RFT7

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madmonk
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Location: New Zealand

Re: RFT7

#61 Post by madmonk »

I prefer Shoob's second option...
b) make it so they can wield the starting equipment, just less effectively
Regards

Jon.

darkgod
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Re: RFT7

#62 Post by darkgod »

Yes but that's much harder for a really tiny impact on the game IMO :)
[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
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Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: RFT7

#63 Post by Shoob »

Code: Select all

Lua Error: /engine/class.lua:137: cannot save a userdata (data["particles"][1]["ps"])
	At [C]:-1 
	At [C]:-1 error
	At /engine/class.lua:137 serialize_data
	At /engine/class.lua:132 serialize_data
	At /engine/class.lua:132 serialize_data
	At /engine/class.lua:132 serialize_data
	At /engine/class.lua:144 serialize
	At /engine/class.lua:158 
	At (tail call):-1 
	At /engine/Savefile.lua:74 saveObject
	At /engine/Savefile.lua:110 saveLevel
	At /engine/Zone.lua:232 leaveLevel
	At /engine/Zone.lua:246 getLevel
	At /mod/class/Game.lua:162 changeLevel
	At /mod/class/Game.lua:422 ?
	At /engine/KeyBind.lua:155 
Lua Error: /mod/class/Game.lua:240: attempt to call method 'display' (a nil value)
	At [C]:-1 display
	At /mod/class/Game.lua:240 
*sniff* that was a lvl 9.5 character too :( eaten alive by a grue (screen was black)
Oliphant am I, and I never lie.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: RFT7

#64 Post by darkgod »

Damned you found it ... :)

Yes try not to savew while particles are moving..
i'll fix 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 ;)

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

Re: RFT7

#65 Post by Shoob »

hehehe... I went up a level... thats the only reason why it saved... otherwise I never would have known.
Oliphant am I, and I never lie.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT7

#66 Post by madmonk »

Another error... (by the time I stopped the process STDOUT was 4.2Mb!!!)

Notes:
Playing a first level Hobbit Rogue, entered the Trollshaws and was fleeing after a short time! Error occurred on re-entering the Trollshaws. Map screen went black and keyboard and mouse stopped responding for the t-engine process. I had to kill the process (stop did not work).

So a first loop:

Code: Select all

Initiated zone	Trollshaws	with base_level	1
Lua Error: /engine/Map.lua:202: attempt to call field '_fov_esp' (a boolean value)
	At [C]:-1 _fov_esp
	At /engine/Map.lua:202 fovESP
	At /mod/class/Game.lua:214 
	At [C]:-1 forceRedraw
	At /engine/Savefile.lua:183 loadLevel
	At /engine/Zone.lua:254 getLevel
	At /mod/class/Game.lua:162 changeLevel
	At /mod/class/Game.lua:422 ?
	At /engine/KeyBind.lua:155 
loading	main
loading	engine.Map-0xb9120db0
loading	mod.class.Grid-0xb91d13c0
loading	mod.class.Grid-0xb8d7c770
loading	mod.class.NPC-0xb8a54970
loading	mod.class.Grid-0xb9714850
loading	mod.class.NPC-0xb912b170
loading	mod.class.NPC-0xb9bb3c70
loading	mod.class.NPC-0xb9301d78
loading	mod.class.NPC-0xb902df60
loading	mod.class.NPC-0xb9b910c8
loading	mod.class.Object-0xb98866d8
loading	mod.class.Trap-0xb9233928
loading	mod.class.NPC-0xb93a4c38
loading	mod.class.NPC-0xb92e25b0
loading	mod.class.Object-0xb9075830
loading	mod.class.NPC-0xb9cbe248
loading	mod.class.Trap-0xb9233888
loading	mod.class.NPC-0xb981c800
loading	mod.class.NPC-0xb96dba08
loading	mod.class.NPC-0xb9903648
loading	mod.class.Object-0xb98dcbc0
loading	mod.class.Grid-0xb990c550
loading	mod.class.NPC-0xb92181e0
loading	mod.class.Player-0xb8b6c630
loading	mod.class.Object-0xb888c788
loading	mod.class.Object-0xb9fd13d8
loading	mod.class.Object-0xb8940cf0
loading	mod.class.Object-0xb9854d20
loading	mod.class.Object-0xb881ccd8
loading	mod.class.Object-0xb87c90e8
loading	mod.class.Object-0xb88f1c78
loading	mod.class.NPC-0xb92181e0
loading	mod.class.Player-0xb8b6c630
loading	mod.class.NPC-0xb92181e0
loading	mod.class.Player-0xb8b6c630
loading	mod.class.NPC-0xb92181e0
loading	mod.class.Player-0xb8b6c630
loading	mod.class.NPC-0xb92181e0
loading	mod.class.Player-0xb8b6c630
<SNIP>
AND some time later!

