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Post by Variaz on Nov 12, 2010 22:43:13 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 Both problems should now be fixed.
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Post by challtdow on Nov 12, 2010 22:51:16 GMT -5
I had this happen once myself, but I didn't know the cause. I just remember a second '@' appearing then the game crashed when I tried to look at it. I can't remeber now if I used 'l' or '*'.
Chall T. Dow
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Post by Gando on Nov 13, 2010 1:35:05 GMT -5
Here is a save with a similar crash situation Attachments:
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Post by Variaz on Nov 13, 2010 22:36:41 GMT -5
Here is a save with a similar crash situation Problem was due to the fact that it didn't abort the melee attack when you used Body & Mind Synchro, and killed the monster with the spell. It didn't properly see the monster's death. Should be fixed now.
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Post by Gando on Nov 16, 2010 4:23:44 GMT -5
Was stair scumming the dungeon entrance in town to change the Black market contents and ended up on a + instead of a <...this seems like a functional bug since if you don't want us to scum for items you can just disable the ability to do so...making us fall victim to random staircase screw ups can't possibly be your intent here, funny as it may seem (and from a story pov it is.) I will note this happened after 60 times of not getting the item I was hoping to find (a spell book of identify.)
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Post by Gando on Nov 16, 2010 4:46:39 GMT -5
I think Defensive Fighting may still be broken. With 4 points in it I do not see any difference at all in melee damage. (+20% right?) Hard to tell if I am supposed to be able to dodge creatures like Metallic Scorpions or not but I haven't noticed it happening once while almost being murdelized by one (I managed to get away by jumping and then when another mosquito spawned inbetween us taking the advantage to run since I have 0 crowd control ability being a Fighter which seems to stand for "dummy who swings only at one monster at a time while being bitten by everyone".
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Post by Variaz on Nov 16, 2010 9:43:31 GMT -5
I think Defensive Fighting may still be broken. With 4 points in it I do not see any difference at all in melee damage. (+20% right?) Hard to tell if I am supposed to be able to dodge creatures like Metallic Scorpions or not but I haven't noticed it happening once while almost being murdelized by one (I managed to get away by jumping and then when another mosquito spawned inbetween us taking the advantage to run since I have 0 crowd control ability being a Fighter which seems to stand for "dummy who swings only at one monster at a time while being bitten by everyone". Not sure what level you are and what your Fighting skill is, but 4 points will give you +40% of Fighting to dodge rolls. If you have like 20 Fighting skill, this means you'll get +8 to dodge rolls, and if that's the only thing you have(meaning no Agility), then that won't make much of a difference. Same thing for +20% to damages, if you're early game and don't do much damages, you probably won't notice it. It should pay off more with more points and more Fighting.
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Post by challtdow on Nov 16, 2010 15:30:32 GMT -5
I've found a bug with throwing. I have 50 points in the skill on a dwarf warrior, and I only get one shot. The character screen reports that I should get 2, but I'm only prompted for one. I normally wield a one handed weapon and a shield, but I tried unequiping them and I still only get one shot. I don't yet have enough points in the thrown weapon ability to know it that gives the extra shot or not.
Chall T. Dow
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Post by Gando on Nov 16, 2010 22:43:33 GMT -5
I think Defensive Fighting may still be broken. With 4 points in it I do not see any difference at all in melee damage. (+20% right?) Hard to tell if I am supposed to be able to dodge creatures like Metallic Scorpions or not but I haven't noticed it happening once while almost being murdelized by one (I managed to get away by jumping and then when another mosquito spawned inbetween us taking the advantage to run since I have 0 crowd control ability being a Fighter which seems to stand for "dummy who swings only at one monster at a time while being bitten by everyone". Not sure what level you are and what your Fighting skill is, but 4 points will give you +40% of Fighting to dodge rolls. If you have like 20 Fighting skill, this means you'll get +8 to dodge rolls, and if that's the only thing you have(meaning no Agility), then that won't make much of a difference. Same thing for +20% to damages, if you're early game and don't do much damages, you probably won't notice it. It should pay off more with more points and more Fighting. 70 points fighting base 110pts total 20points of agility dex 21
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khan
Veteran
Posts: 81
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Post by khan on Nov 17, 2010 8:03:30 GMT -5
Was stair scumming the dungeon entrance in town to change the Black market contents and ended up on a + instead of a <...this seems like a functional bug since if you don't want us to scum for items you can just disable the ability to do so...making us fall victim to random staircase screw ups can't possibly be your intent here, funny as it may seem (and from a story pov it is.) I will note this happened after 60 times of not getting the item I was hoping to find (a spell book of identify.) Spell Book of identity is such a neccessary item fairly early on, I wonder if it should make an appearance in the magic shop. You have to admit it's very frustrating if it takes you a long time to find/scum for.
