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Post by Dave on Jan 18, 2014 20:58:45 GMT
Quick questions: Are you playing in "By the book" mode? And, have you opted to take GM-base stats? If you select GM stats (as is your choice to do in By-the-book, you will forfeit lore-circle bonuses and Discipline bonuses, including Weaponmastery - so it nixes any additional weapon you might be able to select.)
Give me a little more info to go on - it works correctly for me every time I test it... But there are so *many* possible scenarios, I can't test them all.
If you'd like to post your "resumeX" file here, then I could pop in and test it directly.
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Post by jdubs1211 on Jan 18, 2014 22:30:31 GMT
Quick questions: Are you playing in "By the book" mode? And, have you opted to take GM-base stats? If you select GM stats (as is your choice to do in By-the-book, you will forfeit lore-circle bonuses and Discipline bonuses, including Weaponmastery - so it nixes any additional weapon you might be able to select.) Give me a little more info to go on - it works correctly for me every time I test it... But there are so *many* possible scenarios, I can't test them all. If you'd like to post your "resumeX" file here, then I could pop in and test it directly. I am playing "By the Book" I did not opt for GM stats I posted the file for you resume1.dat (39.31 KB)
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Post by Dave on Jan 19, 2014 2:25:24 GMT
I'm actually also going to need the corresponding "campaignX.dat file" (campaign1.dat) from the same place that you find the resume file... I need to be able to restore earlier than just your resume file place. Thanks!
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Post by jdubs1211 on Jan 19, 2014 6:19:28 GMT
I'm actually also going to need the corresponding "campaignX.dat file" (campaign1.dat) from the same place that you find the resume file... I need to be able to restore earlier than just your resume file place. Thanks! There you are Attachments:campaign1.dat (179.47 KB)
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Post by UrQuan on Feb 5, 2014 8:42:25 GMT
If you have exactly 0 CS in a combat at any point after the first round, your CS is reset to your base CS, ignoring all modifiers (additional modifiers applied in subsequent rounds do work) Negative CS works fine. This is of course very obscure, and is even hard to recreate in a practical game. The most straight-forward way is probably some combination of 5 base CS, Limbdeath, unarmed penalty, and for example Shield.
Dropping/unwielding equipment/weapons in the middle of combat have some inconsistent behavior. Some items, including at least the Shield (I think Silver Helmet also) do not affect CS in the current battle if it is dropped in middle of combat (at least not consistently). Now, while trying to recreate this, the client even crashes! The crash happens consistently in the Bloodlug fight at the beginning of Book 5, when trying to start a new round (after dropping the shield from inventory between rounds), after the CS boxes have moved to the middle of the screen. In a number of other combat where I have tried to recreate this, everything works fine but the Shield bonus is simply retained for the rest of that fight. Very weird. I cannot imagine what would be specific about the Bloodlug fight. The funny thing is, I know I have gotten at least the Kagonite Chainmail to remove itself and it's CS bonus properly.
It would make sense if dropping items (especially backpack items) in combat would not work at all, since this is even referenced in the Equipment section: "You may exchange or discard them at any point when you are not involved in combat." The Shield and stuff is of course a Special Item but still there should not be much incentive to throw away equipment in general.
Regarding weapons, at least unwielding never works, but I'm guessing this is a feature then? As in having no weapon wielded will still not give you an unarmed penalty if you have either a weapon or a weapon-like Special Item in inventory. In the past I seem to recall having trouble with getting the unarmed penalty to register even with no weapons in inventory if they were dropped in middle of combat, but I'm struggling to recreate this now.
And one really minor thing. I'm fairly certain that the maps given to you at the start of the books are not supposed to be recorded as items. At least they should not count towards the Special Items limit. But I'm guessing this is a deliberate feature? Also, some regular maps in the books are recorded as Backpack Items, but unless I'm completely mistaken maps are always Special Items in Seventh Sense?
