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Post by Gando on May 6, 2008 8:01:32 GMT -5
Since it didnt exist it needed to be created The 'L' command no longer shows a section at a time but makes you scroll by 1 tile per arrow key press...this needs to be reverted.
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Post by Variaz on May 6, 2008 8:51:04 GMT -5
This actually only happens if center_player is enabled. Not much of a bug, just the way things are coded. It could be changed, though scrolling one cell at a time can also be useful....
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Post by Gando on May 6, 2008 21:08:44 GMT -5
Odd since I didnt enable such an option (I personally abhor the way its done), nor does it center as per that option. Odd indeed.
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Post by robertmitchell on May 7, 2008 17:02:28 GMT -5
I'm sure this is not really a bug, but I downloaded the new build and unzipped it. All I get are three black boxes. What the heck am I doing wrong?
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Post by sekira on May 7, 2008 17:51:42 GMT -5
The first step is to restart your computer.
If that doesn't work, you need to delete all copies of Portralis and re-extract it. You should be able to backup your save file in \lib\save\ and then restore it after you have re-extracted Portralis.
EDIT: er I wrote that badly. When I say backup your save file in \lib\save\ I mean copy FROM there to a safe location before you delete, then copy it back TO \lib\save\ after you have re-extracted Portralis
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Post by phlinn on May 9, 2008 11:21:58 GMT -5
Physical returning monsters still don't.
-EDIT- Fixed by editing combat.lua. On line 237 fire_jump_ball(mtype, dam, 0, meleex, meleey, TRUE) should read fire_jump_ball(mtype, dam, 0, meleex, meleey, FALSE) In the source code, if that last item is true it sets no_magic_return.
For the check for this in elements.lua, perheps instead of checking no_magic_return, if should check if the damage type is physical?
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Post by sekira on May 9, 2008 16:48:25 GMT -5
I'm not sure if this is new or just never found before, but having two R: lines in a class description in \lib\edit\classes.txt doesn't work.
I created a test character and used wizard commands to get the requirements for my Kensai class (20 str, 10 wis, 20 swords, 20 martial arts, 20 agility, clevel 3 warrior, clevel 3 monk) and the class did not show up in the advanced classes list of the Y command.
I removed the R: line that required clevel 3 warrior (leaving only the clevel 3 monk requirement) and poof, there was the kensai class in the Y, b list.
My class description:
N:Kensai:21:1 Q:20:0:10:0:0:0 R:1:3 R:8:3 L:5:20 L:12:20 L:18:20 S:25:0:25:25:0:0 B:5:25 B:12:25 B:18:25 K:Sword Student:Sword Student; K:Sword Adept:Sword Adept; K:Swordsman:Swordswoman; K:Sword Expert:Sword Expert; K:Sword Master:Sword Mistres; K:Honorable:Honorable; K:Samurai:Samurai; K:Samurai Lord:Samurai Lady; K:Sword Saint:Sword Saint; K:Kensai:Kensai; A:Focus:0:0:0:0 A:Iajutsu:0:0:0:0 A:Honorable Warrior:0:0:0:0 A:Finish Him!:1:0:108:0 A:Lightning Strike:1:0:109:1 A:Arrow Cutting:0:0:0:0 A:The Lion's Roar:1:0:110:0 A:The Scorpion's Tail:1:0:111:1 A:The Dragon's Fury:0:0:0:0 A:Whirlwind:1:0:112:0
the only thing changed was to remove the
R:1:3
line
Also, just noticed, the Whirlwind ability name does not show up in the abilities list pulled up with the J command.
the last ability shows up something like this...
0. [0]
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Post by sekira on May 9, 2008 17:43:16 GMT -5
I think this might be a major bug.
I don't think the monster_hit_player() function in combat.lua script ever gets called.
That is where my Iajutsu code is, so I was testing it, and I couldn't get it to run.
I even put a
msg_print("Testing")
line of code at the beginning of the function call, and then let a monster attack me, and that Testing message never popped up.
EDIT: I'm not sure if I found the right function, as there is a lot of dead code in the source, so I may be looking at an obsolete function, but in melee1.c, looking at
bool make_attack_normal(int m_idx, byte divis)
The call to monster_hit_player() is not done using call_lua(), it looks like a C function. Could that have been overlooked, or am I looking in the wrong place?
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Post by Variaz on May 9, 2008 18:34:59 GMT -5
Not really overlooked, more that I haven't converted monsters vs player melee code to lua yet. But you're right, it's not called.
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Post by robertmitchell on May 11, 2008 15:44:10 GMT -5
Two things, I have been doing the Viper quests. First, I thought if I was able to keep the priest alive, my alignment would go up by one, and it didn't. Second, when doing the quest for the family silver, in the grave yard by the big church, when I defeat the Viper Ghost and am getting the lecture from the guy who set up the fight, the game crashes, black screen(game screen) with three words(Dragon Lancer Member) on the top left, dead. Anyone else get that far? Is it just me? Thanks again for a fun game!
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Post by Variaz on May 11, 2008 16:39:04 GMT -5
The first one isn't a bug, I didn't make it so that you gain alignment. After all, you do let a demon worshipper live. Apparently Shan isn't that bad, but is this the truth?
The second one is a bug though. I didn't get it when I was testing, though I have yet to play through this quest normally. I'll have to see if the bug occurs then.
Anyone else getting the bug?
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Post by skyghene on May 12, 2008 3:16:58 GMT -5
Agility's evade magic isnt working DX
''if (p_ptr.skill_base[6] >= 70 and dam > 0 and not(monster_physical) and not(monster_ranged)) then''
Should be "(p_ptr.skill[6]) >= 70 and dam > 0 and not(monster_physical) and not(monster_ranged)) then''
And also i think that the ppower value should have an * 5, since agilty's evade magic was meant to work at half the power of magic defense. (when magic defense was *2)
Also I think that the ranger's call animal abilities duration isnt levelling properly, though im not sure.
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Post by Variaz on May 12, 2008 8:21:38 GMT -5
Evasion is perfectly fine the way it is(it's not really meant to be as powerful as Magic Defense, more meant to be an additional quirk to an already excellent skill. Even half Magic Defense's power would be a bit much... Since Agility already provides jumping combat feat, speed boost and AC boost, I don't think Evasion needs to be enhanced.), including the part where I use skill_base instead of skill. Skill feats are only gained through base skill values, so that this way, you cannot gain skill feats using items. This was meant to balance crafted and levelable items, because otherwise, they would be too powerful, especially Crafting.
For duration, monsters are summoned with a base duration. However, depending on their speed and your own speed, it may seem like they disappear quicker/slower than they should. If you're very fast, 10 turns for you might not be 10 turns for slower enemies, so in that case, they will last for more than 10 turns. On the other hand, if your monsters are faster than you, they will reach a turns count of 10 before you do, so they will disappear faster.
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Post by sekira on May 12, 2008 9:36:04 GMT -5
Not really overlooked, more that I haven't converted monsters vs player melee code to lua yet. But you're right, it's not called. ok, well, I guess the Kensai gets put on hold yet again. Any idea when either before_monster_melee_global() will be included, or the lua monster_hit_player() will start being called?
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Post by Variaz on May 12, 2008 9:46:51 GMT -5
Probably in the next release, though I don't know when the next upload will be. I don't want it to be just a slight update, I want it to have some more playable content. (I've started building Ivhala!). Not sure if I'll do the entire second chapter up to the second questor before the next upload though. Maybe I'll create the second chapter little by little, so you get something new every uploads, along with other things like these new lua functions and other changes.
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