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Posted by Pent, Jan 1, 2015 at 6:09 pm
Setting the dungeon default to not allow locked doors seems to work (though I didn't test that with the shop, just regular doors).

I also tried giving the secret meteoric steel chest room doors and setting it to not allow locked doors, but it still got a locked door, so it seems to be some issue with having it override the level default setting.
Posted by Pent, Jan 1, 2015 at 4:03 pm
I gave it a try by removing the random number in the locking condition (so that every door would try to lock itself if allowed), and setting different ABORT messages for whether the shop door was allowed to be locked or not, but the game never aborted, and the shop doors continued to lock, as it it was just ignoring the AllowLockedDoors flag entirely (even though it's clearly there in the code).
Posted by Pent, Jan 1, 2015 at 1:08 pm
Warheck wrote
Yeah I agree, it should just automate logically. I wonder if it's a problem with the code?

This line is the only one in the script for the shop that isn't really straightforward:

Type = ROOM_SHOP;

I'm not sure where in the code that room type is used, or how it affects it, and I havent had much luck searching for it.
Posted by Pent, Jan 1, 2015 at 4:10 am
This shop door bug just won't die...

Even with the AllowLockedDoors = false and AllowBoobyTrappedDoors = false in dungeon.dat, I still got a shop with one locked door and no other entrance.

I'm at a loss here, since the game seems to be outright ignoring the script file. The default room flags for Gloomy Cave do include AllowLocked/BoobyTrappedDoors set to true, but the individual room's flags should override that.

We could always force a static door on one side of the shop and set GenerateDoor to false, but that feels like a bit of a cop out.
Posted by Pent, Dec 3, 2014 at 3:22 pm
slob wrote
Hint: throwing whips of thievery has a special advantage.


I'm going to throw whips of thievery at everything now.
Posted by Pent, Dec 2, 2014 at 7:03 pm
Warheck wrote
Shop door bugfix suggested here.
This change has been made in master. Can anyone verify that it does what it should?

It does, but only for the "main" shop door. Sometimes the shop spawns with multiple doors, and sometimes those extra doors are locked.
Posted by Pent, Dec 2, 2014 at 8:42 am
red_kangaroo wrote
I think Pent meant the bug he was talking about some time ago, when you get leprosy, cure it, then your arm is severed and eating it counts as if it still had leprosy from before your curing.

Yeah, this is what I was talking about. I'll try to clarify it in the first post.

And for the enner beast, I just like to imagine that the damn thing is still alive, but can't make any sound without its vocal cords attached.
Posted by Pent, Dec 1, 2014 at 10:00 pm
We should probably keep this on GitHub for convenience; I'll submit each of these in the issues page there at some point.


Since we don't seem to have a thread for this already...

Here's the list I've been keeping; I'll update it as we go:


~~BUGS~~

// = fixed

// pea soup in world map

// library/banana abuse

// Valdemar spawn rate and base unarmed skill

// Gas immunity bones message

// main shop door spawning locked

// Elite guard taming

// wishing for ommel cerumen

// armed holy hand grenades in cathedral

// mustard gas hostility bug

// Silva earthquake crash in GC6

// Valpurus + Mortifer always saying "never prayed"

// segfaults when loading saves on 64-bit systems

~ Limbs severed after curing your leprosy still cause leprosy when eaten.

~ SoCM/SoHM can be used on itself; this should not be so.

~ Severed enner beast head is still animated.

~ Mushrooms should not vomit...

// zombie of a test1

// Loading image displaced on every level generated after Enner level.

// Decos' servants have different dialogue after the NA revolution, but they're on Decos' team, so you usually need to kill them
to trigger the revolution dialogue in the first place. They should be on the New Attnam team rather than Decos'.



// Ground description on wall with window. (see https://github.com/Attnam/ivan/issues/3)

/(fixed in branch) Temporary states becoming permanent at 0xFFFF (nobody seems to want this but me so I'll keep it to myself)

~"You hit the blink dog. The blink dog teleports away! You hit something. You sense the death of something."

~ Acid shield may spill acid on nonexistent weapons...

// Lycanthropy polycontrol prompt for NPCs.

~ Shop door bugginess. (Why? )
Posted by Pent, Dec 1, 2014 at 9:27 pm
I pushed the fix to the repo.

I'd also like to point out that I'm very proud of the fact that I figured this out while on the toilet.
Posted by Pent, Dec 1, 2014 at 2:37 pm
Alright, I took another look at the code:

void character::LycanthropyHandler()
{
  if(!(RAND() % 2000))
  {
    if(StateIsActivated(POLYMORPH_CONTROL)
        && !game::TruthQuestion(CONST_S("Do you wish to change into a werewolf? [y/N]")))
      return;
    Polymorph(werewolfwolf::Spawn(), 1000 + RAND() % 2000);
  }
}

As I thought, it doesn't ever check whether the affected character is the player. Since TruthQuestions apply to the game itself, and not a specific character, you're actually seeing the prompt for another lycanthropic character that has polycontrol.

I just tested it in wizmode: I gave the werewolf from the GC a ring of polycontrol then sat around until he transformed. Sure enough, it prompted me, and selecting yes caused him to change into a werewolf.