Page 206 of 216 FirstFirst ... 106 156 196 204 205 206 207 208 ... LastLast
Results 2,051 to 2,060 of 2160

Thread: BatBrain -- a central nervous system for consult scripts

  1. #2051
    Developer
    Join Date
    Aug 2009
    Posts
    2,812

    Default

    BatBrain first needs to be aware of ghosts. Is there a way to know this without a hardcoded list?
    Originally Posted by zarqon View Post
    I don't think Mafia's aware of that, either (not that it needs to be). The best way to determine whether a monster is a ghost or not is to go in with Pill Power (from power pill / mini power pill) active, as ghosts will be colored blue.

  2. #2052
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,416

    Default

    We could add a keyword to monsters.txt and pass it along as a proxy field. Not that we need it, as heeheehee said, but we've done of lot of things for the convenience of scripts.

    This would be more likely were someone to post a list of ghosts...
    Ph'nglui mglw'nafh Cthulhu
    R'lyeh wgah-nagl fhtagn.

  3. #2053
    Minion Bale's Avatar
    Join Date
    Jun 2008
    Posts
    13,287

    Default

    Fortunately this has already been spaded. Here is the list of all ghosts:
    https://kol.coldfront.net/thekolwiki/...ategory:Ghosts

    Some monsters in KoL are ghosts. Ghosts are usually, though not always, physically immune, and usually of the undead phylum.

    Some equipment and effects give the enchantment "+X damage against ghosts", which makes all physical attacks against ghosts deal X more damage (this bypasses any physical resistance that might be present).

    The skill Hammer Ghost only works against ghosts.

    Scroll of ancient forbidden unspeakable evil will insta-kill physically-immune ghosts when used (though Pill Power can stop it working).

    The combat skill Pinch Ghost only works on ghosts.

    The effect Pill Power makes all ghosts coloured blue, and strips them of all their physical resistance.

    T.U.R.D.S. Keys have a significantly boosted free-runaway chance against ghosts.

    The protonic accelerator pack has special interactions when fighting ghosts and allows use of the skills Shoot Ghost and Trap Ghost.
    Ancient ghost
    Ancient protector spirit (The Hidden Apartment Building)
    Ancient protector spirit (The Hidden Bowling Alley)
    Ancient protector spirit (The Hidden Hospital)
    Ancient protector spirit (The Hidden Office Building)
    Banshee librarian
    Battlie Knight Ghost
    Bettie Barulio
    Boneless blobghost
    Chalkdust wraith
    Claybender Sorcerer Ghost
    Cold ghost
    Contemplative ghost
    Dusken Raider Ghost
    Emily Koops, a spooky lime
    Ghost
    Ghost actor
    Ghost miner
    Ghost of Elizabeth Spookyraven
    Ghost of Fernswarthy's Grandfather
    Hot ghost
    Hustled spectre
    Lovesick ghost
    Marcus Macurgeon
    Marvin J. Sunny
    Mayor Ghost
    Mayor Ghost (Hard Mode)
    Model skeleton
    Mortimer Strauss
    Plaid ghost
    Protector Spectre
    Restless ghost
    Sexy sorority ghost
    Sheet ghost
    Sleaze ghost
    Space Tourist Explorer Ghost
    Spirit of New Wave (Inner Sanctum)
    Spirit of New Wave (Volcanic Cave)
    Spooky ghost
    Stench ghost
    The ghost of Ebenoozer Screege
    The ghost of Jim Unfortunato
    The ghost of Lord Montague Spookyraven
    The ghost of Monsieur Baguelle
    The ghost of Oily McBindle
    The ghost of Phil Bunion
    The ghost of Richard Cockingham
    The ghost of Sam McGee
    The ghost of Vanillica "Trashblossom" Gorton
    The ghost of Waldo the Carpathian
    The Headless Horseman
    The Icewoman
    The Unknown Accordion Thief
    The Unknown Disco Bandit
    The Unknown Pastamancer
    The Unknown Sauceror
    The Unknown Seal Clubber
    The Unknown Turtle Tamer
    Whatsian Commando Ghost
    Wonderful Winifred Wongle
    Last edited by Bale; 09-27-2016 at 03:25 PM.

  4. #2054
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,416

    Default

    I actually went to the Wiki and unsuccessfuly tried various ways to find such a list. Thanks!
    Ph'nglui mglw'nafh Cthulhu
    R'lyeh wgah-nagl fhtagn.

  5. #2055
    Minion Bale's Avatar
    Join Date
    Jun 2008
    Posts
    13,287

    Default

    Category pages are an often ignored source of information on the wiki. Some of them even have lists of everything that has a special interaction with that category.

  6. #2056
    Senior Member Crowther's Avatar
    Join Date
    Nov 2006
    Posts
    1,402

    Default

    If I read that right, then the proton thingy could be considered to be "+0 damage against ghosts" and not something new. I hadn't realized ghosts were not all physically immune.

  7. #2057

    Default

    We could maybe (internally) add a MonsterType enum, which would cover boss, ghost, and whatever else seems appropriate. Having boss included in two places for a while before eventually removing that field could be a thing. Just brainstorming here though.

  8. #2058
    Senior Member Theraze's Avatar
    Join Date
    Mar 2010
    Posts
    8,743

    Default

    Are there any boss ghosts yet?

  9. #2059

    Default

    Are there any boss ghosts yet?
    Originally Posted by Theraze View Post
    I was thinking the field would be an array of strings, so that would be handled just fine.

  10. #2060
    Minion Bale's Avatar
    Join Date
    Jun 2008
    Posts
    13,287

    Default

    If I read that right, then the proton thingy could be considered to be "+0 damage against ghosts" and not something new.
    Originally Posted by Crowther View Post
    Oh. That's what I wasn't understanding quite right: +25 Damage vs. Ghosts.

    That's what was going on! Apparently that +25 damage applies to regular attacks, not to special techniques. That's why I was doing damage with my regular attacks, but not other physical techniques. Weird.
    If people like my scripts, please send me stuffed Hodgmen.
    Universal Recovery, OCD Inventory Control, CounterChecker, newLife, ChIT.


Similar Threads

  1. Feature - Implemented random_attributes not being passed to consult scripts
    By DoctorRotelle in forum Bug Reports
    Replies: 7
    Last Post: 05-25-2015, 04:38 AM
  2. Replies: 25
    Last Post: 04-05-2015, 07:20 PM
  3. Feature - Implemented Duplicate scripts cause "not found" error for consult scripts
    By nightslide in forum Bug Reports
    Replies: 6
    Last Post: 06-10-2013, 07:07 PM
  4. Multiple consult scripts?
    By fxer in forum Scripting Discussion
    Replies: 2
    Last Post: 03-04-2013, 08:43 PM
  5. Passing variables to consult scripts from the ccs
    By Captain Kirk in forum Custom Combat Settings
    Replies: 0
    Last Post: 08-17-2008, 05:53 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •