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+4Ravhin flipper Lordlava Melborne2 8 posters |
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Melborne2
Posts : 10 Join date : 2010-07-18
| Subject: Water. Wed Jul 21, 2010 12:04 am | |
| Funny.. Has anyone ever really died in it? Even though I can't play.. I know you can't die from Water. It's been some time since I've sent my message to Lordlava with a fix for it.. anyone wanna test to see if he has done it yet? | |
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Lordlava
Posts : 3955 Join date : 2009-08-23 Location : The Land Down Under
| Subject: Re: Water. Fri Jul 23, 2010 12:09 pm | |
| I take no responsibility if you follow this advice and drown.
Deaths are real or as real as the game can get. | |
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Melborne2
Posts : 10 Join date : 2010-07-18
| Subject: Re: Water. Fri Jul 23, 2010 12:12 pm | |
| That's a dainty way of saying that you fixed it. You're welcome. | |
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Lordlava
Posts : 3955 Join date : 2009-08-23 Location : The Land Down Under
| Subject: Re: Water. Fri Jul 23, 2010 12:13 pm | |
| lol I have not touched it - just tested it.
Death was painful. | |
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flipper
Posts : 1077 Join date : 2009-10-15 Age : 53 Location : Oregon, US
| Subject: Re: Water. Fri Jul 23, 2010 7:53 pm | |
| On the subject of Water. Urk asked me to ask about this. (Unsure why he won't post). Ghost companions in Underwater Pents. How can you communicate with them? especially transfer. Do Hara's just assume their GC won't give them points or be obedient in UW Pents? And while we are on the subjuct of GCs (sorry for hijacking the thread ) is it true that there is loss of luck when Transfering a GC? | |
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Lordlava
Posts : 3955 Join date : 2009-08-23 Location : The Land Down Under
| Subject: Re: Water. Fri Jul 23, 2010 8:40 pm | |
| 2nd point first - You do not lose luck transferring your GC. Otherwise all GC haras like me would never be able to win Lotto.
1st point wrt commands to GCs and compulses underwater. The issue is that when surrounded by real and compulses Ice Gargs if you select the wrong one and try to compulse it then it takes that as an attack and it turns on you and then so do all its friends. Underwatre you can not say "Stop". This is an interesting problem and I can see why Urk or any other compulser would want it.
There is no trivial solution to this without impacting on other parts of the game. 1. A talking pill that you can not take into the labs or quest areas, maybe with a minimum rank? 2. A skill you can learn through a quest, again with a minimum rank? 3. Change the Compulse spell to not make a compulse on your companion treated as an attack. 4. Learn to live with it as a risk of deep sea diving? An occupational hazard.
I would probably lean towards option 4 or 3. | |
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Ravhin
Posts : 15 Join date : 2009-12-15
| Subject: Re: Water. Fri Jul 23, 2010 9:56 pm | |
| There should be "dry areas" that allow you to speak. The whole point of compulsion is to force an enemy to fight for you. If you can't make it to a dry area then the enemy should disappear.
Appears to be working as intended. | |
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Melborne2
Posts : 10 Join date : 2010-07-18
| Subject: Re: Water. Sat Jul 24, 2010 12:52 am | |
| In default v2 code, you lose 1 luck for "transfer"ing your Ghost Companion (just thought I would add that). @LordLava; My suggestion to allow the "stop" word to work underwater.. add something like this to the if (uwater .. code in svr_do.c; - Code:
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if ((strcmp("stop")==0) } else { do_sayx(cn,"Blub!\n");
I'm sure you can figure that part out (hopefully). This will allow players to say "Stop" underwater, do note it is case sensitive. Ravhin, in your edit to skill[10] and uwater you did not add do_char_killed(0,cn);.. Lordlava, without that a player CANNOT DIE. So if you can die now.. there was a change since you said, and I will quote it; - Lordlava wrote:
- Code looks the same
Again, Lordlava, here is the working fix I sent you and I will glady post in public since your meek attempts and tomfoolery knows no bounds.. - Code:
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if (uwater && (ch[cn].flags&(CF_PLAYER)) && (!(ch[cn].flags&(CF_CREATOR)))) { int swimmer = 250; if (ch[cn].skill[10][0]) swimmer =-ch[cn].skill[SK_SWIM][5];
ch[cn].a_hp-=swimmer+gothp; if (ch[cn].a_hp<500) do_char_killed(0,cn); }
Thats a copy from L_____s. The creator thing is handy when they only have limited access.. | |
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Urdadi
Posts : 294 Join date : 2009-09-09 Location : yomama's
| Subject: Re: Water. Sat Jul 24, 2010 1:55 am | |
| There are dry spots in UW but they're pretty far apart & probly wouldn't be much help to compulsers. Could plant the green pills from lab 5 everywhere & have em poof when u recall or use the portal. I don't see why it matters if water actually kills you or not, if it can only take 99% of ur health it still poses a challenge. | |
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Lordlava
Posts : 3955 Join date : 2009-08-23 Location : The Land Down Under
| Subject: Re: Water. Sat Jul 24, 2010 6:11 am | |
| Melb,
Apart from adding the Creator test, your code is identical in functionality. Your rearranged the lines to make it a bit neater but the logic is identical.
