Death by &CHAR! (CSBwin)
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Death by &CHAR! (CSBwin)
If I set hp to 0 with &CHAR!, the items in inventory disappear from the game.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
&CHAR@ with a non existing character should bring "0" or "-1" values instead of leaving unchanged the current stored values in the temporary array.
KathBomb, PewBomb, RaBomb, FulBomb, EmptyFlask have wrong &type, they should be higher by 4096.
It seems that gigglers cannot rob the item in the right hand, only the one in the left hand.
KathBomb, PewBomb, RaBomb, FulBomb, EmptyFlask have wrong &type, they should be higher by 4096.
It seems that gigglers cannot rob the item in the right hand, only the one in the left hand.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
I couldn't found the fixes in latest release (april 19th).
As for the gigglers, I'm convinced they could rob the right hand... But in which version? I'll check.
Please look at this trace:
the stack should be, at the last line:
LOAD INTEGER 0 ( ... 1 0 1 32 0 0 0)
EDIT: I couldn't reproduce it anymore.
As for the gigglers, I'm convinced they could rob the right hand... But in which version? I'll check.
Please look at this trace:
Code: Select all
LOAD INTEGER 0 (0 1 4 0 0 1 0)
LOAD INTEGER 1 ( ... 1 4 0 0 1 0 1)
LOAD INTEGER 32 ( ... 4 0 0 1 0 1 32)
LOAD INTEGER 0 ( ... 0 0 1 0 1 32 0)
LOAD INTEGER 0 ( ... 0 1 0 1 32 0 0)
LOAD INTEGER 0 ( ... 1 0 4 0 0 1 0)
LOAD INTEGER 0 ( ... 1 0 1 32 0 0 0)
EDIT: I couldn't reproduce it anymore.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
A bug already reported seems to have slip out of your mind: when eating food, all the wounds are cured.
In CSBuild, in Hint Locations, when hitting the Find button without any hints loaded, it crashes.
I checked for the gigglers. As far as version CSBwin98.0, they only rob the left hand. So I'll get around it with a DSA.
In CSBuild, in Hint Locations, when hitting the Find button without any hints loaded, it crashes.
I checked for the gigglers. As far as version CSBwin98.0, they only rob the left hand. So I'll get around it with a DSA.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Quite right. But it is the third card down in my stack.bug already reported seems to have slip out of your mind
Oh well. A little excitement in my life. A new card #1.without any hints loaded, it crashes.
We really should fix this so that it can work either waythey only rob the left hand.
at the designer's option. It should be easy to add to the
DMrules and other things that the designer can specify and
it should be very easy to implement. Since we will have
to put aside a 32-bit word I will make it a mask of
possession locations so you can hide something in your
quiver, for example, or NOT steal from the left hand.
Then a DSA can change this behaviour at runtime if we so
choose.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
It is not reasonable to do this. The ID of the monster givesADDing a monster group doesn't copy the position
no hint as to its location in the dungeon. If it is on the same
level as the party then the positions are kept in a different
location than if it is on a different level. I would have to
search through the dungeon to find the monster you are
copying and that would take too long to do the search on a large
dungeon.
You might also notice that the positions are not available
via the &MONSTER@ function, for the same reason.
If absolutely necessary, we could copy monster positions
by writing a new function that accepts two dungeon locations
rather than IDs. I am not anxious to do this because I would
have to be very careful to be sure that the positions are
compatible. Screamer positions are not compaaible with worm
positions, for example. I suppose I could insist that the
source and destination have the same monster type and same
number of monsters.
Or we could implement a special &MONSTERADD that specifies
a source location instead of an ID. But it will still be quite
a bit of work on my part.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA