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Reply to Re: New Dev File: Spells

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December 20th 2007, 10:44 PM
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Endy
Peasant He/Him United States
 
"A better solution for the missile shield is to only use shadow brain and detect missiles with hit() and &missle_source (missiles still trigger hit even on a shadow brain and w/ sp_nohit 1)."

"For the offensive "shield" it may be better just to keep it as missile brain and code it in DinkC to follow Dink when he moves (he'll trigger damage())."

Sounds good, thanks for the advice on the shields. Is a bit of an issue the enemies' missiles going through the shield while the brain swap is going on.

Sleeping Enemies:
Mainly just got annoyed with the blatant stupidity of our current enemies. You can normally walk right up to an enemy or even have to chase one down to start a fight.

Used the external loop to improve on re-usability, and keep the amount of coding down in the individual enemies. The boncas, for instance, use the same call to know when Dink approaches them. The Spike enemies randomly choose to attack or will remain waiting until he gets close.

mlevel.c

"Why not just set &magic to zero..? "

Originally that's what I did, it worked great until I leveled up while form shifted Mlevel works pretty well without having to mess with the level script itself. Been thinking you could even use it for a item only fight, or modify it to create a count down effect.

"You should also be using pseq not seq to return the seq."

Have to take a look at the code to see what you mean.

Thanks for all the suggestions