|
Post by Variaz on Nov 6, 2010 19:29:29 GMT -5
Lifeblast also triggers a bug in Elements.lua: 2536 and init.lua 77 You've actually found a major bug here. This was due to a "bonus" variable(used for Spells Efficiency ability) not being defined. Except Life Blast wasn't the only spell affected. Almost all Alteration spells, as well as Harm, Divination and Warp were affected as well!! This should now be fixed, the variable has been defined where it needs to.
|
|
|
Post by Variaz on Nov 6, 2010 19:57:45 GMT -5
Reflected attacks can no longer be reflected.
This fixes the bug where casting a spell at a reflector would throw it back at you, and then it would be reflected back, etc.... you see where this is going. Also, if the monster die, then a dead monster is attempting to reflect the spell, which could cause other problems.
So, no more crashes when killing a Mirror Ball with a spell.
|
|
|
Post by sekira on Nov 6, 2010 20:16:42 GMT -5
Fighter's Defensive Fighting Ability seems broken...
I have a level 9 Human Fighter with 134 fighting (90 base) and 9 AP in Defensive Fighting... I should have something like 120 or so evasion from that... and level 7 non-elite enemies never miss me... I can block, but if I don't block, they hit. I don't think I've seen the message "<monster> misses you." since level 3 or so.
|
|
|
Post by Variaz on Nov 6, 2010 20:38:06 GMT -5
Fighter's Defensive Fighting Ability seems broken... I have a level 9 Human Fighter with 134 fighting (90 base) and 9 AP in Defensive Fighting... I should have something like 120 or so evasion from that... and level 7 non-elite enemies never miss me... I can block, but if I don't block, they hit. I don't think I've seen the message "<monster> misses you." since level 3 or so. Just found out that monsters actually BENEFITED from the Defensive Fighting ability!! This was due to the "bonus" variable being used for both the player's dodge ability and the monster's hit rate. It has been fixed, the player now has "dodgebonus" variable instead of "bonus". I have included the fix in my scripts update.
|
|
|
Post by challtdow on Nov 7, 2010 9:46:23 GMT -5
There's still the problem with Monsters where if you reincarnate rather than ressurect, you lose all innate 'U' abilities like Turn Essence Capture on/off and seting unarmed attacks. Also, It seems that all attack activations are broken giving array index out of bound magic.lua:30.
EDIT: Update to the activated attack bug. From what I've seen, it only seems to affect those items that use bolt attacks.
Chall T. Dow
|
|
|
Post by sekira on Nov 7, 2010 11:15:36 GMT -5
Fighter's Defensive Fighting Ability seems broken... I have a level 9 Human Fighter with 134 fighting (90 base) and 9 AP in Defensive Fighting... I should have something like 120 or so evasion from that... and level 7 non-elite enemies never miss me... I can block, but if I don't block, they hit. I don't think I've seen the message "<monster> misses you." since level 3 or so. Just found out that monsters actually BENEFITED from the Defensive Fighting ability!! This was due to the "bonus" variable being used for both the player's dodge ability and the monster's hit rate. It has been fixed, the player now has "dodgebonus" variable instead of "bonus". I have included the fix in my scripts update. Downloaded the scripts update and extracted it, went into combat.lua to make sure the variable was indeed renamed to dodgebonus, and it was. I keep getting hit! I even checked the values by inserting this line in combat.lua code for monster_hit_player, near the end if (mroll >= proll) then return 1 else return 0 end becomes if (mroll >= proll) then return 1 else msg_print(string.format('%d/%d skills, %d/%d rolls', mhit, pdodge, mroll, proll)) return 0 end not only does it return the dodge rate and hit rate for monster and player, it returns the actual roll for this attack, and it only prints it if the function returns 0... meaning the monster should miss, right? Well, monsters still hit me every time, even though the mroll is lower than the proll, I even removed the shield so that blocking wouldn't interfere. Frustrating. Here is the save file Attachments:
|
|
khan
Veteran
Posts: 81
|
Post by khan on Nov 9, 2010 2:45:54 GMT -5
Two bugs I've noticed:
1. Levelable items don't seem to be leveling. suggest adding the following code in scripts.lua in the gain_exp_kills function in the same place you add class kills. This seems to work for me: i = 24 while (i < 65) do if (get_object_flag4(inven(i), TR4_LEVELS) and inven(i).level < p_ptr.lev) then inven(i).kills = inven(i).kills + 1 end i = i + 1 end 2. Music seems to be broken. I tried to create a healing effect (power 50, radius 0), but got traceback errors every time I moved, once I had switched on the song.
|
|
|
Post by Gando on Nov 9, 2010 6:31:36 GMT -5
Yes Music is nonfunctional as are a lot of the skills.
|
|
|
Post by challtdow on Nov 9, 2010 8:48:20 GMT -5
Leveling items are working fine for me. They only gain XP when you kill something with a level greater than or eqaul to your own. Class kills are increasing for every kill at the moment. I'm not sure if V. intended that or if it is a bug as well.
Chall T. Dow
|
|
|
Post by Variaz on Nov 9, 2010 9:43:09 GMT -5
Leveling items are working fine for me. They only gain XP when you kill something with a level greater than or eqaul to your own. Class kills are increasing for every kill at the moment. I'm not sure if V. intended that or if it is a bug as well. Chall T. Dow Leveling items works for me too. Didn't notice about the class kills, but if it's true, then it's a bug.
|
|
khan
Veteran
Posts: 81
|
Post by khan on Nov 9, 2010 11:55:18 GMT -5
Can't get levelling items to level at all - went out of my way to find monsters of greater level as well, but will try again maybe something unique to my character build.
I had also noticed the class kills where increasing for any kill that is worth experience, I had assumed it was meant oops.
OK, I've worked it out, for some reason items don't level when you kill a monster with a ranged attack (either normal or special). Works fine with melee, haven't tried magic yet.
|
|
kipar
Champion
Posts: 201
|
Post by kipar on Nov 9, 2010 15:25:31 GMT -5
The new crafting system is great! I've met some bugs though. 1. When using "Combine Item" ability, then pressing Escape before selecting the first component, you create Broken Skull. 2. Crafted items are now orange (enchanted) even before you start spending their points, so they cannot be decomposed back. 3. Combinig Stack of ammo with Metal Ingot results in 1(one) ammo, thus crafting of bullets\rounds is useless. 4. Ring of Protection decomposes to Ring of Iron + "nothing" (Strange black object)
|
|
|
Post by Variaz on Nov 9, 2010 15:29:11 GMT -5
2. Crafted items are now orange (enchanted) even before you start spending their points, so they cannot be decomposed back. This one isn't a bug. Crafted items are now automatically orange.
|
|
|
Post by Gando on Nov 9, 2010 17:06:07 GMT -5
2. Crafted items are now orange (enchanted) even before you start spending their points, so they cannot be decomposed back. This one isn't a bug. Crafted items are now automatically orange. His point was, you used to be able to decompose mistakes or make better items if you found better material to combine with something you haven't put points into yet. It also will stop multiple item recipes like full plate etc.
|
|
|
Post by Variaz on Nov 9, 2010 20:55:21 GMT -5
This one isn't a bug. Crafted items are now automatically orange. His point was, you used to be able to decompose mistakes or make better items if you found better material to combine with something you haven't put points into yet. It also will stop multiple item recipes like full plate etc. Oops, forgot about that. EDIT: Reverted the change, freshly crafted items will no longer be considered "Crafted" items until you spend points on them.
|
|