RePosBand: play as a monster in Angbad 3.2
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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. -
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:
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Yes. As already noted, problem is using logical-not ! rather than bitwise complement ~; it should readActually, I'm kind of curious about this one.. did this
turn off all the flags before projecting?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);
Code:flg &= ~(PROJECT_AWARE);
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Doesn't the non-bitwise ! operator just evaluate 11etc as being true and return false?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.
Alright, I'll check it out.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).
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.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:
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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:
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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:
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It looks to me like the code should be fine.Actually, I'm kind of curious about this one.. did this
turn off all the flags before projecting?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);
!(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:
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Actually, I'm kind of curious about this one.. did this
turn off all the flags before projecting?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);Leave a comment:
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Thanks for the bug finding/fixing/solution ideas, you guys
Welcome to oook, GF_ARROW!
Yeah, I don't think the quiver shows up for any command..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.
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:
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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:
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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:
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