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Post by Variaz on Nov 17, 2010 9:13:31 GMT -5
Was stair scumming the dungeon entrance in town to change the Black market contents and ended up on a + instead of a <...this seems like a functional bug since if you don't want us to scum for items you can just disable the ability to do so...making us fall victim to random staircase screw ups can't possibly be your intent here, funny as it may seem (and from a story pov it is.) I will note this happened after 60 times of not getting the item I was hoping to find (a spell book of identify.) Not really intended, but yes, I've seen it happen before. It's quite rare, but it can happen. Keep in mind that in the real game, you don't even need stairs. Just go to Fidac, and get in and out of it to roll the black market's inventory. Fast and easy scumming.
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Post by Gando on Nov 17, 2010 14:59:39 GMT -5
Or do as I do and edit Udor to have a Blackmarket (I find it more convenient for most of the early game to base my operations in Udor not Fidac. I second Khan's suggestion. Identify is really a staple spell along with Heal and Missile. Few other spells do I actually seek out even playing a mage.
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Post by adelie on Nov 19, 2010 9:35:39 GMT -5
Started up a dwarf with a focus on rods, and by dungeon level 3 every zap was met with "X stops the spell" (repeated until finally giving up and beating the bandit/rat/mosquito over the head with the rod instead). It seems that the rods skill doesn't help in overcoming monster resistances for rod zaps/activations. Adding:
if (rod_zap == 1) then proll = proll + p_ptr.skill[18] end if (rod_activate == 1) then proll = proll + p_ptr.skill[18] end
to the various blocks of skill checks in the elements.lua seems to help the situation but may need some tweaking (might be better off as 1.5 x skill, but 1 seemed fair for a hybrid melee/magic skill, and may need to short circuit other skill bonuses for more dedicated caster types).
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Post by Variaz on Nov 19, 2010 9:42:30 GMT -5
Thanks, I believe I did forget to add the Rods skill bonus for overcoming Magic Defense.
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Post by sekira on Nov 22, 2010 0:44:31 GMT -5
Directed Melee attacks can't hit monsters in walls. Spin type attacks work, but not accurate strike, ki punch, etc. Any melee attack that takes a direction. Chain attack code currently checks to see if there is a wall in the next space it is supposed to go off in, and stops if the wall is there. That is a good idea for chain attacks with a radius > 0. For chain attacks with radius 0 it should hit the wall and then stop. This will help with other chain attacks with radius 0, not just directed melee attacks. Basically the code that does this: Loop check if next space for chain attack is a wall if it is a wall, exit loop if it is not a wall, hit it end loop should do this instead Loop check if next space for chain attack is a wall if it is a wall and chain radius is 0, hit it and then exit loop if it is a wall and chain radius is >0, exit loop if it is not a wall, hit it end loop Or something like that. The workaround fix (until chain attacks are fixed as above): For Ki Punch... Change -- Ki Punch if (powernum == 12) then
local dam local dir
if (not(unarmed())) then
msg_print("You must be unarmed to use this ability.") return end
-- We need to choose a direction to attack. If used as combat feat, -- this won't be asked. dir = lua_get_rep_dir()
dam = monk_damages() dam = dam + multiply_divide(dam, ((p_ptr.abilities[(CLASS_MONK * 10) + 3]) * 20), 100)
melee_attack = TRUE no_magic_return = TRUE chain_attack(dir, GF_MISSILE, dam, 0, 1) no_magic_return = FALSE melee_attack = FALSE
energy_use = 100; end With -- Ki Punch if (powernum == 12) then
local dam local dir
if (not(unarmed())) then
msg_print("You must be unarmed to use this ability.") return end
-- We need to choose a direction to attack. If used as combat feat, -- this won't be asked. dir = lua_get_rep_dir()
-- Determine the coordinates where we will look for a monster. if (dir == 1) then dir_x = px - 1 dir_y = py + 1 end if (dir == 2) then dir_x = px dir_y = py + 1 end if (dir == 3) then dir_x = px + 1 dir_y = py + 1 end if (dir == 4) then dir_x = px - 1 dir_y = py end if (dir == 5) then dir_x = px dir_y = py end if (dir == 6) then dir_x = px + 1 dir_y = py end if (dir == 7) then dir_x = px - 1 dir_y = py - 1 end if (dir == 8) then dir_x = px dir_y = py - 1 end if (dir == 9) then dir_x = px + 1 dir_y = py - 1 end dam = monk_damages() dam = dam + multiply_divide(dam, ((p_ptr.abilities[(CLASS_MONK * 10) + 3]) * 20), 100)
melee_attack = TRUE no_magic_return = TRUE fire_ball_specific_grid(dam, dir_x, dir_y, 0, GF_MISSILE) no_magic_return = FALSE melee_attack = FALSE
energy_use = 100; end In scripts\abilities.lua, you can use the same changes 1) add the Determine the coordinates lines, and 2) change the chain attack(...) line to fire_ball_specific_grid(...) to Accurate strike, Throw, All-In-One strike, and Paralyzing Strike to let those attacks hit enemies inside walls.
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