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Messages - peewee_RotA

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Editing A&A / Re: New Classes
« on: January 23, 2014, 10:32:38 PM »
It kills the mouse hand dagger, spawns a projectile, then spawns a new dagger after hitting a wall. So as far as the player is concerned it's the same one. It makes things a bit interesting.

Right now I've got the daggers calculating damage the same as weapons, except using ACC instead of STR. From what I can tell, missile weapons never roll for crits, so it makes higher ACC characters have another way to use that stat. Right now my ninja that I'm testing with has 12 daggers sitting in his inventory. (which has forced me to be more concerned about finances. I've got something to throw gold at... and soon I'll toss som platinums at upgrading all 12)

Based on the placement of daggers, does anyone know if this was going to be a planned feature that was scrapped? I noticed that there is an item description for shurikens in pics.res that didn't make the cut.

Editing A&A / Re: New Classes
« on: January 23, 2014, 02:17:25 PM »
Got throwing daggers working. Similar mechanic to pick pocketing. If you have a dagger in the off hand you can throw it with a shortcut. The dagger respawns wherever the arrow(placeholder) hits. It's really cool. Especially since there's a dagger in level 1.. which makes a second dagger for the rogue.

I'm changing the rogue and ninja to spawn with more than 1 dagger so that they can have another option in combat.

Editing A&A / Re: Pick Pocketing / Lock Picking
« on: January 23, 2014, 11:24:48 AM »
Made a fork of the project on GitHub. I'll get the changes up soon enough...

In the meantime I fixed the stealing from dead issue and added in the ability to steal random junk from live monsters who have already had their main item stolen.

On top of that, while in mouselook mode I added a shortcut to stealing if theif tools are in the inventory. This affords players the ability to fight if their stealing fails.. instead of being caught offguard with no weapon.

At the moment you can technically steal while fighting (but not while the sword is swinging) So it's a way for thief characters to milk XP.... but it's a risk because you have to stop fighting for a moment. (which theoretically stops a stunlock). I think I can make the punishment even bigger to prevent it... but for now I'm going to try a playthrough with my changes.

I'll have this mod available soon :)

Editing A&A / Re: New Classes
« on: January 22, 2014, 07:54:29 AM »
Oh, I've added 2 more for the fun of it:

Monk who has a high base punch damage. (everyone else has 3. He has 6)
Ninja who has high ACC and STL but nothing else.

The monk works pretty well, but without the *3 mana regen of the priest or the armor of the paladin, the priest spells are not nearly as powerful.

The Ninja is fun, but is really weak. He can one or two-shot a lot of baddies by level 3 but not always. He's really fast, though, so the strategy changes from stunlocking or traping to running around and getting off single hits. (all the while, dodging)

I'm inspired to add the ability to throw daggers. (probably use the arrow as a placeholder) I also want to add some sort of jumpkick for the monk, but I'm afraid that it won't be easy to perform without a HUD weapon animation to show what's happening.

Editing A&A / Re: New Classes
« on: January 22, 2014, 07:28:28 AM »
That'd be pretty cool. I've not yet tried to move the BMPs out of the res. (Using blank images for the new classes right now)

Speaking of which, I'm confused about the character descriptions. The .RES text files contain some kind of newline characters, but manually placing "\n"'s doesn't get interpreted as newlines. Neither do the equivalent windows newlines in actual text files that I'm reading now. I didn't see any literal whitespace either. And copy/pasting the text from the .txt files in the res to windows .txt files preserved actual newline characters. Is this a windows/linux newline format thing or is there something else involved. (maybe I've got the wrong encoding)

As for the barbarian/sailor, the concept was for the barbarian to have "berserking" abilities. So he gets the scrolls for speed, and strength right off the bat. Also, he only gets Str, Spd, and Con. Everything else is at the minimum. His leveling values are also more focused, so he should get more of the primary 3 at each level than the sailor. But the big thing for me is that he's a class that actually wants to use axes. All other fighting classes will stick to longswords and shortswords, unless they are limited otherwise. I'm curious how a playthrough works when the character actually holds on the the various axes and tries to purchase them in the shop.

Editing A&A / Pick Pocketing / Lock Picking
« on: January 22, 2014, 06:53:51 AM »
I don't know if this was in classic A&A (but it looks like it was). Pick pocketing and picking locks are directly tied to the Stealth stat. There's also a 1 in 100 chance of picking doors that require keys, oddly enough. I never realized these and assumed that this wasn't the case all this time, so it's cool to know.

Anyway. I've been experimenting with gaining experience from either action. The game is designed to use half stealth score for most classes that can use the thief tools, and full stealth score for the rogue. I've taken this final result and multiplied it by 35. It averages to about 500-800exp per attempt. This is way higher than fighting experience.

