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Post by adelie on Jan 12, 2010 21:38:45 GMT -5
2 script fixes: lib/script/object.lua, line 252:
if ((isspecial == 1) or (item.cursed >= kind(item).level)) then to
if ((isspecial == 1) or (item.cursed >= itemlevel)) then
and line 608:
if (((isspecial == 1) or (item.cursed >= kind(item).level)) and (item.spell[1].type == 0) and not(item.tval == TV_ROD) and (item.extra1 == GF_PHYSICAL or item.extra1 == 0)) then to
if (((isspecial == 1) or (item.cursed >= itemlevel)) and (item.spell[1].type == 0) and not(item.tval == TV_ROD) and (item.extra1 == GF_PHYSICAL or item.extra1 == 0)) then
kind(item).level has a tendency to return 0, which was causing behaviour like the majority of purples to have element changing.
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Post by Gando on Jan 12, 2010 21:56:52 GMT -5
I suspect speed > 0 has no effect at all in game. In angband it meant +10 speed would essentially give you an extra turn vs normal monsters where as -10 would give you half the turns vs normal monsters. I've had over +30 speed (+103 for the last few levels) and noticed that normal monsters move/attack just as often as I do. Bosses and Elites more often. Wasn't sure until I got into this megabattle with the Quest level boss from HELL'(tm) and realized every time I got a turn it got 2. At 100+ speed (all from wisdom Im assuming) this shouldn't be possible. So perhaps speed needs to be removed altogether or fixed in some way that makes sense.
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Post by Variaz on Jan 12, 2010 22:00:53 GMT -5
I suspect speed > 0 has no effect at all in game. In angband it meant +10 speed would essentially give you an extra turn vs normal monsters where as -10 would give you half the turns vs normal monsters. I've had over +30 speed (+103 for the last few levels) and noticed that normal monsters move/attack just as often as I do. Bosses and Elites more often. Wasn't sure until I got into this megabattle with the Quest level boss from HELL'(tm) and realized every time I got a turn it got 2. At 100+ speed (all from wisdom Im assuming) this shouldn't be possible. So perhaps speed needs to be removed altogether or fixed in some way that makes sense. It's not really broken, it just has diminishing returns. +10 makes a huge difference. +20, not as much. +30 even less, and then the increase is very small. At +80, it stops having increases. So there is no differences between +80 and +100, or even +1000 for that matter. This is still on an old speed code, and has not really been changed since then.
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Post by Gando on Jan 12, 2010 22:04:48 GMT -5
It is broken if it doesn't work. That's my definition anyway lol. Well fix it if you find a way, otherwise don't. I suspect 99% of your players won't even care. It just niggles because Speed rings cost so much to buy and are so high a depth to find that I wish they counted for something.
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Post by Gando on Jan 12, 2010 22:50:35 GMT -5
after much more fighting with this boss I have determined that the Iajutsu actually does 990 points rather than the stated damage with ranges from 1.2mil to 2.5mil. I suspect that what is happening is that it takes the magic damage from the brand separately (even though this is clearly wrong) teleports and then the function having returned already doesn't process the remaining damage though it shows up on the damage display. Personally Id rather it be the other way around if it's just going to dodge one of the damages.
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Post by Gando on Jan 12, 2010 23:01:32 GMT -5
Strangely when I edited combat.lua to add in a message (so that I could see what was really going on) then saved the monster stopped teleporting on the hits and took all the damage. In fact I ended up dealing 3x as much damage per hit and it was dead before I knew it.
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Post by Gando on Jan 12, 2010 23:02:46 GMT -5
msg_print(string.format('damage from Iajutsu: %s!', iajutsudam))
is the line I inserted (following the sytax elsewhere in the same file)
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Post by Gando on Jan 13, 2010 23:11:29 GMT -5
Apparently the Halve Magic and Halve Power spells are meaningless. Or at least they give 0 feedback if they fail. There is no way to know if they do succeed or fail because no message occurs when they are cast.
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Post by Gando on Jan 13, 2010 23:16:33 GMT -5
I've noticed that sometimes the steps going to the outside of a dungeon bring you instead to the last town you were in ala Word of Recall. This seems like an error.
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Post by Gando on Jan 13, 2010 23:35:05 GMT -5
Ring of Slaying seems not only obsolete but overpriced and overdepthed. I recommend deletion.
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Post by Gando on Jan 14, 2010 2:28:53 GMT -5
Just reincarnated and put 70 points into Martial Arts (10 over minimum) and no stunning blow. Is this just broken?
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Post by Gando on Jan 14, 2010 2:31:21 GMT -5
Never mind I see that it doesn't include class skill bonuses (which sucks imho because until you switch to a class without those bonuses you don't know you need them.)
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Post by Gando on Jan 14, 2010 2:47:36 GMT -5
Honorable Warrior seems to be a wasted ability as it doesn't seem to increase wisdom.
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Post by Gando on Jan 14, 2010 3:18:16 GMT -5
Reincarnation removes the ability to soul capture if you have Soul Guardian as a class.
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Post by Gando on Jan 14, 2010 3:32:47 GMT -5
Heal 48 (440 to cast) heals a teensy little bit (467 wis total btw + 30 or spellcraft): total hp =2216208 total healed per cast: 22397 or 1% of my max hp. Is that REALLY fair? Does that seem like a good heal to YOU??
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