + 1)/2, type, flg);
    					/* Make the physical portion TOP SECRET -Simon */
    					flg &= !(PROJECT_AWARE);
    					project(-1, 0, y, x, k/2, GF_ARROW, flg);
    				}
    				else
    					project(-1, 0, y, x, k, type, flg);
    turn off all the flags before projecting?
    Yes. As already noted, problem is using logical-not ! rather than bitwise complement ~; it should read

    Code:
    flg &= ~(PROJECT_AWARE);

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  • pampl
    replied
    Originally posted by camlost
    It looks to me like the code should be fine.

    !(PROJECT_AWARE) should look something like 111111011111 so &=ing should only remove that one flag like the code seems to indicate it should. Presumably he only wants one bolt to appear even though it actually projects two separate bolts.

    An alternate approach would be to split out the damage with a new type flag instead.
    Doesn't the non-bitwise ! operator just evaluate 11etc as being true and return false?

    Originally posted by molotov
    I get this problem too. Floor tiles show up as white rectangles, as do walls. This makes it very difficult to distinguish between the two, and makes adventures in the dungeon very tedious until the font is changed to something else (I do this every time I start a new install of RePos).
    Alright, I'll check it out.
    Originally posted by buzzkill
    RePos 6.3 playing with the comp lich.

    The nether bolt is fairly useless because of it's high mana cost and everything seems to resist it.

    A young red dragon resists it, should it? It doesn't show as resisting nether in the monster memory. As a matter of fact, I think that everything may resist both nether bolt and the death orb. I'm afraid to try it any more.
    I don't use it much either, so I've reduced the mana cost. It does (player level - 9)d8 so presumably at high levels it's a decent little attack, but at high levels it also doesn't matter much if it costs 7 mana or 3 mana. It looks like it's supposed to be the lich's main attack spell as well so it should be pretty good.

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  • Pete Mack
    replied
    All evil monsters resist nether to some degree.

    Leave a comment:


  • buzzkill
    replied
    RePos 6.3 playing with the comp lich.

    The nether bolt is fairly useless because of it's high mana cost and everything seems to resist it.

    A young red dragon resists it, should it? It doesn't show as resisting nether in the monster memory. As a matter of fact, I think that everything may resist both nether bolt and the death orb. I'm afraid to try it any more.

    Leave a comment:


  • molotov
    replied
    Originally posted by bulian
    Lastly, the 8x13 font does not display correctly using windows XP.
    I get this problem too. Floor tiles show up as white rectangles, as do walls. This makes it very difficult to distinguish between the two, and makes adventures in the dungeon very tedious until the font is changed to something else (I do this every time I start a new install of RePos).

    Leave a comment:


  • Nick
    replied
    Originally posted by bulian
    Just found a new monster type - water wapor. Should be vapor
    IIRC the original Pos had these, spelt the same. Doesn't mean it was intentional

    Leave a comment:


  • camlost
    replied
    Originally posted by pampl
    Actually, I'm kind of curious about this one.. did this
    Code:
    				if (type != GF_ARROW)
    				{
    					project(-1, 0, y, x, (k + 1)/2, type, flg);
    					/* Make the physical portion TOP SECRET -Simon */
    					flg &= !(PROJECT_AWARE);
    					project(-1, 0, y, x, k/2, GF_ARROW, flg);
    				}
    				else
    					project(-1, 0, y, x, k, type, flg);
    turn off all the flags before projecting?
    It looks to me like the code should be fine.

    !(PROJECT_AWARE) should look something like 111111011111 so &=ing should only remove that one flag like the code seems to indicate it should. Presumably he only wants one bolt to appear even though it actually projects two separate bolts.

    An alternate approach would be to split out the damage with a new type flag instead.

    Leave a comment:


  • pampl
    replied
    Originally posted by GF_ARROW
    There is a bug in line #490 of attack.c
    Replace the ! with a ~ to allow half-damage of elemental attacks.
    Actually, I'm kind of curious about this one.. did this
    Code:
    				if (type != GF_ARROW)
    				{
    					project(-1, 0, y, x, (k + 1)/2, type, flg);
    					/* Make the physical portion TOP SECRET -Simon */
    					flg &= !(PROJECT_AWARE);
    					project(-1, 0, y, x, k/2, GF_ARROW, flg);
    				}
    				else
    					project(-1, 0, y, x, k, type, flg);
    turn off all the flags before projecting?

    Leave a comment:


  • pampl
    replied
    Originally posted by bulian
    Just found a new monster type - water wapor. Should be vapor
    Originally posted by buzzkill
    Maybe pseudo occurring in the quiver was the problem.
    Originally posted by GF_ARROW
    I've also fixed a possible bug involving damage multiplier in the block of code in line #414 of attack.c
    Originally posted by buzzkill
    It could be as simple as putting a) barehanded attack in the equipment list (when no weapon is wielded). Then I)nspecting it could provide info.
    Thanks for the bug finding/fixing/solution ideas, you guys Welcome to oook, GF_ARROW!
    Originally posted by bulian
    I've run into a couple issues so far... the quiver issue has already been reported, but not for the throw command. You can throw items by pessing the correct letter but they do not show up when pressing 'v.'

    Also, it would be great if the list of powers was automatically shown each time. Lastly, the 8x13 font does not display correctly using windows XP.
    Yeah, I don't think the quiver shows up for any command..
    Showing the list of powers each time should be an easy change.
    Passing the buck here, but IIRC there are some problems with 8x13 font and Windows XP in Vanilla.. what kind of display problem is it, and have you seen it happen in V?

    Leave a comment:


  • bulian
    replied
    Just found a new monster type - water wapor. Should be vapor

    Leave a comment:


  • bulian
    replied
    Decided to give RePos and the competition guy a try. He's pretty fun so far though I'm on DL3. The @ gets some pretty sick gear to start with.

    I've run into a couple issues so far... the quiver issue has already been reported, but not for the throw command. You can throw items by pessing the correct letter but they do not show up when pressing 'v.'

    Also, it would be great if the list of powers was automatically shown each time. Lastly, the 8x13 font does not display correctly using windows XP.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by thapper
    Oops, I completely missed that. Thanks for the explanation! I guess seeing what damage you do with barehanded attacks is for future versions then.
    It could be as simple as putting a) barehanded attack in the equipment list (when no weapon is wielded). Then I)nspecting it could provide info.

    Leave a comment:


  • thapper
    replied
    Originally posted by Derakon
    I just asked about that on the previous page.
    Oops, I completely missed that. Thanks for the explanation! I guess seeing what damage you do with barehanded attacks is for future versions then.

    Leave a comment:

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