darkgod wrote:Just a silly question zizzo, do you have a macro/keybind/something to quickly insert "[sound F/X: source diving]" where you want ?

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darkgod wrote:Just a silly question zizzo, do you have a macro/keybind/something to quickly insert "[sound F/X: source diving]" where you want ?
Let's see, is stunned the wobbly-screen one or the spinning-stars one? Confused, I think, is the blurry-screen one. And… "eaten"?Thorondor wrote:RE adverse status things that could adjust appearance; I quite like the stunned / confused ones on TE4 main game, and also a red warning when you're about to get eaten![]()
[sound F/X: source diving] Ah, right, it's recomputing the sale price after the object is identified during the selling process. That will be tricky to disentangle… ah, since I'm already overriding Store:doSell(), I can just have it pass the computed price through to Store;onSell(). Fixed in SVN.Thorondor wrote:Interesting: Selling un-id'd scrolls / potions etc is now allowed; the price is agreed (e.g. 15 gold) but the actual remuneration reflects the value of the sale (as if it had been ID'd previous to trying to sell it). The same doesn't seem to be true for ammo.
Hmm, presumably I can handle that by ID'ing the stack before peeling off the one to sell. I forget, does doing this fully *ID* the remainder of the unsold stack, or just ID it? The latter is what I've put in SVN; if it's supposed to be the former, that's easy enough to fix for the next release.Thorondor wrote:Also, selling 1 un-ID'd ammo from a stack doesn't identify the rest of the stack in your inventory.
Now, there I'm out of my depth. I know very little about how the engine's auto-explore works; I'm just putting scaffolding around it that I copied from elsewhere. Maybe we need to have it check for 'block_run' rather than 'block_move', which would stop it running across lava unless you're immune to fire; I have no idea whether that's even possible, though.Thorondor wrote:Auto-explore doesn't mind walking onto Lava...bye bye acquirement scroll...
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[sound F/X: source diving] Ah, typo in the temporary effect conferred by standing on ice; I'd copy/pasted it from the ones for lava, which do random damage, and forgot to adapt it for ice, which does fixed damage. Got nether mist wrong the same way. Fixed in SVN.Thorondor wrote:This happened when I walked on ice created by an ice ball (that I'd cast over lava)
error = "Lua Error: /data/damage_types.lua:200: attempt to compare number with nil\
Not yet; that's what I'm working on for the next release.Thorondor wrote:Outside of Bree, are there any other mayors etc that are currently activated? (it's not currently possible to test the other house quests as the other 'Mayors' aren't implemented yet)
That's also what I'm working on for the next release.Thorondor wrote:Are you able to implement an inventory re-stock for shops?
[sound F/X: source diving] Oh, right, this is why I added the 'force' flag to Trap:disarm(); I should probably use it, shouldn't I?Thorondor wrote:Used a staff of disarm (unidentified) - Thorondor fails to disarm an unknown trap
Yeah, these are the same bug as before. It really is going to crop up in all sorts of annoying places; I guess this calls for an emergency bugfix release:Thorondor wrote:Read a scroll of light
error = "Lua Error: /mod/class/Player.lua/data/general/objects/scrolls.lua:262: attempt to index global 'DamageType' (a nil value)\
[…]
Activating Rilia caused an error
error = "Lua Error: /mod/class/Player.lua/data/general/objects/artifacts.lua
attempt to index global 'DamageType' (a nil value)\
You planned this timing, didn't you?darkgod wrote:Oh my I remember when you first posted that you were mad enough to try to do it!
Well it's not finished but you most certainly have much much progress to boast! And I'm sure much more later! :>
[sound F/X: source diving] You were in caps-lock mode? Apparently it hadn't finished building the level yet. That method does check to make sure the map is finished before trying to display it in non-caps-lock mode, so I suppose it makes sense to do the same check on this path too. That's checked in.Thorondor wrote:error = "Lua Error: /mod/class/Game.lua:731: attempt to index field 'level' (a nil value)
[sound F/X: source diving] …urk. This is looking unnervingly like an error I'm choking on while testing ZOmnibus: both track back to core.display.loadImage() in the engine returning nil for no obvious reason. Bizarrely, it works fine when run from the unpacked directory, but when I run from the .team, I can reproduce the error you're seeing. I'm beginning to suspect engine trouble…Thorondor wrote:error = "Lua Error: /engine/Target.lua:93: attempt to index a nil value\
At [C]:-1 __index\
At /engine/Target.lua:93 enableFBORenderer
[sound F/X: source diving] … [sound F/X: forehead repeatedly striking desk] Stupid typo in the callback that gives Eru a chance to block melee damage from evil NPCs while you're praying, depending on your piety. I assume you hadn't gotten as far as the Novice warrior, who shouldn't have triggered this bug, being non-evil. Fixed in SVN; I'm not sure whether this will fix your current character, as the broken callback is probably already installed. We Apologize for the Inconvenience.™Thorondor wrote:My current eru-following character seemed invincible to physical damage in the thieves quest, at least at level 2...
error = "Lua Error: /data/birth/gods.lua:98: bad argument #2 to 'range' (number expected, got no value)\
[sound F/X: source diving] Ah, stupid typo; it was trying to tell its caller that if it was cast from a wand or staff, said stick should be flavor-ID'd. I actually botched that in several places, it turns out; the affected spells are Wings of Winds, Thunderstorm, Demon Blade, Sense Monsters, Sense Hidden, Reveal Ways, Probability Travel and Healing. Fixed in SVN.Thorondor wrote:I've had the following error on using detect invisible / monster, - the spells seem to work but error message pops up each time (whether clicking on hotkey or typing "4" / "5" which is where they happen to be.
error = "Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /data/talents/spell/divination.lua:76: attempt to index field 'stick' (a nil value)\
[sound F/X: source diving] Yet Another Stupid Typo™, this time passing the wrong arguments to Actor:convertTalentMessage(), which does things like replacing "@source@" with the caster's name. Also fixed in SVN.Thorondor wrote:Weird error when dueling Boldor - I think during summoning. There's two errors at the same time so not sure which one refers to Boldor - presume the first one...
error = "Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /mod/class/Actor.luaattempt to index local 'msg' (a nil value)\
Looks like the same as the first error.Thorondor wrote:error = "Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /data/talents/spell/divination.lua:76: attempt to index field 'stick' (a nil value)\
[sound F/X: source diving] …And of course, there are the times where I forget to actually call Actor;convertTalentMessage(). [sound F/X: forehead repeatedly striking desk] Fixed in SVN.Thorondor wrote:Also, when Boldor tries to heal himself there was the following:
@source@ concentrates on @source.pronoun.possessive@ wounds. @source@ looks healthier