DRL > Discussion
Sorry, could not resist...
Turgor:
hmm, i'm pretty sure i encountered former humans beyond level 12... allthough i admit that the further i get the more excited i get and the less attention i pay to such trivial matters as how far i got. (yes, that does look like a contradictio in terminus)
well, that ID_Pistol was it's weapon was kinda obvious, so i left it out in my first post ;) those bonusses to hit and damage might be correct. i have doubts about the reloads though, gonna test it now.
edit: nope, former humans reload their pistol untill they have no more ammo.
and forget that agro at 6.. it's more like 3 paces
more edit: ok, sometimes former humans seem to pick up ammo.. they don't pick it up when they are out of ammo though?? so a former human has 4 reloads, unless it encounters 10mm ammo when it still has ammo. yeah..
Turgor:
got another idea for one of the 0's: the armor rating!
Thomas:
It would be nice if we had two, after all, most codes can be cracked only when there is two codes.
9, 6,10, 7, 10, 90, 21, 0,12, ID_Pistol,2,0,0,'former');
Sight, Agro sight, Health, usecost, movecost, hit%, XPvalue, First level encountered, weapon, basedamage, extra damage dice, # of sides on extra damage dice, short name would be my guess.
EDIT: Quoting: Turgorgot another idea for one of the 0's: the armor rating!
Actually, former humans never start with an armour rating, otherwise we'd be able to get green armor on level 1. They pick green armor up, this GIVES them an armor rating.
Kornel Kisielewicz:
Ok, time to reveal the truth. First of all, when it comes to weapons, there are no stats. ID_Pistol sais that a former human has a pistol - and DoomRL takes all damage, reload time, etc stats from the pistol definition. As for the entry -- here's the full resolution:
Races.Add(
IDFormer, -- race identifier
'former human', -- race name
'former humans', -- race name, plural
NewPic('h',lightgray), -- race picture
9, -- Strength (for melee damage)
6, -- Dexterity (for aiming and dodgeing)
10, -- Health (for bleeding rolls)
7, -- Psyche (don't ask -- unused)
10, -- Maximum HP
90, -- Speed
21, -- ExpValue
0, -- Minimum Dungeon Level
12, -- Maximum Dungeon Level
ID_Pistol, -- used weapon
2, -- Monster Group (different groups were battling each-other, but I removed that feature)
0, -- Natural Weapon (0 means none)
0, -- Armor
'former' -- unique string ID (unused)
);
^_^
Thomas:
Nothing specific on damage? (I really didn't excpect stuff like psyche and dex)
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