Re: The Veins of the Earth
Posted: Sat Nov 02, 2013 12:58 am
Ran into a couple more bugs, then decided to code-dive:
You can put 5 points into skills at lvl 1, not 4.
I got a slick chainmail of shadow, and it threw Lua errors when inspected. local shadow was a nil value. No clue what caused it.
Attacked by a Huge Centipede, data/damage_types:102 attempt to call method "fortitudeSave" (a nil value). That's the location for WATER damage, not sure what's happening there.
Lava creates infinite Lua errors (attempt to index local "dam", a number value)
I think all skill checks are broken. In Actor.lua, changing line 694 in "function _M:skillCheck(skill, dc, silent)" from: to: seems to fix it (though the intuition check shown in the log is then displaying just the roll, no bonuses)
For weapons, the reason that you can wield a two handed weapon in your offhand is that is inherits offslot = "OFF_HAND" from the base = "BASE_WEAPON". I think that adding "offslot = false" to the weapons should fix it, but I'm not sure.
(also, you didn't need to make so many bases for the weapons, a base is only useful if you use it multiple times)
Dwarf/Duregar Fighters get 22 HP per level (line 375 of class.lua should be "else" not "end" for the favored class bonuses)
Fighters don't get shield proficiency, should they?
Druid skill points is only +2 instead of +4 for the first level. (line 286 of class.lua)
Cleric Favored class HP is +1 per level instead of +10 (line 237 of Class.lua)
Wizards are the only class not to get +1 attack per level with their favored race bonuses?
EDIT:
Damage reduction is "dam" for adamantium armour/shields, but combat.lua checks for "combat_dr" for damage reduction.
The combat damage calculation is broken in _M:attackTarget. It always does 1d4 damage because it calls for self.combat instead of for the weapon's damage. self.weapon is not defined, so none of those bonuses work either.
Finesse may want to check if your dexterity is actually higher than your strength, so it doesn't apply a penalty.
The attack calculation on line 98 of Combat.lua should refer to "(weapon and weapon.combat.magic_bonus or 0)" not "(self.weapon and self.weapon.combat.magic_bonus or 0)"
You can put 5 points into skills at lvl 1, not 4.
I got a slick chainmail of shadow, and it threw Lua errors when inspected. local shadow was a nil value. No clue what caused it.
Attacked by a Huge Centipede, data/damage_types:102 attempt to call method "fortitudeSave" (a nil value). That's the location for WATER damage, not sure what's happening there.
Lava creates infinite Lua errors (attempt to index local "dam", a number value)
I think all skill checks are broken. In Actor.lua, changing line 694 in "function _M:skillCheck(skill, dc, silent)" from:
Code: Select all
local result = d + (getSkill(skill) or 0) Code: Select all
local result = d + (self:getSkill(skill) or 0) For weapons, the reason that you can wield a two handed weapon in your offhand is that is inherits offslot = "OFF_HAND" from the base = "BASE_WEAPON". I think that adding "offslot = false" to the weapons should fix it, but I'm not sure.
(also, you didn't need to make so many bases for the weapons, a base is only useful if you use it multiple times)
Dwarf/Duregar Fighters get 22 HP per level (line 375 of class.lua should be "else" not "end" for the favored class bonuses)
Fighters don't get shield proficiency, should they?
Druid skill points is only +2 instead of +4 for the first level. (line 286 of class.lua)
Cleric Favored class HP is +1 per level instead of +10 (line 237 of Class.lua)
Wizards are the only class not to get +1 attack per level with their favored race bonuses?
EDIT:
Damage reduction is "dam" for adamantium armour/shields, but combat.lua checks for "combat_dr" for damage reduction.
The combat damage calculation is broken in _M:attackTarget. It always does 1d4 damage because it calls for self.combat instead of for the weapon's damage. self.weapon is not defined, so none of those bonuses work either.
Finesse may want to check if your dexterity is actually higher than your strength, so it doesn't apply a penalty.
The attack calculation on line 98 of Combat.lua should refer to "(weapon and weapon.combat.magic_bonus or 0)" not "(self.weapon and self.weapon.combat.magic_bonus or 0)"