Amulets & Armor Forum
Amulets and Armor => Editing A&A => Topic started by: peewee_RotA on January 24, 2014, 12:53:47 PM
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Finally got the changes up on a fork:
https://github.com/cabbruzzese/AmuletsArmor
Update!
v1.2 is available. See new thread
http://amuletsandarmor.com/forum/index.php?topic=169.msg793#msg793
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Guess I'm using this as a changelog.. :)
- moved the item spawning code to use the new class files and an item list, instead of a giant switch statement in inventory.c
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- Moved remaining class based decisions to class fiels
- fixed missing debugroutine statements
- fixed magic mixup in chlass files
-...broke magic :O (insert Ultima 9 Joke Here)
So far I've been testing entirely combat based characters who only use healing and stat buffs. The second I tried to use Knock, it crashed hard. I think I broke the way crelogic works when I added the throwing dagger. Gonna investigate shortly.
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...fixed magic
Whoopsie ;D
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...fixed machinegun crossbow
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...fixed sneaking
- made it harder to be detected while sneaking
- removed automatic detection like attack sounds and "body warmth"
- Updated crit damage to always be higher than regular attacks. There was a small chance that crits would do the exact same damage as normal attacks.
- Added sneak attack damage and notification.
...add hiding from sight
- Stealthy players who are out of sight can cause enemies to lose agro providing they pass all of the stealth checks during the agro timeout. Enemies that lose agro are susceptible to sneak attacks damage.
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These changes look promising.
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:) I totally one-shotted a knight of andrew last night with a sneak attack. It was awesome!
(It required a a crit and a sneak attack with an H-Steel longsword, but it totally worked.)
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... Magic changes
- Removed dagger and wand abilities from main fighter classes.
- Updated spell casting to give magic bonuses to duration, damage, and spellcost.
- Fixed error in spellcost calculations
- Made sure wands stayed at normal damage to give normal magic a boost.
... More magic changes
- Added timeout between spell casting. (to balance the buffed up spell damage. Also makes high damage spells more useful)
- Added second timeout to wands as well. (Creates duel wielding type feature where two spells can be "readied" and fired)
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...Armor penalties
- Affects stealth, magic, and speed depending on armor type
- Even leather affects speed.
- Made armor calculations update stats if open
- Updated stats to display armor penalties.
...Implemented unfinished heartrate feature
- Changed initial poison levels from poison based on constutition and food level
- Doubled normal food and water consumption
- Since food/water is the defacto stamina for the game, I changed the frequency of food consumption and poison damage based on heartrate (mregen, hregen, and natural poison healing are also seen morefrequent by the player, but are scaled down so that they do not heal any faster than normal heartrate)
- Added food/water cost for each poison damage taken
- Added heartrate changes for attacking, jumping, casting spells, and taking damage.
- Lowered heartrate recovery while moving. (standing still speeds it up)
I'm considering having minor stat penalties at maximum heartrate... like a -10 across the board... but that seems too harsh. The food and poison penalty seems enough as it's a very subtle feature.
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...Minor updates
- Fixed wraparound error in armor penalties
- Fixed bow damage
- Added bonus to regeneration while heartrate is 0
These are too minor to bother posting except that these were class based. I think that's an exciting thing. I could only notice these errors by playing a knight. And had I played a paladin, I would have missed the crossbow issue. Seeing classes much more separated now is exciting!
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That's an interesting one: " - Fixed wraparound error in armor penalties"
Does that imply players could become invincible?
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Well... it was funny. The armor penalties add up based on how much armor was being worn. So the highest stealth penalty I think was 30. Anyway, my 1st level knight had 10 stealth . Since I was using an unsigned byte 10 - 30 = 234. This clipped to 120 in the StatsPlayerGetAttribute and my newer StatsPlayerGetStealthTotal. So the wraparound made the character succeed at all stealth checks.
This made the knight impossible to detect unless he attacked. It was pretty funny, honestly. But fixed now :)
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Are you modifying the game source code or does A&A has some kind of scripting language?
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These are source code changes.
There is a scripting language, and some interesting triggering mechanisms on items. (Each item specifies its own triggers, like attacking and using). I don't know how advanced the scripting is, but it is called into from the source.
If you follow the link on the first post you'll see the source for this mod. At the moment you should be able to run it with Microsoft Visual Studio C++ express (I use 2010, but 2008 should totally work too). I want to make an installer soon but just haven't gotten around to it.
Which brings me to a good question, what is the existing installer made in, and is it on github?
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So, big update this time:
...added class based skills for new classes. (Haven't decided if they should be added to existing classes in place of arcane magic.)
- Barbarian gets battle rage which drains all mana and raises Str and Spd proportionally.
- Ninja gets 9 skills all revolving around stealth and mobility. (with a few damage effects for balance)
- Monk gets 9 traditional monk/cleric skills such as resistance, healing, and divine intervention.
Skills work just like magic but with only one rune at a time. These runes are earned through leveling and cannot be bought or found. The images need replaced with customized ones, but that will be a further out feature.
... Changed barbarian to have 9 separate skills instead of just 1
- Added area of effect functionality
- Fixed glitch with arcane runes for skill based classes
I'm probably going to move some of other class skills to have area of effect instead of shooting projectiles. (Like the ninja's confusion spell)
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Which brings me to a good question, what is the existing installer made in, and is it on github?
I did the installer recently with Nullsoft's NSIS installer. I did not put that on github.
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I remember their stuff. Pretty cool.
Still in XUL?
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I didn't do much more than the automated script maker. This worked wonders better than the WiX stuff.
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Well there were some major broken sections to fix that only showed up in release. The biggest being a working path issue that I think MSVC2010 Express caused when converting the projects.
But now I have an installer for what we'll call 1.0a. The mod is very far along in features. It just needs some art. So, I think that qualifies for an alpha.
[REMOVED. See latest version]
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...updated monster damage types to add functionality to unused types
- Acid damages monster weapons
- Mana drain lowers monster missile firing rate
- Dispel removes imunities
...added easter egg effects
- (like shocking players who drink water and have lightning damage active)
- Fixed unfinished Earthbind effect when used on players.
...Added steeper penalties for food/water
- slowly take damage while starving
- slowed movement while dehydrated below 50%
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There were some pretty big issues in the first alpha. I've finally updated the installer and also added another feature, the throwing dagger will now reload like types. (So you don't have to keep opening the inventory to pull out a new one).
I think it's not too bad because you have to do a lot of inventory management and carry a lot of weight. Plus, only a couple classes can throw daggers and they don't have much strength to spare. At higher levels, they can do the same thing with a crossbow. So I'm not adding a new feature. Just a different way to "fire arrows" basically.
Here's the link for version 1.01a. The original post will also be updated:
(Removed. See orginal post)
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Major update.
Added Necromancer class.
The necromancer specializes in attack spells and summoning minions to attack for him. He even starts with a powerful attack spell (when no runes are selected). Focused so greatly on magic, he is stunted in all other areas. An added curse makes his mana regeneration almost non existent, but that does not bother this evil sorcerer. At level 2 the necromancer can sacrifice his own blood to regain mana.
At his best, the necromancer is an all powerful practitioner of the darkest of arts, but if he is caught without magic... he becomes as frail as whatever is left of his own humanity.
Download v1.1a here:
(removed - see original post)
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This is kick ass work, Peewee!
I had to try out the necromancer and like what you did. Simple, but effective. The Demon Spawn made my jaw drop.
I need to check out the barbarian and ninja next. Trying to get the Lua conversion moved along a little faster.