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Cryolemon

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About Cryolemon

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  1. The problem is that if we get too hung up on trying to preserve compatibility for every bug that might have been worked around or used by designers then we quickly get to the point of not fixing anything.
  2. Originally Posted By: Karoka Would the ability to have your own custom sounds in a scenario be possible/worthwhile? It's probably possible. Whether it's easy to code or worthwhile is a different question.
  3. It would be interesting to say the least if someone tried to make a whole planet.
  4. Originally Posted By: JtD It wasn't an option. I could never set it below 1 or 2(I forget which). There was a specific setting to make the creature not move, but it had to be done for each individual creature. For breakable terrain, it's way too tedious & wit would better to be able set the speed to 0 and/or add an immobile option to the Monster template itself... That 2nd opens up some brutal options, like Door Ninjas... It can't leave the space, but it can beat you down just the same. Lol at the phrase "Door ninja".
  5. Originally Posted By: null i actually have some plans to make a crossover scenario, in which each edition tells the story from a different perspective. To get the 'entire' story you would need to play each one. That sounds like a pretty cool idea.
  6. I like the idea of being able to change the look/name/job texts based on an SDF. How easy it is likely to be to implement is a different matter though.
  7. Speaking of town sizes,I thought a large town was 64 x 64? Or has that been changed already?
  8. Originally Posted By: JtD The problem with the "just use an immobile monster" remedy is that the limited amount of monsters that can be placed in a town makes it impossible to replace very much terrain & still have creatures in the area. If I'm not mistaken, the limit was 50 last time I checked. Hardly enough to really get the job done. It was mentioned above that the limit will be raised, although what to I don't know (is 65535 asking too much?)
  9. What exactly does "harms" actually mean in this context anyway?
  10. Originally Posted By: Matanbuchus Originally Posted By: Celtic Minstrel The main question is whether to give each item a unique description, or have a set of descriptions separate from the items and assign each item one of the descriptions. That is, a one-to-one mapping from description to item, or a many-to-one mapping? A mix of the two? Say, put in default descriptions that are automatically assigned based on item types, but allow the user to later freely edit them one by one if s/he so desires. Something like this: http://www.radiolantine.com/misc/boepic.jpg That's a cool idea. Dunno how easy it would be to code though (although presumably CM does).
  11. Yeah, the item descriptions weren't what I was talking about when I said it would be easier said than done.
  12. Originally Posted By: CRISIS on INFINITE SLARTIES I believe Asp gloves increase the damage you take from poison, or maybe it's increase the levels of poison you receive each time you are poisoned. Now you say that it makes sense.
  13. Originally Posted By: TheLostOne The ability to add item descriptions, similar to 'Realmz' so you can add a little flavor to those special items EDIT: Here's something else Allow for weapons to have other special abilities, not sure how to define it all that well, but for example, let's say for example, that you have a spear called Gungnir, that acts as a pole weapon, now let's say this spear can also have the ability to be thrown like a ranged weapon, except it behaves like a regular weapon, and since it's a special ability you wouldn't have to worry about charges or anything. That's a cool idea, but I'm guessing it's easier said than done.
  14. I think Asp Gloves have a chance to poison you and are cursed. The radioactive bars randomly disease you I think.
  15. Originally Posted By: Celtic Minstrel Originally Posted By: Cryolemon As I said though, if you added it to a new terrain type that wouldn't exist in old scenarios, it wouldn't break the game. But if that's all you want to do, it's exactly equivalent to making a monster that can't move, so why not just do that? That's a good point, and if it's not simple to program (as the previous post seems to imply) then there is no point at all.
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