And I tested the current code (unchanged) and you do die in UW.
I have died before from drowning and death is still the result. | |
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Ravhin
Posts : 15 Join date : 2009-12-15
| Subject: Re: Water. Sat Jul 24, 2010 9:11 am | |
| If I remember correctly, the swimming skill only acts like regenerate would for hitpoints.
So if you are underwater then swimming becomes active. It's more of a bonus really to regenerate.
If you run out of hitpoints you die. Not sure who said that didn't happen. | |
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Melborne2
Posts : 10 Join date : 2010-07-18
| Subject: Re: Water. Sat Jul 24, 2010 10:41 am | |
| I did, Ravhin, though I could not test it myself as I was banned for doing something that isn't in the rules. | |
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Ravhin
Posts : 15 Join date : 2009-12-15
| Subject: Re: Water. Sat Jul 24, 2010 1:41 pm | |
| Well you could always load the code on a pc and test it yourself. | |
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Iktomi
Posts : 513 Join date : 2010-05-18 Age : 35 Location : Missouri
| Subject: Re: Water. Sat Jul 24, 2010 5:38 pm | |
| Subject jump back:
Instead of creating a new skill to allow talking underwater maybe integrate it into the skill swimming? | |
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flipper
Posts : 1077 Join date : 2009-10-15 Age : 53 Location : Oregon, US
| Subject: Re: Water. Sat Jul 24, 2010 7:01 pm | |
| Yeah, not only does it help HP loss it also increases your chance of speaking?
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Ravhin
Posts : 15 Join date : 2009-12-15
| Subject: Re: Water. Sat Jul 24, 2010 9:54 pm | |
| Okay so it has been 5+ years since I have played with v2 code, but here is a shot at speaking underwater. This would be under svr_do.c - Code:
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if (map[m].flags&MF_UWATER) { for (n=0; n<20; n++) if ((in=ch[cn].spell[n])!=0 && it[in].temp==648) break; // blue pill if (ch[cn].skill[10][0]) { // player has swimming skill int talk=(RANDOM(25)); // slightly higher dice roll int dice=(RANDOM(20)); if (talk>dice) { if (ch[cn].a_hp>15000) ch[cn].a_hp-=10000; // looks like we swallowed some water! break; // yay we can talk underwater! } else { if (ch[cn].a_hp>15000) ch[cn].a_hp-=15000; // looks like we swallowed a lot of water! } if (n==20) ptr="Blub!"; }
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flipper
Posts : 1077 Join date : 2009-10-15 Age : 53 Location : Oregon, US
| Subject: Re: Water. Sun Jul 25, 2010 11:21 am | |
| OK I am still at the very begininng of code learning. But, if I interpret that corectly, it just checks the swimming skill but doesn't have any weight. perhaps int talk=(RANDOM(20)+((ch[cn].skill[10][0])*.1) ); int dice=(RANDOM(20)); if (talk>dice) { ....... Done laughing? What I'm trying to say based off of Rahvin's code is that the random chance of talk and dice could be equal with a bonus addded to the talk of 10% of the swim mod. (I know that that is more than likely completely wrong on how it is written My coding is limited to Excel functions, and VERY BASIC VBA code in Excel) You can resume your laughter I ran the scenario 10,000 times Swimimg mod10 = 55% mod 60= 77% mod 90= 86% mod 120=92% mod 150=97% mod 180=99% mod 200+=100% Excel code for those who want to test - Code:
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Sub swim()
For times = 1 To 10000 timeall = Range("b12") Range("b12") = timeall + 1 For x = 1 To 20 Randomize dice = Int((20 * Rnd) + 1) chance = Int((20 * Rnd) + 1) + x y = Cells(6, x) If dice > chance Then Cells(6, x) = y Else Cells(6, x) = y + 1 End If Next x Next times End Sub | |
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Redman
Posts : 1170 Join date : 2009-09-08 Age : 41 Location : Texas, USA
| Subject: Re: Water. Sun Jul 25, 2010 11:37 am | |
| I like the idea of once the swimming skill mod reaches a certain level then a person can talk underwater since the dry zones are few and far between. | |
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Ravhin
Posts : 15 Join date : 2009-12-15
| Subject: Re: Water. Sun Jul 25, 2010 2:48 pm | |
| I would not use mod since some classes can raise it quicker than others.
Perhaps toss in a random bit of the persons luck, but making it so a person never has a chance of failing goes against the randomness of the game. | |
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Melborne2
Posts : 10 Join date : 2010-07-18
| Subject: Re: Water. Sun Jul 25, 2010 4:30 pm | |
| Or; if ((map[m].flags&MF_UWATER) && (!(ch[cn].skill[10][0])))) { .... if (n==20) prt="Blub!"; } @Ravhin, I did test it.. and I didn't die .. so how about you take default v2 code, no edits/changes.. remove "do_char_killed(0,cn);" in do_regenerate under the check for uwater and health loss.. and you expect to still die? Sure there are health>500 checks, but you have to be doing those things for it to run that code. | |
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Ravhin
Posts : 15 Join date : 2009-12-15
| Subject: Re: Water. Mon Jul 26, 2010 2:43 pm | |
| - Melborne2 wrote:
@Ravhin, I did test it.. and I didn't die .. so how about you take default v2 code, no edits/changes.. remove "do_char_killed(0,cn);" in do_regenerate under the check for uwater and health loss.. and you expect to still die? Sure there are health>500 checks, but you have to be doing those things for it to run that code.
This is using the assumption that I cared right? With the exception of finishing clans, I accomplished what I wanted to do with the V2 code. | |
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Andy
Posts : 590 Join date : 2009-09-08 Age : 34
| Subject: UW compulses Mon Jul 26, 2010 4:09 pm | |
| change of topic but jester suggested the alchemists could create a potion that lets u talk underwater for a while.. | |
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Ravhin
Posts : 15 Join date : 2009-12-15
| Subject: Re: Water. Tue Jul 27, 2010 3:09 pm | |
| Don't see why that couldn't work, but I would made it rank specific to use. Don't really need SGM - MAJ running through lab 7 on one of these. Or have the portal remove that item when you enter. Can do all sorts of fun stuff to players! | |
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flipper
Posts : 1077 Join date : 2009-10-15 Age : 53 Location : Oregon, US
| Subject: Re: Water. Tue Jul 27, 2010 3:25 pm | |
| - Quote :
- change of topic but jester suggested the alchemists could create a potion that lets u talk underwater for a while..
WOW! that is a fabulous idea! but what to make it out of? Perhaps some Blue berries? (stop your snickering Redman and grow up I didn't say Blue's) The potion could also Mod the swimming a tad. Perhaps you would need Swimming for the potion to be effective that way it wouldn't be an additional rank requirement item. Maybe even if you try to take the potion without the swimming skill you could lose 50% of HP and a message of "GLRG you almost drowned! Perhaps you should learn a skil before drinking that again". Potion could be called "Submersion Potion" or something.
Last edited by flipper on Wed Jul 28, 2010 12:38 pm; edited 1 time in total | |
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Lordlava
Posts : 3955 Join date : 2009-08-23 Location : The Land Down Under
| Subject: Re: Water. Wed Jul 28, 2010 9:05 am | |
| Iron Lung helps swimming but does not help speech.
I still like the speech with random chance of swallowing water ... | |
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