My question is the thoughts on gaining xp from the action. Is it a good idea? Also, is jacking it way higher than typical fighting XP reasonable? Lastly, should you be allowed to pick pocket multiple times? (maning gaining extra XP from the same enemy)

Editing A&A / Re: New Classes
« on: January 19, 2014, 03:17:35 PM »
So question regarding this..

I'm seeing that most class advantages are given in STATS.c in  StatsCalcClassStats. There is a switch that checks against G_activeStats->ClassType. I tried replacing this section and noticed that at this point in the code, G_activeStats->ClassType is always 0. So I restored the original switch statement and it's as if the existing code gets ignored because the 0 value.

Am I missing something?

Nevermind. I figured it out. These values are only calculated at character cration. However the function is called several times during character load with a default of 0. The values that it determines at creation get saved into the character save. So anything that it spits out while loading a character is outdated anyway...

Editing A&A / New Classes
« on: January 18, 2014, 06:57:32 PM »
So I did a bunch of play testing and since the last bug I saw, everything is pretty darned stable. So I thought I'd dabble into the codebase. Two things that I've always thought were missing are Barbarians and Monks. When it comes to new classes there's quite a bit of work to do, but here's a brief summary of the changes it took:

Add to class enum
Update all references when loading characters for class base enhancements (starting weapons, magik type, combat/movement bonuses)
Place weapon and armor restrictions
Set stats
Set leveling names

These were pretty straight forward. The harder portion is updating the .RES files. The character descriptions and images are pulled from PICS.RES inside the UI/CREATEC folder. Slade is not very stable when viewing this and can't save changes to res files. XWE will save but it messes with the dirrectory structure, doesn't place any new files in the right content chunks, and otherwise kills off the .RES.

SO! I've started extracting the need for the description texts and images from the actual resource file. This required moving some of the STATS.H definitions to a new header file and changing up StatsUpdateCreateCharacterUI s little. But what it provides is an easier way to insert the new content. I don't think it will be adapted for the real branch... but If I start my own branch I'll definitely make it available. It will have a bare structure looking directly for the files instead of navigating the .res sources... and should make adding new classes much easier for anyone who wants to.

I've got some issues to work out, but once they are done I'll try to post the code changes.


Str 40
Con 40
Acc 10
Spd 35
Mag 10
Stl 10

Weapons: Axes and Maces (and staff because there is no built in restrictions on the weapon type)
Armor: Leather
Magic: Mage

Starts only with runes for leap and speed buff spells. Only starts with these spells.

Class advantages:
+25% jump
+25% attack speed
+25% damage
+20% health regen

I think it all makes up for the weapon/armor limitation

That's definitely true. One of the biggest things I love in games is freedom. A&A is one of the free-est. You can play it however you want. Short of a few quests, you could even play as a complete Pacifist.

The vow of poverty just meant not taking anything with me except healing potions and the armor and weapons that I find. Makes it interesting because he can't really afford to use the Inn.. but priests are really self sufficient. I make my own water, bread, healing potions, and have that handy *3 mana regen buff for the class. :)

I think the selling items/100 inch crawl trope is kind of a bad thing. It's basic strategy to do the weapon cache and sell it all... but maybe it shouldn't be. I did a partial playthrough with a priest and decided that taking a vow of poverty would make the game more interesting... and it sure did!

Wizards have access to potions of strength, potions of speed, and the amulet of strength early enough in the game that carrying capacity becomes a moot point for anybody after the 2nd quest.

If anything, I would love for the carrying capacity limitation to be more prominent.

One example is that as a 1st level priest, I couldn't even carry the chain on the first level of quest 1. It slowed me enough to make combat a challenge. So I had to make some character decisions. Gaining levels 2 and 3 were huge deals because I could finally keep up with the ranged enemies. That added a bit of depth to the game to me.

Bug Reports / Re: Loading Character with Lightningwand equipped crash
« on: January 17, 2014, 07:57:49 AM »
I don't have the ability to attach the file. Probably because it's a zip or something.

Anyway, here are the 2 source files:

I made the InventoryRestoreEquippedEffects provide a "playerLoading" value to the InventoryDoEffect. To shelter other calls to the same function, it actually calls an "overload" called InventoryDoEffect_Load instead.

I saved a character with the lightning wand in hand. Upon load it attempted to harm the character, but found that data wasn't yet loaded.

I grabbed the source from github and created a patch. I'll try to attach the changed files here.

On that note, would you like any help? :)

General Discussion / Greetings
« on: December 20, 2013, 05:16:06 PM »
Just wanted to point out that A&A was the best doom clone EVER made and in my top 5 list of all time favorites. I'm also really excited to hear that it is editable in DoomBuilder. How cool is that!?

Anyway, just my random happy rant. Hooray for underrated video games. Hooray for Mark Llamas helium gerbil farm!

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