Code: Select all

loading	mod.class.NPC-0xb92181e0
loading	mod.class.Player-0xb8b6c630
loading	mod.class.NPC-0xb92181e0
loading	mod.class.Player-0xb8b6c630
loading	mod.class.NPC-0xb92181e0
Lua Error: /engine/class.lua:174: stack overflow
	At [C]:-1 loadReal
	At /engine/class.lua:174 loadObject
	At [string "data = {}..."]:27 
	At (tail call):-1 
	At /engine/class.lua:182 load
	At /engine/Savefile.lua:141 
	At (tail call):-1 
	At [string "data = {}..."]:174 
	At (tail call):-1 
	At /engine/class.lua:182 load
	At /engine/Savefile.lua:141 
	At (tail call):-1 
	At [string "data = {}..."]:27 
	At (tail call):-1 
	At /engine/class.lua:182 load
	At /engine/Savefile.lua:141 
	At (tail call):-1 
	At [string "data = {}..."]:174 
	At (tail call):-1 
	At /engine/class.lua:182 load
	At /engine/Savefile.lua:141 
	At (tail call):-1 
	At [string "data = {}..."]:27 
	At (tail call):-1 
	At /engine/class.lua:182 load
	At /engine/Savefile.lua:141 
	At (tail call):-1 
	At [string "data = {}..."]:174 
	At (tail call):-1 
	At /engine/class.lua:182 load
	At /engine/Savefile.lua:141 
	At (tail call):-1 
	At [string "data = {}..."]:27 
	At (tail call):-1
etc, etc - there are other errors! Do you want the STDOUT file (all 4.2mb)?

[UPDATE]AAAARGH!!! I accidently overwrote it... On the other hand their is something funny with the save file so I can send you that instead... :oops:
Regards

Jon.

madmonk
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Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT7

#67 Post by madmonk »

Just ran over a poison trap and noticed it was doing 0.8333333333 points of damage... So ran back and forth over it, and yes not only did I not disarm it, it did the same damage every time.
Regards

Jon.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT7

#68 Post by madmonk »

My rogue is opening doors (even if I don't want them to...).

For example:

@.+

If i move next to the door it will automatically open... in fact as soon as I move adjacent to a door it will open!

Also in the key bindings 'diagonaly' should be spelt 'diagonally'.

[UPDATE] I wonder if it is a stealth function? I activated it and 2 doors that were near (but not adjacent) opened. There were no NPCs around at the time.
Regards

Jon.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: RFT7

#69 Post by darkgod »

Yes send me the savefile please.

Traps do random damage but at resolved at creation so a trap will always do the same damage each time (though the display should be rounded).
To disarm it, did you have any levels in t he disarm talent ? if not no wonder you didn't if you did, well bad luck there should be a message about it.

The door thing is fixed.

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 ;)

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT7

#70 Post by madmonk »

I just sent the save file!
Regards

Jon.

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

Re: RFT7

#71 Post by Shoob »

hmmmm..... madmonk requested tangleweeds, but it could be a trap too :D (slows and damages (nature))

and I had an idea for barehand people... they have one group for active/sustained talents and another for passive

passive:
- dodging: (at level 4 or 5 you can also evade spells) adds defense (then adds a chance to evade spells (spell absorb for now I guess) (requires light or cloth or no armor)
- stunning strike (new name needed): gives you a 2% chance per level to stun the enemy (is that too high?)
- slowing strike (new name needed): gives you a 2% chance per level to slow an enemy (is that too high?)
- confusing strike (new name needed): gives you a 2% chance per level to confuse an enemy (is that too high?) (like stunning someone and they are recouperating and cant tell much)
- death strike (new name needed): gives you a 2*((character level)*(talent level)/((monster level)*50)% chance to instantly kill an opponent (at level 50 you have a 0.2% chance to kill a lvl 50 monster). dex and str and cun also should come into play here too. I dont think this should work against uniques... maybe let it do more damage instead.

active:
- stunning strike: does damage and stuns
- slowing strike: does damage and applies slowing attack
- confusing strike: does damage and applies confusing attack
- ninja strike: (hit target, gain invisibility for 2*talent turns, and phase door away (only 2-3 squares away)) damage and invis power increases with level
Oliphant am I, and I never lie.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: RFT7

#72 Post by darkgod »

Ah not bad :)

Although ninja strike should get an other name too, I dont want any ninja stuff in tome :)
[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 ;)

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: RFT7

#73 Post by madmonk »

Consider Ninja Strike as Phasing Strike.

Also consider giving this or a set like it to Rogues...
Regards

Jon.

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