[Done for V0.38] Chaos health
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[Done for V0.38] Chaos health
According to RTCEd Chaos has health 10000 . If I do damage to him with a weapon, does the engine actually subtract that damage from Chaos health? How did FTL-DM handle this?
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Ask zyx and sophia...there are insane people who will, if a critter is around who can be damaged, sleep and sleep and take tons of time to try and kill it
Can I suggest an unkillable flag dfor monsters? HP won't do it, and the ability to have only special items able to kill or incapacitate them seems mandatory
Can I suggest an unkillable flag dfor monsters? HP won't do it, and the ability to have only special items able to kill or incapacitate them seems mandatory
Well, in the case of an archmaster Chaos, a potion-maxe-out Ee-master tank with the best weapon available will do 1-4 points of damage, although 3-4 are rather rare. That means, normally I would hit him until he has only 1 HP left before killing him, but with these settings that will take just to long.
I think Chaos being virtually unkillable with 10000 health is absolutely ok, I don't see the need for an unkillable flag (but of course it might be made available for future custom monsters). So it is possible to defeat him conventionally, but it is far more taxing than simply fusing him. However, if Chaos is killed, the dungeon should be finished just the same as if he was fused. This might happen only very rarely, but it might happen that Chaos disperses to smoke and because you didn't know the firestaff yet and it's been the first time you defeated Chaos the first thing you did after killing him was overwriting your last savegame, and now you can't finish the game anymore. I would consider this possibility and bug and thus have an alternate end CHAOS_KILLED (or LIBRAULUS_KILLED or GREY_LORD killed, or fused) added.
I think Chaos being virtually unkillable with 10000 health is absolutely ok, I don't see the need for an unkillable flag (but of course it might be made available for future custom monsters). So it is possible to defeat him conventionally, but it is far more taxing than simply fusing him. However, if Chaos is killed, the dungeon should be finished just the same as if he was fused. This might happen only very rarely, but it might happen that Chaos disperses to smoke and because you didn't know the firestaff yet and it's been the first time you defeated Chaos the first thing you did after killing him was overwriting your last savegame, and now you can't finish the game anymore. I would consider this possibility and bug and thus have an alternate end CHAOS_KILLED (or LIBRAULUS_KILLED or GREY_LORD killed, or fused) added.
Parting is all we know from Heaven, and all we need of hell.
Trust me, someone will try, and complain
There is a need for an unkillableflag, people have and will taken on unkillable monsters who use HP and killed them. Zyx had a monster wityh intricate puzzle for getting killed, and Ian took it out. I believe Sophia had a friendly creatrue with large HP in RTC, and someone killed it. Perosnally I'm all in favour of havign creatrues you don't just slug it out with to kill, that brains, the right weapon, etc is needed for - hence unkillabel flag!
And why crerate a chasos_killed flag that is only useful then for D? When you could just have chaos dying generate an action that targets the end game pad and a text which say 'you are stupid but opersistent'
There is a need for an unkillableflag, people have and will taken on unkillable monsters who use HP and killed them. Zyx had a monster wityh intricate puzzle for getting killed, and Ian took it out. I believe Sophia had a friendly creatrue with large HP in RTC, and someone killed it. Perosnally I'm all in favour of havign creatrues you don't just slug it out with to kill, that brains, the right weapon, etc is needed for - hence unkillabel flag!
And why crerate a chasos_killed flag that is only useful then for D? When you could just have chaos dying generate an action that targets the end game pad and a text which say 'you are stupid but opersistent'
that`s just the dilema I`ve got while constructing dungeon: is the "unkillable" monster in CSBwin REALLY unkillable, if he`s got "only" 65536 hit points (after flagging him as "infinite HP" in the editor)?
That`s why I made my unkillable (or maybe better to say "theorecticly killable, practicly unkillable") 262140 HP (four 65536 HPs monsters on the same tile drawn as one), to make killing him less probably (but maybe infact there was no need to do it).
Ok, let`s say I put unkillable (262140 HP) black flame (four black flames with infinite HP each, drawn as one) as a "guardian" for the tile with end-game pad actuator. To get there you have to, say, get four corbums from all-over the game to activate a teleporter teleporting you to the end-game tile. But if there were a maniac who would spend 48 hours fighting with that monster and kill him finally? Then we`ve got a problem.
That`s just a theory, I believe noone would be THAT crazy.
That`s why I made my unkillable (or maybe better to say "theorecticly killable, practicly unkillable") 262140 HP (four 65536 HPs monsters on the same tile drawn as one), to make killing him less probably (but maybe infact there was no need to do it).
Ok, let`s say I put unkillable (262140 HP) black flame (four black flames with infinite HP each, drawn as one) as a "guardian" for the tile with end-game pad actuator. To get there you have to, say, get four corbums from all-over the game to activate a teleporter teleporting you to the end-game tile. But if there were a maniac who would spend 48 hours fighting with that monster and kill him finally? Then we`ve got a problem.
That`s just a theory, I believe noone would be THAT crazy.
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Who's Elsie?
The generic issues though
- The original Chaos compiled under V0.37 and before will now not be killable in V0.38.
- A *clone* of Chaos compiled under V0.37 and before will still be killable in V0.38.
- If you recompile the txt file under V0.38 then it won't be killable (unless you change the flag).
The generic issues though
- The original Chaos compiled under V0.37 and before will now not be killable in V0.38.
- A *clone* of Chaos compiled under V0.37 and before will still be killable in V0.38.
- If you recompile the txt file under V0.38 then it won't be killable (unless you change the flag).
Umm, adamo, in CSBwin the '65336 HP is code for unkillable - because there is no set flag, if the engine sees that HP, it will not remove HP form the monster (or something). In conflux the immortal scorpion and balrog have this flag, so you cannot kill them.
Naturally the engine (i think through graphics.dat) has Libby, grey and chaos as unkillable no matter their HP
Naturally the engine (i think through graphics.dat) has Libby, grey and chaos as unkillable no matter their HP
ooh I`ve got it now! so if monster has 65536 HP it`s unkillable, if has 65535 it`s killable. sorry, my mistake.
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