It's automatic in the engine so I dont need to think about it
RFT3
Moderator: Moderator
Re: RFT3
No they do, when I mean talent level, I really mean: talent_level * talent_mastery
It's automatic in the engine so I dont need to think about it
It's automatic in the engine so I dont need to think about it
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
Re: RFT3
Could you people change code at game/modules/tome/class/interface/Combat.lua line around line 125 to that:
Then if you die by a billions damage hit, send me the last log entries it'll help me locate the bug.
Thanks
Code: Select all
if self:checkHit(atk, def) then
local dam = dam - math.max(0, armor - apr)
local damrange = self:combatDamageRange(weapon)
dam = rng.range(dam, dam * damrange)
print("[ATTACK] after range", dam)
local crit
dam = dam * mult
dam, crit = self:physicalCrit(dam, weapon)
print("[ATTACK] after crit", dam)
if crit then game.logSeen(self, "%s performs a critical stike!", self.name:capitalize()) end
DamageType:get(damtype).projector(self, target.x, target.y, damtype, math.max(0, dam))
hitted = true
Then if you die by a billions damage hit, send me the last log entries it'll help me locate the bug.
Thanks
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
-
Shoob
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: RFT3
yay, I did it
I got killed at last when they had a 5% chance to hit me
lol... I probably should have tried to do this with a normal character. So far I have only seen skeletons doing it to me.
but yeah, it does happen somewhere before your first statement... I am going to add another couple of print statements before the first one. brb with another killed guy soon.
Code: Select all
[ATTACK] with nil to haxorz :: 1 1 9 :: 1
checkHit 4 35.5
=> chance to hit 5
[ATTACK] after range 2229810165
[ATTACK] after crit 2229810165
[LOG] Skeleton mage hits haxorz for #aaaaaa#2229810165.00 physical damage#ffffff#.
[LOG] Skeleton mage killed haxorz!
Lua Error: /mod/class/interface/Combat.lua:83: attempt to perform arithmetic on field 'energy_to_act' (a nil value)
At [C]:-1
At /mod/class/interface/Combat.lua:83
At (tail call):-1
At /mod/class/Actor.lua:223 attack
At /engine/interface/ActorLife.lua:21
At (tail call):-1
At /engine/Map.lua:318 checkAllEntities
At /engine/Actor.lua:49 move
At /mod/class/Actor.lua:104
At (tail call):-1
At (tail call):-1
At (tail call):-1
At /engine/ai//talented.lua:30
At (tail call):-1
At (tail call):-1
At /mod/class/NPC.lua:18 act
At /engine/GameEnergyBased.lua:44 tick
At /engine/GameTurnBased.lua:24 tick
At /mod/class/Game.lua:164
327 frames in 10.001 seconds = 32.6967 FPSOliphant am I, and I never lie.
Re: RFT3
Cool... I did wonder!darkgod wrote:No they do, when I mean talent level, I really mean: talent_level * talent_mastery
It's automatic in the engine so I dont need to think about it
OK so I looked at the skills and the requirements to max out ALL the skills:
Warrior
Max out all skills: Level 47.
Includes the Knife Mastery requirement of Dexterity = 40
Includes the Health Requirement of Constitution = 40
Does not cater for equipment handling requirements
Rogue
Max out all Skill: Level 45
Includes Mace Mastery requirement of Strength = 44
Includes the Health Requirement of Constitution = 39
Does not cater for equipment handling requirements
It makes for interesting reading, the Mage has the most to learn, and is balanced by only really needing to up his Magic stat.Mage
Max out all Skill: Level 55
Includes School Mastery requirement of Magic = 40
Does not cater for equipment handling requirements
Regards
Jon.
Jon.
Re: RFT3
Well a mage that does not raise willpower wont get very far I think too.
Anyway This is not final, check out my ideas/spells.ods in SVN, it has more spells.
Also there will be cross-class talents as in T2.
Mage having access to some combat talents and vice versa but with lower mastery obviously.
Ah thanks shoob, so the problem seems to be in damrange calc
Anyway This is not final, check out my ideas/spells.ods in SVN, it has more spells.
Also there will be cross-class talents as in T2.
Mage having access to some combat talents and vice versa but with lower mastery obviously.
Ah thanks shoob, so the problem seems to be in damrange calc
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
Re: RFT3
Though, I surely need more combat talents, and "misc" talents
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
-
Shoob
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: RFT3
actually... lookee here... (I added more print functions to show the damrange and the damage before range was applied)
it looks like the damage messed it up not the damrange...
and it looks like the arkenstone got generated on that level too
still havent gotten it yet.
and a question for everyone... has anything had anything other than a skeleton (any type) get an uber-hit on them?
and also later will the str requirements be adjusted on the weapons and armour? most of them would not be heavier and so wouldnt require more str to wield... they would however be rarer
also when will the mold powers be added in... I have gotten them quite a bit, but have to wait till they are implemented.
