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#101 |
Knight
Join Date: Oct 2019
Posts: 969
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Haha, yeah, same. Had a momentary inspiration for a new character class
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#102 |
Adept
Join Date: May 2007
Posts: 170
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Drunken master! And as a werewolf too. We need some vampiric strike in the mix...
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#103 |
Adept
Join Date: May 2007
Posts: 170
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Bloodlust mechanics are interesting, and surprising... I like it.
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#104 |
Knight
Join Date: Oct 2019
Posts: 969
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#105 |
Adept
Join Date: May 2007
Posts: 170
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That would be really nice. Thanks!
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#106 |
Swordsman
Join Date: Jul 2015
Location: Seattle, WA
Posts: 267
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Anyone else seeing their hitpoints fall while digging? Still wondering if this is a bug or on purpose.
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#107 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,763
Donated: $60
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Bug, fix (by backwardsEric) should be out in the next few days.
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#108 |
Adept
Join Date: May 2007
Posts: 170
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This code in process_command can be dangerous at high levels if the time counter is very high. I couldn't use the inventory to quaff healing potions or teleport away. I was kind of locked. I *think* is this code. I cant confirm the value of the time counter. I'll try to simulate that same situation.
Code:
/* Actually execute the command function */ if (game_cmds[idx].fn) { /* Occasional attack instead for bloodlust-affected characters */ if (randint0(200) < player->timed[TMD_BLOODLUST]) { if (player_attack_random_monster(player)) return; } game_cmds[idx].fn(cmd); } Last edited by Diego Gonzalez; April 25, 2020 at 22:36. |
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#109 |
Knight
Join Date: Oct 2019
Posts: 969
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[TMD_BLOODLUST] shouldn't be able to exceed 50
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#110 |
Adept
Join Date: May 2007
Posts: 170
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Thanks! Perhaps bloodlust was 50, so I got a 1/4 chance to attack the unique instead of using an item. Too much bloodlust can kill you!
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