Author Topic: Peewee's Mod Fork  (Read 4804 times)

peewee_RotA

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Peewee's Mod Fork
« on: January 24, 2014, 12:53:47 PM »
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
« Last Edit: November 26, 2015, 05:24:54 AM by peewee_RotA »

peewee_RotA

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Re: Peewee's Mod Fork
« Reply #1 on: January 26, 2014, 07:42:39 AM »
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

peewee_RotA

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Re: Peewee's Mod Fork
« Reply #2 on: January 27, 2014, 09:32:31 PM »
- 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.

peewee_RotA

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Re: Peewee's Mod Fork
« Reply #3 on: January 29, 2014, 07:45:54 AM »
...fixed magic

Whoopsie  ;D

peewee_RotA

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Re: Peewee's Mod Fork
« Reply #4 on: January 29, 2014, 10:16:06 AM »
...fixed machinegun crossbow

peewee_RotA

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Re: Peewee's Mod Fork
« Reply #5 on: January 30, 2014, 10:17:22 AM »
...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.
« Last Edit: January 30, 2014, 12:11:48 PM by peewee_RotA »

LysleShields

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Re: Peewee's Mod Fork
« Reply #6 on: January 30, 2014, 10:22:11 PM »
These changes look promising.

peewee_RotA

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Re: Peewee's Mod Fork
« Reply #7 on: January 31, 2014, 05:18:46 AM »
:) 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.)

peewee_RotA

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Re: Peewee's Mod Fork
« Reply #8 on: January 31, 2014, 12:26:04 PM »
... 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)
« Last Edit: January 31, 2014, 02:32:44 PM by peewee_RotA »

peewee_RotA

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Re: Peewee's Mod Fork
« Reply #9 on: January 31, 2014, 08:51:00 PM »
...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.
« Last Edit: February 01, 2014, 06:15:38 PM by peewee_RotA »

peewee_RotA

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Re: Peewee's Mod Fork
« Reply #10 on: February 02, 2014, 07:36:19 AM »
...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!

LysleShields

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Re: Peewee's Mod Fork
« Reply #11 on: February 02, 2014, 09:57:18 AM »
That's an interesting one:  " - Fixed wraparound error in armor penalties"

Does that imply players could become invincible?

peewee_RotA

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Re: Peewee's Mod Fork
« Reply #12 on: February 02, 2014, 11:11:40 AM »
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 :)

Yokai

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Re: Peewee's Mod Fork
« Reply #13 on: February 02, 2014, 01:37:51 PM »
Are you modifying the game source code or does A&A has some kind of scripting language?

peewee_RotA

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Re: Peewee's Mod Fork
« Reply #14 on: February 02, 2014, 02:36:57 PM »
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?