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Post by vastin on Aug 6, 2008 21:29:04 GMT -5
A very minor issue:
Once your HP make it into the six figures, they no longer display properly on screen. Only the max OR your current HP display.
That may even be intentional behavior. <shrug>
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Post by Variaz on Aug 6, 2008 21:36:50 GMT -5
It is the current hp, and it's intended, because there's no more room for a XXXXX/XXXXX display. The only thing that could be improved is to give it proper right alignment.
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Post by Gando on Aug 6, 2008 23:52:00 GMT -5
ugh...physical immunes are STILL crashing my game even after the fix...help?
Edit: what is REALLY aggravating about this is that it is totally random seeming...I crash against a ghost and not against some other physical immunes...crash against a boss mob with Phys Im and not against an elite with the same.
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Post by Gando on Aug 7, 2008 0:25:13 GMT -5
*growls in frustration as the game crashes YET again. ...stupid ghost mobs...whailing phantoms in particular. RIGHT after I finished killing a hard to kill boss mob.
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Post by Gando on Aug 7, 2008 0:45:39 GMT -5
I cant even avoid the crashing by just spelling them to death because my Iajutsu cuts in and kills them :/
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Post by vastin on Aug 7, 2008 0:57:22 GMT -5
Sounds like this crash bug Gendo is running into is almost certainly confined to the Kensai.
I've been playing other melee and casters and romping through many a dungeon and I haven't seen a crash of that sort yet.
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Post by vastin on Aug 7, 2008 1:02:13 GMT -5
I did however just hit a very unpleasant bug. I just reached the bottom of a wilderness dungeon - but there is no stairway up where I entered, and the door to the stairway out won't open. I never saw the Named boss - I think he got picked off first thing by one of my ball spells off screen, or he never generated. I presume that's why I can't open the door. Anyway. No exits. No recall. And for some reason the game saved on that level, rather than on the stairway down into it, so that character is permanently stuck. On the plus side, these dungeons actually seem to generate much closer to my level than they used to. I was used to entering a random dungeon at level 1-5, even when I was level 25.
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Post by Gando on Aug 7, 2008 1:16:06 GMT -5
Yeah the old empty quest level bug strikes again I suppose...basically it strikes when you reach over 25 or so...happened alot to me build before last. I thought it was fixed though.
Btw the only recourse is to jump to level 0 using the Debug commands.
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Post by Gando on Aug 7, 2008 2:01:49 GMT -5
I keep seeing the message: It dies, or The Player dies after I kill things...I wonder if this might have something to do with the ubiquitous crash bug.
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Post by Variaz on Aug 7, 2008 7:50:54 GMT -5
Ok, this definitly IS a bug. Sekira, did you experience any of these problems while testing your Kensai class? If so, did you ever make any fixes? And if not, can you perhaps double-check the script files, and make sure I copy-pasted the class correctly? Because we all know copy-paste is a difficult art to master...
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Post by Variaz on Aug 7, 2008 8:28:46 GMT -5
I did however just hit a very unpleasant bug. I just reached the bottom of a wilderness dungeon - but there is no stairway up where I entered, and the door to the stairway out won't open. I never saw the Named boss - I think he got picked off first thing by one of my ball spells off screen, or he never generated. I presume that's why I can't open the door. Anyway. No exits. No recall. And for some reason the game saved on that level, rather than on the stairway down into it, so that character is permanently stuck. On the plus side, these dungeons actually seem to generate much closer to my level than they used to. I was used to entering a random dungeon at level 1-5, even when I was level 25. I though I had fixed this one for good, never encountered it ever since I fixed it.... Anyway, I guess the only thing left to do is the "Q" command to commit suicide, and resurrect in town...
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Post by phlinn on Aug 7, 2008 9:45:06 GMT -5
Gando, edit combat.lua and search for "local damtype = current_weapon.extra1". The iajutsu code might need "if(damtype= 0) then damtype = GF_PHYSICAL" immediately afterwards. Other places in the code where it sets weapon damage type, it explicitly checks for 0. GF_Physical appears to be value 15.
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Post by phlinn on Aug 7, 2008 13:42:20 GMT -5
Power 1 melee elemental spells have 0 cost, allowing the radius to be increased indefinitely. 10% of melee damage isn't much early on, but this seems pretty abuseable.
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Post by Gando on Aug 7, 2008 14:49:29 GMT -5
Gando, edit combat.lua and search for "local damtype = current_weapon.extra1". The iajutsu code might need "if(damtype= 0) then damtype = GF_PHYSICAL" immediately afterwards. Other places in the code where it sets weapon damage type, it explicitly checks for 0. GF_Physical appears to be value 15. Phlinn I will try that but it is not a problem with Iajutsu as far as I can tell. But the difference between 15 and 0 seems a likely candidate. (Variaz this is why I insist on writing small modularized functions in my own applications...tracking a bug like this is so much easier...)
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Post by Gando on Aug 7, 2008 14:56:49 GMT -5
local damtype = current_weapon.extra1 if (damtype == 0) then damtype = 15 end
in my combat.lua file this is the code block I see.
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