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Death by &CHAR! (CSBwin)
Posted: Wed Mar 23, 2005 10:19 pm
by Zyx
If I set hp to 0 with &CHAR!, the items in inventory disappear from the game.
Posted: Wed Mar 23, 2005 10:48 pm
by Paul Stevens
It works OK for me. Try my new ViewFilter and see what we
are doing differently.
Posted: Wed Mar 23, 2005 11:09 pm
by Zyx
It works on your dungeon; on mine, the objects are dropped at the right location, except it's one level below! I'll send you a savegame.
Posted: Tue Apr 19, 2005 10:32 pm
by Zyx
&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.
Posted: Wed Apr 20, 2005 1:53 am
by Paul Stevens
non existing character should bring "0" or "-1
Non-existant characters should never be referenced.
I compromised and filled it with zero.
EmptyFlask have wrong &type
Fixed in latest FloorGraphics.zip.
gigglers cannot rob the item in the right hand
Is this different than the original DM?
Posted: Wed Apr 20, 2005 11:20 am
by Zyx
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:
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)
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.
Posted: Wed Apr 20, 2005 1:20 pm
by Zyx
&MOVE with a dungeon location gets wrongly the location.
For example, &MOVE with the following stack:
4 0 0 1 0 1 32 0 0 0
will send the right handed weapon into 1(1,0) instead of 0(0,0)
Posted: Wed Apr 20, 2005 5:11 pm
by Paul Stevens
I couldn't found the fixes in latest release
You are certainly correct. I could swear I saw that
new file get uploaded....but it wasn't there. It should
be now. Version ...test7.
Posted: Wed Apr 20, 2005 5:36 pm
by Paul Stevens
MOVE with a dungeon location gets wrongly the location.
I cannot make this fail. I guess I need a saved game.
Posted: Wed Apr 20, 2005 8:15 pm
by Paul Stevens
send the right handed weapon into 1(1,0) instead of 0(0,0)
I think what happened is that you put it into a stairwell
and it fell down the stairs. I don't think that I can fix that.
Posted: Wed Apr 20, 2005 10:04 pm
by Zyx
Doh. Let me bang my head against the walls a little while I ponder your hypothesis.
Posted: Thu Apr 21, 2005 7:20 pm
by Zyx
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.
Posted: Thu Apr 21, 2005 8:25 pm
by Paul Stevens
bug already reported seems to have slip out of your mind
Quite right. But it is the third card down in my stack.
without any hints loaded, it crashes.
Oh well. A little excitement in my life. A new card #1.
they only rob the left hand.
We really should fix this so that it can work either way
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.
Posted: Thu Apr 21, 2005 8:33 pm
by Zyx
But maybe they really only robbed the left hand in the atari versions?
Posted: Sat Apr 23, 2005 6:18 pm
by beowuuf
I believe so, and by Amiga/PC it was both hands
Posted: Fri Apr 29, 2005 4:52 pm
by Zyx
&ADDing a monster group doesn't copy the position of the monsters within he cell.
Posted: Fri Apr 29, 2005 9:24 pm
by Paul Stevens
ADDing a monster group doesn't copy the position
It is not reasonable to do this. The ID of the monster gives
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.
Posted: Thu May 05, 2005 1:08 am
by Zyx
I don't need really a copy of the positions... However CSBwin doesn't put coherent positions by default:
I &ADDed a group of 4 monsters of size 1 and they all had the same position, so there was only one monster visible.
Posted: Thu May 05, 2005 2:51 pm
by Paul Stevens
I can fix that, I am sure.