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At first I was just disappointed with the conjurer, then I noticed, he never regains magic points, ever! Is something broken? I'm running (I believe) PoG 1.0.2 under MacOS X 10.1.5. I'm downloading the full 150 MB image (since they sent me a windoze CD instead of a Mac CD when I registered) to make sure I'm up to date.
Perusing through the Trinity source, it appears he's supposed to be set to full magic when he levels, this is not happening. Additionally, I'm working on a plugin using toasters timer (thanks toaster!) that adds magic and health regen over time, though at an excrutiatingly slow pace. I added a dialog that shows current magic points and max magic points (via &&MagicPoints; and &&MaxMagicPoints;), the max magic points value just shows as &&MaxMagicPoints.; Any conditionals that try to use &&MaxMagicPoints; also seem to fail... Using &&MaxStaminaPoints; in conditionals works fine.
Any ideas?
Doh... never mind. I had 1.0.1 installed. 1.0.2 works like a champ.
Hey Beenox, you need to put the actual version number in the vers resource, so people can tell.
If anyone is interested in the regen plugin, I'll post it. Currently, it regenerates 1 stamina and 1 magic point every 10 seconds. I don't want it to be a replacement for food or potions, or make the game too unbalanced. I am considering items or spells that will enhance how much you regenerate. It also makes the conjurer a bit more enjoyable, since he can actually use magic more often.
Conjurers don't have natural mana regeneration. You must buy mana potions from the wandering salesman or from the Mage's Tower.
Welcome to the boards!
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Originally posted by Bacomatic: If anyone is interested in the regen plugin, I'll post it. Currently, it regenerates 1 stamina and 1 magic point every 10 seconds. I don't want it to be a replacement for food or potions, or make the game too unbalanced. I am considering items or spells that will enhance how much you regenerate. It also makes the conjurer a bit more enjoyable, since he can actually use magic more often.
Mr. Bacomatic,
Just steal my thunder, why don't you?!?
Hey, just kidding. The spells expander plug-in that I'm developing does have a mana recharging system to it, but it is an item-based thing and not an innate ability. Feel more than free to post your plug-in as there will be plenty of people who will want to utilize it.
Also, from a dev standpoint, if you are doing anything with the timer other than checking its count, you might want to contact Stray toaster and check for compatibility issues. I'm sure you would like for your plug to be compatible with any plug-ins that are yet to be released that will be making use of the timer.
Welcome to the boards.
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Originally posted by Stark Bledfast: **Mr. Bacomatic,
Also, from a dev standpoint, if you are doing anything with the timer other than checking its count, you might want to contact Stray toaster and check for compatibility issues. I'm sure you would like for your plug to be compatible with any plug-ins that are yet to be released that will be making use of the timer. **
Currently I'm patching the addsec event, which is definitely bad...
I'm in the middle of getting an app ready for MacWorld Paris, I'll have some time later this week to clean it up and make it run nicer, and also work in conjunction with the timer plugin rather than replace it. Once I have something going, I'll make it available.
I played with the plugin a good portion of the day yesterday. It doesn't seem to make the game too easy, which is what I was going for. The mana regen is nice, I can focus more on getting better equipment and spells are more useful now. The 1 mp per 10 seconds is kinda low when you get into the higher levels, so items to boost mana regen would be very helpful, I put globals in place to take care of that, though I probably won't add any items to the plugin.
I've also noticed a problem with the timer NPC, he's blocked access on bridges in the dungeon on a couple of occasions. I haven't had a chance to play around with NPCs much, is there a way to have him teleport to a random location when the player contacts him? Or maybe just place him at some coordinate that's guaranteed to be off the map... if that wouldn't cause any problems. I thought about just having him evade the user, but then you can still corner him and he'll still block access... maybe make him insanely fast...
Originally posted by Bacomatic: I've also noticed a problem with the timer NPC, he's blocked access on bridges in the dungeon on a couple of occasions. I haven't had a chance to play around with NPCs much, is there a way to have him teleport to a random location when the player contacts him? Or maybe just place him at some coordinate that's guaranteed to be off the map... if that wouldn't cause any problems. I thought about just having him evade the user, but then you can still corner him and he'll still block access... maybe make him insanely fast...
This might be better suited to the (url="http://"http://www.ambrosiasw.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&forum;=Coldstone+web+board&number;=48&DaysPrune;=")Coldstone Gaming Engine(/url) forum. However, since you asked...
Are you placing the timer NPC at coordinates 0,0? That should be out of the way for everything and will make the NPC 'appear' in the top left hand corner of the map(if you disable fog of war you will see a blue dot up there that you can't get to unless you manually map position change yourself there). I haven't tested this in all areas to see if there are problems with this, but I haven't heard from any of my testers about this being a problem.
This might be better suited to the Coldstone Gaming Engine forum. **
True, I'll post my findings there. I have an even better solution than using an NPC...
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