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Post by Dave on Feb 6, 2014 18:49:07 GMT
Some crazy bugs you found, UrQuan! Thanks for providing a clear way to reproduce them. I haven't had a chance to look at the code yet, but I do know that all of the combat bonuses are figured out when you begin combat - I never anticipated a player dropping bonus items mid-combat, so I don't think there is a check for that. I think you're right that the easiest solution would be to make the "Drop" buttons unclickable from the beginning of the fight until the last enemy is defeated. (I'll look into the zero CS issue soon, but it might not be until after the Book 14 release). On unarmed/unweilding, as long as LW has in his possession a weapon or weapon-like SI, he will not incur an unarmed penalty. He won't gain any weapon-specific bonuses, or discipline-based weapon bonuses, unless he actually equips a weapon, though. As to maps, in book 1, it states that your map of Sommerlund should be kept in your Special Items list. www.projectaon.org/en/xhtml-simple/lw/01fftd.htm Because of that, I have always included each Map for each book as a Special Item. It makes sense that if you lose all of your items, you can't access the map (even though, with a physical book, you can always just turn to the map page at the beginning...) I don't recall any specific Maps that pick up mid-book being called Backpack Items, though I do not recall them being called Special Items, either (which probably means Joe Dever either 1) intended them to be Backpack Items, or 2) forgot to mention it.) I may have just applied model of the book maps as Special Items to the mid-book maps, to try and be consistent. But since the various Keys throughout the books are inconsistent (some are Backpack Items, and some are Special Items), the maps could be, too. If it's not too much trouble, could you point out a few specific instances where you think a map should be a Backpack Item?
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Post by UrQuan on Feb 6, 2014 21:41:11 GMT
Some crazy bugs you found, UrQuan! Thanks for providing a clear way to reproduce them. I haven't had a chance to look at the code yet, but I do know that all of the combat bonuses are figured out when you begin combat - I never anticipated a player dropping bonus items mid-combat, so I don't think there is a check for that. I think you're right that the easiest solution would be to make the "Drop" buttons unclickable from the beginning of the fight until the last enemy is defeated. (I'll look into the zero CS issue soon, but it might not be until after the Book 14 release). On unarmed/unweilding, as long as LW has in his possession a weapon or weapon-like SI, he will not incur an unarmed penalty. He won't gain any weapon-specific bonuses, or discipline-based weapon bonuses, unless he actually equips a weapon, though. As to maps, in book 1, it states that your map of Sommerlund should be kept in your Special Items list. www.projectaon.org/en/xhtml-simple/lw/01fftd.htm Because of that, I have always included each Map for each book as a Special Item. It makes sense that if you lose all of your items, you can't access the map (even though, with a physical book, you can always just turn to the map page at the beginning...) I don't recall any specific Maps that pick up mid-book being called Backpack Items, though I do not recall them being called Special Items, either (which probably means Joe Dever either 1) intended them to be Backpack Items, or 2) forgot to mention it.) I may have just applied model of the book maps as Special Items to the mid-book maps, to try and be consistent. But since the various Keys throughout the books are inconsistent (some are Backpack Items, and some are Special Items), the maps could be, too. If it's not too much trouble, could you point out a few specific instances where you think a map should be a Backpack Item? Oh wow, I completely missed that. Joe Dever is not the most consistent person, considering nothing is mentioned about the starting maps after book 2. Probably he changed his mind, but still it would make sense to record them for consistency in regards to other maps. lonewolf.wikia records them as Special Items that do not count towards the limit. These are all of the sections where maps are found in 1-28. (most are Backpack Items) www.projectaon.org/en/xhtml/lw/06tkot/sect8.htmwww.projectaon.org/en/xhtml/lw/06tkot/sect16.htmwww.projectaon.org/en/xhtml/lw/06tkot/sect48.htmwww.projectaon.org/en/xhtml/lw/06tkot/sect109.htmwww.projectaon.org/en/xhtml/lw/06tkot/sect275.htmwww.projectaon.org/en/xhtml/lw/08tjoh/sect306.htmwww.projectaon.org/en/xhtml/lw/18dotd/sect277.htm
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Post by Dave on Feb 7, 2014 0:20:20 GMT
Thanks, that was helpful. I've gone back and changed those maps into Backpack items, and have changed all Special Item maps to take up no space (they don't count toward the limit of 12).
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Post by jdubs1211 on Feb 7, 2014 0:52:10 GMT
Thanks, that was helpful. I've gone back and changed those maps into Backpack items, and have changed all Special Item maps to take up no space (they don't count toward the limit of 12). Yes... some of those are listed as backpack items while others are listed as "special items to be marked as your action chart" I can see how that would be more tedious to code
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Post by Dave on Feb 7, 2014 6:08:59 GMT
There is no programming difference in maps being Backpack or Special Items... I was just taking liberties to be "consistent", but I should have just gone with the directive from the equipment sections: Unless you are specifically told otherwise, assume an item you can take is a Backpack Item.
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