RFT14

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madmonk
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Re: RFT14

#31 Post by madmonk »

Shoob wrote:map boundary bug is basically like the problem with multiply, creatures can stack on top of each other when there is a black boundary patch next to them.
And you can also do this:

Image

I ran down the edge of the map and back up again! Nothing in the log for this...
Regards

Jon.

madmonk
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Re: RFT14

#32 Post by madmonk »

Did it again and paid attention to key presses...

It is a diagonal key press in the direction of travel. So if you want to travel left through the wall, then it is the left down diagonal on the keypad (SW). This only works on the map edge...

Don't try it anywhere else but the trollshaws (and possibly the Old Forest), it will work anywhere. Lack of Oxygen kills you quickly!
Regards

Jon.

darkgod
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Re: RFT14

#33 Post by darkgod »

Meditation is in next RFT.
Why are such traps their best friends ???

I found & fixed the map boundary bug.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Shoob
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Re: RFT14

#34 Post by Shoob »

because you can quickly reduce the equillibrium ;)

dont worry, I am here, hopefully will churn out some ghosts tomorrow or the day after.
Oliphant am I, and I never lie.

Shoob
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Re: RFT14

#35 Post by Shoob »

running over unfound traps results in this:

Code: Select all

Lua Error: /engine/interface/PlayerRun.lua:78: attempt to index field 'running' (a nil value)
	At [C]:-1 
	At /engine/interface/PlayerRun.lua:78 runStep
	At /mod/class/Player.lua:96 act
	At /engine/GameEnergyBased.lua:52 tick
	At /engine/GameTurnBased.lua:23 tick
	At /mod/class/Game.lua:215 
and it doesnt display the damage message (from the trap), it does stop you running (and says that you took damage).

also, traps should be changed/updated so that it doesnt count as the player/npc attacking itself (but they should still take damage).
maybe change the poison message to: "poison courses through @target@'s veins" or something
and burning to "@target@ continues to burn."
and disease to a variation of "@target@'s flesh rots." (changes depending on disease type)

not sure how you do possessives though
Oliphant am I, and I never lie.

madmonk
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Re: RFT14

#36 Post by madmonk »

Shoob wrote: maybe change the poison message to: "poison courses through @target@'s veins" or something
and burning to "@target@ continues to burn."
and disease to a variation of "@target@'s flesh rots." (changes depending on disease type)

not sure how you do possessives though
The ones you have are correct!

I am a founder member of the Correct use of the Apostrophe Club...
Regards

Jon.

Shoob
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Re: RFT14

#37 Post by Shoob »

hehehe, I meant correct as in maybe there is a better way to do it (if the @target@ ends in 's' then the possessive would need to change if we really want it to be correct)

[edits]
I forget if I mentioned this before, but make it so that monsters dont get to act immediately when you start out (it is possible to die without even moving once right now)

and also, poisons should be redone too (maybe make them stack or something) because now if you run into one that does say 23 damage a turn, but then walk over one that does 1 damage a turn, it changes the poison to 1 damage, unless that is intentional.

and finally, make it so that poisons/burns do at least 1 damage if they hit, this should make insects harder :)
Oliphant am I, and I never lie.

Shoob
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Re: RFT14

#38 Post by Shoob »

got another bug similar to madmonk's shop bug... this time it was me looking at my inventory and trying to use an id scroll from it there, no error messages though.

and if you drop a potion onto a stack that already has that said potion, it doesnt stack with them potions, but makes it more cluttered.

also, wilders cannot complete the first quests (exploration ones) unless they kill them themselves. (just noticed that one)

finally, using the 'i' command, if an equipment name is long (like certain amulets of mastery) it will overflow into the inventory side of that, making it unreadable.
Oliphant am I, and I never lie.

madmonk
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Re: RFT14

#39 Post by madmonk »

<Request>

Make NPCs able to follow up/down stairs...

Currently they don't and I fail to understand why they should not... unless of course it is really hard from the coding point of view! :D

Or am I being too evil and nasty? :twisted:
Regards

Jon.

darkgod
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Re: RFT14

#40 Post by darkgod »

It does poses some coding problems yes :)
I'll probably do it eventualy, but not now.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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