Code: Select all
[ATTACK] with nil to me not lame :: 1 1 16 :: 1
checkHit 4 16.7
=> chance to hit 14.397414280688
[ATTACK] damrange 1.3
[ATTACK] before range -14
[ATTACK] after range 259826925
[ATTACK] after crit 259826925
[LOG] Skeleton mage hits me not lame for #aaaaaa#259826925.00 physical damage#ffffff#.
[LOG] Skeleton mage killed me not lame!it looks like the damage messed it up not the damrange...
and it looks like the arkenstone got generated on that level too
and a question for everyone... has anything had anything other than a skeleton (any type) get an uber-hit on them?
and also later will the str requirements be adjusted on the weapons and armour? most of them would not be heavier and so wouldnt require more str to wield... they would however be rarer
also when will the mold powers be added in... I have gotten them quite a bit, but have to wait till they are implemented.
Oliphant am I, and I never lie.
Re: RFT3
Ah thanks !
I fixed it to not do negative damage.
YEs str req getting higher is not "realist" but I think it will stay. If you want great armor you got to pay for it.
There is one mold power currently, you're not seeing it ??
I fixed it to not do negative damage.
YEs str req getting higher is not "realist" but I think it will stay. If you want great armor you got to pay for it.
There is one mold power currently, you're not seeing it ??
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
-
Shoob
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: RFT3
i cant access the G command without leveling up and this was the first time I leveled up without getting killed first after getting the power... I didnt really look.
I could do it again.
and I was thinking more of the weapons... but yeah... too powerful too early and get cocky and die horribly
I guess I could put a temporary fix in mine
just put this in?
instead of:
at line 126 of the combat.lua
right?
I am trying it out... let me know if you got a better solution.
I could do it again.
and I was thinking more of the weapons... but yeah... too powerful too early and get cocky and die horribly
I guess I could put a temporary fix in mine
just put this in?
Code: Select all
local dam = math.max(0, dam - math.max(0, armor - apr))Code: Select all
local dam = dam - math.max(0, armor - apr)right?
I am trying it out... let me know if you got a better solution.
Oliphant am I, and I never lie.
Re: RFT3
No that's exactly my fix 
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
-
Xandor Tik'Roth
- Keeper
- Posts: 1550
- Joined: Tue Aug 12, 2003 3:08 pm
- Location: The edge of the Abyss
Re: RFT3
Finally had to see what all the hubub was about this new-fangled T-Engine.
First of all: wow. One word says it all. The visual elements are totally awesome.
I'll be recording my thoughts here.
- Both the u and i keys bring up the inventory. Not sure why this is. Also, does the 'l'ook command no longer work?
- When you click the right mouse button to bring up the tactical, it says up top that you can press 't' to disable. Pressing 't' however brings up the "take off object" screen. Pressing 'T' is the correct key to turn this off
- When equipping an item, it would be nice if there was a comparison to your currently equipped weapon/armor/ring(s)/amulet at the bottom of the right side of that screen
- Scrolls of Magic Mapping don't appear to work properly. I read one and it didn't light up the level [Edit] Never mind... still can't figure out how to read scrolls
- Going for a two-handed warrior, so when I found a steel greatsword, I tried to equip it. When I did, it put up a message saying "cannot use currently due to another worn object." I had the iron shield equipped. I think it might be better to have it so that instead of saying you can't, maybe put in a [y/n] prompt saying something to the effect of "The weapon you want to wield requires two hands. Would you like to swap with your current equipment?"
- You can't freely transfer between inventory and equipment screens. [Edit] Oh, nevermind. I see why you can't do that
- It would be neat if, while you were in the inventory screen, you could click on a weapon/armor/amulet/ring to equip it instead of having to then go to the 'w'ield screen to do it. Especially if we're incorporating the mouse in the current version. (Also, a side note, are there any other Angband variants using the mouse?)
- Are we doing away with the Flasks of Oil for the Brass Lantern?
- Also, the Green Worm Mass is unfairly camouflaged against the background (though hitting 'T' twice highlights both your character and the enemies that you can see, a rather neat feature)
- I know it's been said before, but the screen resolution does need to be adjusted. I've got a 23" monitor, and it just barely clears the bottom of my screen
- Dumb question, but how do I quaff potions? I've tried hitting 'q' but that key isn't mapped to anything. I've tried left-clicking on the potion (like the game says you can) but it doesn't work. Tried using the arrow keys and the enter key, but nothing. Am I missing something?
- I'm also noticing that the equipment isn't static like it was in T2 (i.e. your light source always being in the 'm' slot)
- When your equipment gets down to the very bottom, it doesn't scroll with your cursor, which can lead to some awkwardness
- I read something early saying that while you had unlimited inventory, how much you could carry is limited to your strength. Where do I find this info?
- No towns/shops to get rid of the MASSIVE AMOUNT OF EQUIPMENT THAT YOU PICK UP?
I've played through the first level of the forest level without too many problems. The game does force you to think more strategically, though, and I really like the new leveling system. Very intuitive.
First of all: wow. One word says it all. The visual elements are totally awesome.
