maxum
Full Member
Posts: 106
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Post by maxum on Nov 14, 2012 21:03:56 GMT -5
With Unicus offline for a bit, I have stopped sending updates through. I will let him catch up for a bit before floodding his mail.
I have not stopped doing stuff though, I will post here changes I have made that are ready to go through. I am doing this because my mind is a cluttered mess at the moment, and it seems like the easiest way to record stuff I have done.
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maxum
Full Member
Posts: 106
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Post by maxum on Nov 14, 2012 21:06:37 GMT -5
Bigbys Crushing Hand should no longer be aggressive to other players when summoned.
Spells Charm Person and Charm Monster will no longer work on other players. Note that until this goes live using this exploit is still a major infraction.
Restored Poly ability for giant races to heave created boulders. Good luck hitting anything with them.
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maxum
Full Member
Posts: 106
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Post by maxum on Nov 14, 2012 21:08:43 GMT -5
Cause Serious messages (restored previously) should actually be correct now.
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Post by marla on Nov 15, 2012 5:54:32 GMT -5
Is there a psi ability that charms also? I can't remember.
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Post by lennya on Nov 15, 2012 5:55:20 GMT -5
Domination or somesuch, currently not in game according to the help file.
edit: No wait, it's hypnosis. And working like it should.
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maxum
Full Member
Posts: 106
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Post by maxum on Nov 17, 2012 4:12:33 GMT -5
When you level, it will actually say what level number you have reached, instead of 'n'.
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maxum
Full Member
Posts: 106
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Post by maxum on Nov 19, 2012 2:06:06 GMT -5
Whenever you stop fighting, mud checks for spell affects on your gear and reapplies. This should reset invis.
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unicus
Junior Member
Posts: 62
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Post by unicus on Nov 20, 2012 19:05:46 GMT -5
I thought invis reset when you left the room?
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Post by lennya on Nov 22, 2012 3:26:24 GMT -5
No, if you kill one mob when polied, and move into a next room, occasionally the invis isn't reapplied.
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maxum
Full Member
Posts: 106
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Post by maxum on Nov 22, 2012 3:40:27 GMT -5
Tracking down why poly does not reapply lost item spells is a huge time sink. More correctly, tracking down when and where not poly chars do get these reapplied is the issue, and modifing to include poly. I have had two attempts so far, but on each go I have run out of time (two hours each try). It is a case of backtracking through the code. I suspect this has noting to do with combat, and non poly chars are just getting caught in a regular pulse update. My fix is to add to the stop fighting code an item update loop that catches all players. This code happens whenever a player stops fighting (mob dies, player dies, mob flees, player flees, disengage). It just runs through and reapplies any item spell affects currently worn. I dont see any game breaking issues with it, but if there is anything I can keep looking.
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Post by lennya on Nov 23, 2012 15:41:20 GMT -5
A quick do_save() after (or in) stopfighting should solve it, even if it's not a proper fix.
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maxum
Full Member
Posts: 106
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Post by maxum on Nov 28, 2012 0:32:57 GMT -5
Paralyzed mobs can now trigger events in no death rooms.
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maxum
Full Member
Posts: 106
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Post by maxum on Nov 28, 2012 2:52:55 GMT -5
Disarm Traps has a chance to learn on fail.
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maxum
Full Member
Posts: 106
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Post by maxum on Nov 28, 2012 18:35:48 GMT -5
Some spells were firing twice from external sources (wands mostly). Fixed, plus rechecked and fixed any other spell targeting issues I spotted.
Just a reminder: Potions: self always Spells: ability to query if no target or invalid target specified, allow targeting if spell is not self only. Wands: allow query if no target, otherwise hit target, even for 'most' self only spells. Scrolls: always fire, if invalid target, target self. Staves: always fire, no target required as all affects are area. Has some additional protection for grouped people with damaging spells.
There are of course individual cases that don't fit these rules, but not that many.
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maxum
Full Member
Posts: 106
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Post by maxum on Nov 29, 2012 21:38:18 GMT -5
Changed the order in how zones de-init. Now scans zone to clear mobs, then scans again to clear items. This will stop items falling from mobs and surviving (Abyss - Flame whip).
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