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The combat override logic is something that should be somewhere here, right? Should probably put it in some overview in one place. I'm just too busy fighting with broken laptop software/hardware, (and kraken is too busy trying to catch every virus around I guess)

I'm feeling better today, fever almost gone away :)

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DINGGIDONG! It is the time adventurers!

It's 21h00 here and 09h00 for others people(yay, it's the morning, isn't that cool?).

 

This time, i got busy with a case.

 

Today:

 

-nothing D:

 

Feel free to add pictures or edit pages...as long as they are the same informations!

 

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inst:AddComponent("eater")    

    inst:AddComponent("lootdropper")

    inst.components.lootdropper:AddChanceLoot( "ruinshat",0.1)

    inst.components.lootdropper:AddChanceLoot( "armorruins",0.1)

    inst.components.lootdropper:AddChanceLoot( "ruins_bat",0.1)

    inst:AddComponent("inventory")

 

 

 

 

 

this time : 2 things

 

1 : why it is "eater"? does it eat something?

2 : Why is it have 10% to loot his stuff if wearing it allow it to loot it...?

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I think eater was set because of stategraph, as I used part of the player SG and it was crashing without it, or something. It doesn't effectively do anything, can be ignored. (well, I guess you could say it makes sense to eat metal or thulecite or something, but no, it doesn't really)

 

And, normally, I'd say it doesn't drop because

inst.components.inventory.dropondeath = false

prevents that, except that i reset it to true on spawn for whichever reason so... bug :razz:

 

Edited by DeathDisciple
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do you mean : the fact that he drops the items he wore is a bug

or the fact that he didn't drop the 10% loots is a bug?

 

 

 

and i start the summons page but....how many of them are? druid pet, sk pet and all summons of the spells... is that right?

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I would say his lootdropper thing is a bug, he should drop inventory (since that depends on how you kill him, adds some fun effects). But I don't remember lol. @kraken121 ?

It was intended design to make the animated armor actually have very little HP, but have high armor. If you kill one by bypassing the phys dmg modifier, it should drop the armor/items.

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do you mean : the fact that he drops the items he wore is a bug

or the fact that he didn't drop the 10% loots is a bug?

 

 

 

and i start the summons page but....how many of them are? druid pet, sk pet and all summons of the spells... is that right?

 

10% is a bug, assume that he just drops the inventory.

 

And yes.

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ok thanks :D


It was intended design to make the animated armor actually have very little HP, but have high armor. If you kill one by bypassing the phys dmg modifier, it should drop the armor/items.

and as you can see, i said it was secret technics to byppass armor :p(another secret!)

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DINGGIDONG! It is the time adventurers!

It's 21h00 here and 09h00 for others people(yay, it's the morning, isn't that cool?).

 

 

 

Today:

 

-wrote the constructs page

-wrote the animated armor page

-added little quote for the barbarian

-wrote the summons page

 

 

 

Feel free to add pictures or edit pages...as long as they are the same informations!

 

 

 

oh ok you're right

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argh it will add so many new features :razz:

 

can we wait me to finish the entire wiki before that? (you're not the only one that can troll y'know :razz:)

 

 

edit: but if you can give me a really detailled version of the changelog i will be happy!)

Edited by orian34
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 MakeSpell("spell_lightning", firefn, 10,"conjuration"),

       MakeSpell("spell_earthquake", earthquakefn, 12,"divinantion"),

       MakeSpell("spell_grow", growfn, 15,"evocation"),

       MakeSpell("spell_heal", healfn, 10,"enchantment"),

       MakeSpell("spell_divinemight", divinemightfn, 15,"illusion"),

       MakeSpell("spell_light", lightfn, 12,"transmutation"),

       MakeSpell("spell_bladebarrier", bladebarrierfn, 5,"abjuration"),

       MakeSpell("spell_guardian", treeguardianfn, 7),

       MakeSpell("spell_summonfeast", summonfeastfn, 5),

       MakeSpell("spell_summongoodberries", summongoodberriesfn, 10)

 

 

is that the old spells? like for the paladin and druid? but some of them doesn't even work cause druid don't get them, is that right?

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erh, summon swarm and summon monster 1 does the same things except that summon swarm makes 2 spiders... :/

 

edit:  and natures ally does the same thing

 

summon swarm can be used multiple times, so you can have as many spiders with you as you summon. (;

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Actually swarm spawns different number of spiders based on the CL, it adds 1 spider every 2 cl. And while nature's ally is same mob, it has a timer, while summon monster is persistent till death.

 

And yeah swarms are not exclusive, so they wont despawn other summons.

Edited by DeathDisciple
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