Recent Posts

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Off Topic / General / Re: Happy Holidays !!!
« Last post by Faremmy on December 29, 2017, 10:47:57 AM »
Happy Holidays ! : )
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Off Topic / General / Re: Happy Holidays !!!
« Last post by peewee_RotA on December 25, 2017, 10:50:00 AM »
Happy holidays  :)
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Off Topic / General / Happy Holidays !!!
« Last post by Roarkes on December 24, 2017, 11:53:23 AM »
Happy Holidays !!!
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General Discussion / Magical Staff, now on Sale!
« Last post by peewee_RotA on December 18, 2017, 08:14:56 AM »
Got a giggle out of this.

https://drive.google.com/file/d/12KNiFWNzh_4M91mIepTmkne1_E9RFQ3k/view?usp=sharing

And for only 3 gold and 89 copper. What a steal!
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General Discussion / Re: So what is the solution to acid
« Last post by peewee_RotA on December 02, 2017, 10:52:42 AM »
Quick update. I've only had a few minutes to start looking into this so far, but it's promising. The way the game stores resources is actually pretty clever and should be easy to inject a secondary source.
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General Discussion / Re: So what is the solution to acid
« Last post by peewee_RotA on November 24, 2017, 12:17:23 PM »
In the next couple weeks I'm going to start experimenting with adding in new items. I'll start with the "calcium potion"

I really want to continue some quests that follow the sorcerer's keep, I just need new items to give players new content.
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General Discussion / Re: So what is the solution to acid
« Last post by peewee_RotA on October 20, 2017, 10:50:15 AM »
It would be hilarious if there were some kind of antacid food item. Like milk. The description would be vague and the effect probably wouldn't last that long.
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General Discussion / So what is the solution to acid
« Last post by wojtekoxx on October 18, 2017, 10:56:58 AM »
Maybe we could create an amulet of acid resist? :D I run all the time with flying ammy, with regen rings + map + waterwalking. I could totally trade some of them for amulet of anti acid
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Editing A&A / Re: Peewee Mod Fork 1.3.2
« Last post by p2x909 on October 18, 2017, 12:55:55 AM »
It certainly looks like quite alot of work.  Too bad I'm not particularly fluent in LUA or any other coding script.  I was only able to make a modified class thanks to your templates, so thank you again for the hard work and effort you put into making these.
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Editing A&A / Re: Peewee Mod Fork 1.3.2
« Last post by peewee_RotA on October 09, 2017, 12:12:14 PM »
I'm glad you enjoyed it.

The majority of adding a new class comes from adding a new numbered .dat file and .bmp portrait in that classes folder, but there should still be some hooks in game that identify total number of classes and try to check which classname it is. I didn't intend to make adding them easily a feature. It was more about moving away from an array of classes that was hardcoded all over the source. Especially for features like picking locks.

The biggest challenge is really the custom skills. They have to be changed in code and there's lots of work in the source files for magic and rune placement. If this were to be a feature, there should definitely be some scripting to help out.

Putting in LUA hooks wouldn't be that hard, especially with the existing effort to port to LUA from a while ago.

Anyway, just spit balling.
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