I'll be recording my thoughts here.
- Both the u and i keys bring up the inventory. Not sure why this is. Also, does the 'l'ook command no longer work?
- When you click the right mouse button to bring up the tactical, it says up top that you can press 't' to disable. Pressing 't' however brings up the "take off object" screen. Pressing 'T' is the correct key to turn this off
- When equipping an item, it would be nice if there was a comparison to your currently equipped weapon/armor/ring(s)/amulet at the bottom of the right side of that screen
- Scrolls of Magic Mapping don't appear to work properly. I read one and it didn't light up the level [Edit] Never mind... still can't figure out how to read scrolls
- Going for a two-handed warrior, so when I found a steel greatsword, I tried to equip it. When I did, it put up a message saying "cannot use currently due to another worn object." I had the iron shield equipped. I think it might be better to have it so that instead of saying you can't, maybe put in a [y/n] prompt saying something to the effect of "The weapon you want to wield requires two hands. Would you like to swap with your current equipment?"
- You can't freely transfer between inventory and equipment screens. [Edit] Oh, nevermind. I see why you can't do that
- It would be neat if, while you were in the inventory screen, you could click on a weapon/armor/amulet/ring to equip it instead of having to then go to the 'w'ield screen to do it. Especially if we're incorporating the mouse in the current version. (Also, a side note, are there any other Angband variants using the mouse?)
- Are we doing away with the Flasks of Oil for the Brass Lantern?
- Also, the Green Worm Mass is unfairly camouflaged against the background (though hitting 'T' twice highlights both your character and the enemies that you can see, a rather neat feature)
- I know it's been said before, but the screen resolution does need to be adjusted. I've got a 23" monitor, and it just barely clears the bottom of my screen
- Dumb question, but how do I quaff potions? I've tried hitting 'q' but that key isn't mapped to anything. I've tried left-clicking on the potion (like the game says you can) but it doesn't work. Tried using the arrow keys and the enter key, but nothing. Am I missing something?
- I'm also noticing that the equipment isn't static like it was in T2 (i.e. your light source always being in the 'm' slot)
- When your equipment gets down to the very bottom, it doesn't scroll with your cursor, which can lead to some awkwardness
- I read something early saying that while you had unlimited inventory, how much you could carry is limited to your strength. Where do I find this info?
- No towns/shops to get rid of the MASSIVE AMOUNT OF EQUIPMENT THAT YOU PICK UP?
I've played through the first level of the forest level without too many problems. The game does force you to think more strategically, though, and I really like the new leveling system. Very intuitive.
And it was such a good idea...
-
Xandor Tik'Roth
- Keeper
- Posts: 1550
- Joined: Tue Aug 12, 2003 3:08 pm
- Location: The edge of the Abyss
Re: RFT3
Also, finally saw what everyone was talking about... I just got hit by a Skeleton Warrior for 2.1 billion damage. Here's the log...
Code: Select all
[ATTACK] with nil to skeleton warrior :: 81.375 2 5 :: 1
checkHit 16.5 2.4
=> chance to hit 88.201704257487
[LOG] Xandor Tik'Roth hits skeleton warrior for #aaaaaa#96.00 physical damage#ffffff#.
[ATTACK] with nil to Xandor Tik'Roth :: 1 1 9 :: 1
checkHit 7 5.05
=> chance to hit 57.736790528416
[LOG] Skeleton warrior hits Xandor Tik'Roth for #aaaaaa#2181456443.00 physical damage#ffffff#.
[LOG] Skeleton warrior killed Xandor Tik'Roth!
Lua Error: /mod/class/interface/Combat.lua:83: attempt to perform arithmetic on field 'energy_to_act' (a nil value)
At [C]:-1
At /mod/class/interface/Combat.lua:83
At (tail call):-1
At /mod/class/Actor.lua:223 attack
At /engine/interface/ActorLife.lua:21
At (tail call):-1
At /engine/Map.lua:318 checkAllEntities
At /engine/Actor.lua:49 move
At /mod/class/Actor.lua:104
At (tail call):-1
At (tail call):-1
At (tail call):-1
At /engine/ai//talented.lua:30
At (tail call):-1
At (tail call):-1
At /mod/class/NPC.lua:18 act
At /engine/GameEnergyBased.lua:44 tick
At /engine/GameTurnBased.lua:24 tick
At /mod/class/Game.lua:164
331 frames in 10.028 seconds = 33.0076 FPS
1915760 ticks in 10 seconds = 191576 TPS
334 frames in 10.02 seconds = 33.3333 FPSAnd it was such a good idea...
Re: RFT3
I can't play it.
1) The > key still doesn't work.
2) I can't see the bottom of the screen and can't move the window into a position where I would be able to.
Windows Vista 64 bit, 1440 x 900 screen resolution.
1) The > key still doesn't work.
2) I can't see the bottom of the screen and can't move the window into a position where I would be able to.
Windows Vista 64 bit, 1440 x 900 screen resolution.