[1.2.2] Negative and non-integer ammunition.

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Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

[1.2.2] Negative and non-integer ammunition.

#1 Post by Alisar »

egos/ammo.lua line 67

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		capacity = resolvers.generic(function(e) return e.combat.capacity * rng.float(1.3, 1.6) end),
Ammo with the capacity ego doesn't get rounded, so my pouch of shots currently has 47.462295050931 / 47.462295050931 shots in it. If I use them all, I can go down to -0.537704949069 / 47.462295050931 shots.

The amount of shots is partially corrected in display. Ammo bar in main game screen is accurate (although sometimes negative) and inventory screen rounds the maximum but not the current amount.
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darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: [1.2.2] Negative and non-integer ammunition.

#2 Post by darkgod »

Ahah this is fun :)
[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 ;)

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

Re: [1.2.2] Negative and non-integer ammunition.

#3 Post by darkgod »

fixed
[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 ;)

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