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Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

Where did everyone go?

Seems as if I am the only one here. Did the world come to an end and you all forgot to tell me? Have not seen a post here by a real person not The H----l Foods Corporation maker SPAM. There has been enough spam to feed every member here. Is that why no one is posting? I promise not to make you eat it.

Elf

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No you aren't, I check back every day. I'm even trying to put dungeon siege 2 on my laptop...

But there's been no internet at home since the beginning of this month, I'm posting from the university at the moment.
What I can tell is that triple striking 2h axes are coming soon, and I got some flu-like sickness...

Also to note: the cc message "WE_DAMAGED" is horribly unreliable.

Temple of Xeria, that is where I've gone. Because it is new to me. 2.2 without mods.

Hi Bare_Elf, Ive just been tracking rumors of where my lost mind is Insane :silly: :goofy: :woot:

Dwarf

I've been going through some very intense real life experiences as of late.. I now struggle to keep up with my regular activities as well as the mind I'm usually so fond of. -sigh- The strangeness of acid..
Lost and found
Found and lost
Then the third thing I was gonna say before the rabbit returned.

actually I was sitting back waiting on someone on this site to ask questions, I can look at posts of new stuff but without someone wanting to know something there is nothing to comment on Tongue

was modding away, but as usual my desire for this game just isn't there anymore, its not 2005 anymore, and even if I make a mod, I think is it worth taking the time to make?, whos gonna want to use it? etc... I have started many mods and have failed to release a finished project.

But anyways we're still here, just taking a hiatus Smile

...I was looking for something, and it took some time to find it:

 

 
If there are two directions/vectors, I was aware that the scalar/dot product can tell me something about the angle between, and the pocket calculator proudly advertised me then the ArcCos function to turn it into a radian or a degree.
Too bad now that DS2 doesn't support ArcCos, but amazingly the game knows to ArcTan ...! Puzzled

I had no concrete idea about that formula above, but I remembered that there are hair-raising expressions to transfrom one trigonometrical term into another, so I started to check some sites to find a substitute or at least an approximation.

Well, there's the question about whether I should have one "listener" kind of component to keep watching (using the GoDB.Watchsomething) for the time my character attacks, hits, equips the weapon, etc. or have each component use a separate watcher.

Let's say: A Sword of Vigor would for example look for swings, regardless of hits or misses, to heal the wielder each time he uses the weapon

A Vampiric Sword of course would look for hits.

But what happens when we have a vampiric sword of vigor?

And can this be made to work with Pcontent?

boromonokli wrote:
Well, there's the question about whether I should have one "listener" kind of component to keep watching (using the GoDB.Watchsomething) for the time my character attacks, hits, equips the weapon, etc. or have each component use a separate watcher.

Let's say: A Sword of Vigor would for example look for swings, regardless of hits or misses, to heal the wielder each time he uses the weapon

A Vampiric Sword of course would look for hits.

But what happens when we have a vampiric sword of vigor?

And can this be made to work with Pcontent?

here we r hijacking Elf blog :p... I would say one listener, each listener could cause some fps loss perhaps to do the calculations and such Tongue A lot of swinging to heal? is this a beserker type of character everytime they get mad they heal? Hulk Smash... character would be 100% healed all the time, be almost immune. vampiric sword of vigor would do both hits and swings but the real question is do hits counts as 2, ie a hit is a swing, a hit = 1, but then the game would give u 1 for the swing, thus 2, would have to say if hit then swing = previous swing? and yes can be made to work with Pcontent in the template of the sword. Sword kind of remind me of Blood Assassin spell where when Blood Assassin uses her bow, she loses life cause the arrows use her blood to cause more damage...for like a sword that heals would just need to alteration = alter_life_recovery_unit; be regenerating health all the time regardless of hit/miss/swing.... interesting ideas.

Darkelf wrote:
actually I was sitting back waiting on someone on this site to ask questions, I can look at posts of new stuff but without someone wanting to know something there is nothing to comment on Tongue

was modding away, but as usual my desire for this game just isn't there anymore, its not 2005 anymore, and even if I make a mod, I think is it worth taking the time to make?, whos gonna want to use it? etc... I have started many mods and have failed to release a finished project.

But anyways we're still here, just taking a hiatus Smile


Darkelf is quite right, though philosophically we're quite different as I have no problem with my desire to make a mod but more with the time available to me to make mods - that's unfortunately is in very short supply.

You should just make something that you would like to play with.

Boromonokli has some very good ideas but you have to be careful that the result isn't overpowering. Something I'd like to see is more melee and ranged weapons that use mana to augment their abilities, a bit like the DS1 goblin weapons that use mana as fuel.

I've been playing a lot of chess. Then texturing a new skin for TE's mantis popped into my head. I miss modding I guess. Too bad it's hard to be motivated to release anything. I've had the same problem as DE. I also get burned out before I finish a map. It gets a bit too daunting having to do all that's involved.

There might be one problem with that: The game won't display the weapon's own fuel/mana (described in the weapon template's aspect component) unless it uses the ac_minigun attack class. From what I've seen it looks like it's hardcoded that way.

One workaround is to reimplement minigun_magic.skrit, hooking it up with appropriate UI elements that need to be created.

The other is to use the wielder's mana, a'la Fist of Stone mana strike.

DE: A hit is also a swing: so when we hit, we trigger both components: we get a fixed heal amount from "of Vigor", and we steal a % of life from "Vampiric".

As for balance, these things can be considered:
player base damage reworked.
Monster rework (example: fireshot armor seck, Mass Haste using shamans, Triple Strike Swanny, some monsters dealing explosion damage, etc.)

////////////////////////

Actually it's not even like that, you don't really need an alteration for a per-shot model: a skrit that can handle CC messages (hooked up to a listener or has a listener) should work perfectly and be more reusable.


property int $healthchange = 0 doc = "how much health do we change to the GO on swinging the weapon";

/*
...
*/

event onGoHandleCcMessage$(WorldEvent e$, WorldMessage msg$)
{
  if(e$ == WE_ANIM_WEAPON_FIRE) //this triggers before the actual to hit roll is calculated
  {
     //changing wielder's health goes there, along with checks whether or not to have bloody shots be a possibly fatal experience (change health to 0 or less, or have 1 a s the minimum)
     //or whether or not it can increase health above maximum... (it should not)
     //same with mana strike/weapon fuel stuff.
  }
}

however if it is a tradeoff, as in: constant health degeneration coupled with decent health steal, then yes, alteration looks like the way to go.