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Post by phlinn on Feb 7, 2007 18:06:05 GMT -5
Using scan monster on a target, it's stats don't change after I strike it. It's either a bug with scan monster or with disabling blows. Spells which reduce hit or defense show up fine however.
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Post by Variaz on Feb 7, 2007 18:50:52 GMT -5
Scan Monster works fine, it must be disabling blow... Must be something in the combat script which I'll have to check...
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Post by phlinn on Feb 13, 2007 13:27:32 GMT -5
The monk damage is within "if (noweapon == FALSE) then ... -- End of weapons check". Not sure if that's the cause. I also see that you set defense and speed equal to hitrate - defreduction... pretty sure that's a bug.
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Post by phlinn on Feb 13, 2007 13:28:26 GMT -5
The disabling blows is within "if (noweapon == FALSE) then ... -- End of weapons check". Not sure if that's the cause. I also see that you set defense and speed equal to hitrate - defreduction... pretty sure that's a bug.
Also not sure if it's a bug to check for class_zelar...
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Post by Variaz on Feb 13, 2007 13:56:01 GMT -5
"Zelar" used to be the old name of the High Monk class... it's still referenced as zelar sometimes though, haven't yet changed the name of the functions... Hitrate - defreduction is most likely a bug. I don't have the script in front of me, but if there's a hitreduction variable, try it instead. Try changing "if (noweapon == FALSE) then" to simply "if (noweapon) then"... See? That's why I like scripting. Everyone can take a look at it!
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Post by phlinn on Feb 13, 2007 14:56:53 GMT -5
I don't dare change the if check, as a great deal of other issues are handled inside it. Looking at the code further, you set noweapon to false in a section above it dealing with unarmed attacks, so that's ok unless the disabling blows isn't supposed to work when wielding.
I just know that it's a bug to set hitrate,defrate, and speed all equal to the same thing. It's a clear copy/paste error. Especially since I don't want a mob with 400 hitrate getting 400 speed... I'll fix that bit on my local copy, although it's moot until that section is actually called.
I'll look through the script a bit more to see if I can figure out why it isn't getting checked.
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Post by phlinn on Feb 13, 2007 17:11:04 GMT -5
I think i see it. It's checking for abilities[class_zelar * 10 +6, but the actual index should be +5. I had to glance through learn.c and defines.h to make sure I was looking at it right, but I believe ability x should be offset by x-1.Sigh... nm. doing some additional poking around now.
Incidentally, I've started rewriting the combat script for neatness, and other issues. For instance, it seems a lot easier to just use a return instead of setting canattack = False and checking for it later. There's also some double checking for monster class near the beginning. However, since you're in the process of adding custom classes and whatnot, should i wait for the next patch? If I get it finished I'll gladly send it to you.
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Post by Variaz on Feb 13, 2007 22:05:23 GMT -5
Just make sure it works fine thoug...you can send it to me, though I'm not sure yet about what I will add in this file until 0.2... Still, you're welcome to send it to me, I may not change that file all that much.
I know the script could be improved. Honestly, I mostly integrally converted the code from the C file, and converted it to lua. I didn't take the time to improve it...
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