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Messages - fwoop

Pages: 1 2 3 [4]
46
Graveyard / Re: Scales of War: DnD 4e PBF
« on: June 03, 2010, 09:52 »
Rah darts off and around stools and tables to strike two hobgoblins in a wide attack!
Spoiler (click to show/hide)

47
Graveyard / Re: Scales of War: DnD 4e PBF
« on: June 02, 2010, 11:19 »
Blood was drawn. In Rah's eyes, one could see only the fury of an enraged beast! His little legs rocket him forth on a course of destruction!

Spoiler (click to show/hide)

48
Graveyard / Re: DnD 4e Campaign
« on: June 02, 2010, 08:16 »
Just mentioning that most of us playing this game also hang around in the chaosforge IRC chatroom from time to time, which helps with coordination and advice and stuff. Not required, but recommended.

server: irc.quakenet.org
channel: #chaosforge

49
Graveyard / Re: Scales of War: DnD 4e PBF
« on: June 02, 2010, 05:22 »
Rah's head whips around.
*Gasp!*
Enemies! Right next to his bestest pal Nori even!
Meat in hand like some kind of club, he bounds through the air like a hairy cannonball toward the threat.
"You no pick on Nori! He is weak, like small girl! I save you Nori ok!"

Closing in on the intruder, his senses dim. All he can see is the target. His inner fury builds - becomes fire! Grows hot! Fire-

Is released!

Quote
Rah uses Hunter's Quarry on the I14 chump next to Nori; then uses Open The Gates of Battle to move to H14 and attack the I14 chump.
http://invisiblecastle.com/roller/view/2544603/
http://invisiblecastle.com/roller/view/2544604/
http://invisiblecastle.com/roller/view/2544605/

50
Graveyard / Re: Scales of War: DnD 4e PBF
« on: June 02, 2010, 04:18 »
Eyes barely above the table, Rah ravenously mauls a large leg of red meat.
"Mmrhph yous wants meat Nori? Mphmumph tastes gre-"
The barmaid passes by. Lumps of meat tumble from the halfling's suddenly slack jaw.
After she leaves, his eyes gradually unglaze. He looks down at the leg of meat with a confused expression.

51
Graveyard / Re: Scales of War: DnD 4e PBF
« on: June 01, 2010, 11:07 »
An unkempt ball of hair, that some suspect to be halfling, energetically flitters to and fro, pausing on occasion to eat an insect or scratch places not worth dwelling on.
"Hrm? Inn? Nonono! Rah say keep going! We-"
An uncharacteristically loud squirgly noise erupts from the small halfling. He contemplates his stomach for a moment.
"Yah Inn good. Eats!"

52
Graveyard / Re: DnD 4e Campaign
« on: June 01, 2010, 06:03 »
The wild halfling has landed!

53
DiabloRL / Re: DiabloRL Beta Testers needed!
« on: May 29, 2010, 07:32 »
I'll give this a thorough testing, if I may.

54
Modding / Map Painter
« on: May 09, 2010, 15:32 »
Some people expressed interest in the map painting functionality from cellular automata mod, so here is a barebones version. The world cell type tracker and other stuff have been excised.

Bugs related to turning off edge wrapping fixed.

55
Modding / Cellular Automata
« on: May 09, 2010, 07:00 »
This mod lets you play around with cellular automata in doomRL! You can play with any classical 2D cellular automata, just modify the survival/birth/etc rules in the top variable section.

Notes:
1) You'll want to use the Pause staff prior to fiddling with the Maker staff.

2010/05/10 Edition - Now you can paste any arbitrary map mid-game onto the level, with optional transparency!

Bugs related to turning off edge wrapping fixed.

56
Modding / Re: Modding wishlist
« on: May 06, 2010, 19:22 »
These things are all currently possible in the engine, but in an extremely round-about, messy, complicated way. It would be very nice if there was in-built support for them.

55. Custom Flags. If a defined cell/being/item/etc type is given a flag that is not present in base doomrl, the engine automatically creates a ("flag_name" = true) association for that type. Mainly want it for cells. (Denied for DoomRL1)

56. Cell Flag Querying. Being able to ask if a cell on a particular square has a particular flag. ie: cellHasFlag(x, y, cell_flag). Should work with custom flags from mod item 55. (Denied for DoomRL1)

57. Map Table. Holds maps with given names, as is the current case for cell/item/being/etc definitions. Placing the initial map could look like Level.put(2,2,MAP_THISLEVEL).

58. Map Painting. Being able to "paint"/apply maps during play (not just at creation), that are defined with mod item 57. Ie: paint_map(x, y, map_name), paint_map_centered(x, y, map_name).

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