Permastuck

Where bugs go to lie down and rest

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mirrizin
Higher
Posts: 79
Joined: Mon Jun 22, 2009 2:08 pm

Permastuck

#1 Post by mirrizin »

Never actually saw teh archer, but he hit me with something and from that point on, I was immobilized. Strangely, didn't kill me, but as I couldn't move from then on I kind of wished it had.

Here's where I'd imagine the relevant code began:

328 frames in 10.015 seconds = 32.7509 FPS
skeleton master archer 360 dumb ai talents can use Pinning Shot 94
skeleton master archer 360 dumb ai talents can use Crippling Shot 93
skeleton master archer 360 dumb ai talents can use Shoot 87
dumb ai uses 87
USING table: 0A4DDFD0 Shoot
[SHOOT WITH] elm longbow elm arrow
Total encumbrance 8.32
[ATTACK] to Strider :: 31.5 5 7.3 :: 1
checkHit 24 6.7
=> chance to hit 93.616264704076
[ATTACK] raw dam 31.5 versus 7.3 with APR 5
[ATTACK] after range 38
[PHYS CRIT %] 1
[ATTACK] after crit 38
[ATTACK] after mult 38
[PROJECTOR] starting dam 38
[PROJECTOR] after difficulty dam 38
[PROJECTOR] res 0 1 on dam 38
[PROJECTOR] final dam 38
[LOG] Skeleton master archer hits Strider for #aaaaaa#38.00 physical damage#LAST#.
[LOG] Ran for 2 turns (stop reason: taken damage).
[PARTICLE] Loading from /data/gfx/particles/archery.lua
[SHOOT] speed 0.8 => 800
[SOUND] loading from /data/sound/actions/arrow.lua :=: /data/sound/actions/arrow.wav
[SOUND] :=> userdata: 0B208DF8
skeleton master archer 360 dumb ai talents can use Pinning Shot 94
skeleton master archer 360 dumb ai talents can use Crippling Shot 93
skeleton master archer 360 dumb ai talents can use Shoot 87
dumb ai uses 94
USING table: 08B8D1A0 Pinning Shot
[SHOOT WITH] elm longbow elm arrow
Total encumbrance 8.29
[ATTACK] to Strider :: 31.5 5 7.3 :: 1.5
checkHit 24 6.7
=> chance to hit 93.616264704076
[ATTACK] raw dam 31.5 versus 7.3 with APR 5
[ATTACK] after range 40
[PHYS CRIT %] 1
[ATTACK] after crit 40
[ATTACK] after mult 60
[PROJECTOR] starting dam 60
[PROJECTOR] after difficulty dam 60
[PROJECTOR] res 0 1 on dam 60
[PROJECTOR] final dam 60
[LOG] Skeleton master archer hits Strider for #aaaaaa#60.00 physical damage#LAST#.
[LOG] Ran for 2 turns (stop reason: taken damage).
checkHit 31 8.75
=> chance to hit 95
[LOG] Strider is pinned to the ground.
addTmpVal never_move 1 :=: 9 9
Effect duration reduction < 5
Effect duration reduction > 4
[SHOOT] speed 0.8 => 800
[LOG] You are unable to move!
[LOG] You are unable to move!
1076 ticks in 10.15 seconds = 106.01 TPS
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
330 frames in 10.002 seconds = 32.9934 FPS
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!
[LOG] You are unable to move!

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Permastuck

#2 Post by Frumple »

Kind of a silly question, but did you try waiting a turn or two instead of trying to move? If the save is still active, pull it up and hit 5 a couple times. The pinning thing is a little counter-intuitive that way; trying to move in some direction doesn't seem to pass time while you're pinned (and produces no message to that effect, iirc), but waiting causes time to pass normally.

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Permastuck

#3 Post by Canderel »

Yeah... I think pinned allows you still to quaff potions and possibly read scrolls. (It's like being encumbered I think)

So any non-movement way to spend time will get the pin duration to pass. Not sure about casting spells or using skills.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Permastuck

#4 Post by darkgod »

Yes just hit 5 a few times to pass time, or rest or use spells or whatever.
I could make attemps to move consume a turn but I thought it'd be punishing in a combat scenario ?
[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 ;)

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: Permastuck

#5 Post by Shoob »

darkgod wrote:I could make attemps to move consume a turn but I thought it'd be punishing in a combat scenario ?
that could be made an option then maybe (from a menu)
Oliphant am I, and I never lie.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Permastuck

#6 Post by darkgod »

I am really trying to avoid having a little option for everything, it is quite counter intuitive IMHO, it's betetr to just find a good system :)
[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 ;)

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: Permastuck

#7 Post by Shoob »

true... hmmm, a config file could do it, that way you dont have to worry about all the options in the menu, just edit that file.

but yeah, a general solution is better than a complex menu system in most cases.
Oliphant am I, and I never lie.

mirrizin
Higher
Posts: 79
Joined: Mon Jun 22, 2009 2:08 pm

Re: Permastuck

#8 Post by mirrizin »

One odd thing (and I'm not annoyed that I don't have the savefile anymore) is that I think turns were passing because I would occasionally be shot at by the archer (though not as frequently as I'd expect,) so I think time was passing at the time.

Another thought, in these sorts of situations, wouldn't it make some sense that trying to move would consume time?

Still, advice taken. I'll try resting or something in the meantime next time this happens and see if that works. If not, in the words of a fictional time-traveler turned governor, I'll be back.

mirrizin
Higher
Posts: 79
Joined: Mon Jun 22, 2009 2:08 pm

Re: Permastuck

#9 Post by mirrizin »

darkgod wrote:I am really trying to avoid having a little option for everything, it is quite counter intuitive IMHO, it's better to just find a good system :)
I agree. It'd be better to have a consistent rule. Too many toggles makes the game confusing.

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