4Dimensions Forum

General Category => Suggestions & Ideas => Topic started by: Virisin on April 12, 2008, 07:20:24 pm

Title: Bugs.
Post by: Virisin on April 12, 2008, 07:20:24 pm
Bugs that need fixing:

- staves
- elementals
- poison doesn't work when cast on a player
- magic bubble can't be cast on self
- segmented mobs
- ice shield

I shall keep this list updated.  ;D
Title: Re: Bugs.
Post by: Kvetch on April 12, 2008, 08:20:09 pm
Trap aware should work during a fight?
Title: Re: Bugs.
Post by: Fizban on April 12, 2008, 08:34:45 pm
Yep.


----------------------------------------------------------------------------
TRAPAWARE AWARE
----------------------------------------------------------------------------
Usage:    flee
Duration: N/A
*
When you are snared and possess the knowledge of trap aware, you can try
to flee during the combat. If it doesn't work the first time try to flee
until you succeed.
*
See also: FLEE, SNARE, WIMPY
See also: SPELLINFO TRAP AWARE
Title: Re: Bugs.
Post by: erwin on April 12, 2008, 10:53:38 pm
Steal doesn't work in ARENA rooms too
Title: Re: Bugs.
Post by: Virisin on April 12, 2008, 11:36:43 pm
That's not a bug.. I've had my fun with steal in the arena.. People used to think they were so safe.  :P And now they are..
Title: Re: Bugs.
Post by: Prometheus on April 13, 2008, 12:14:40 am
What about Elementals are bugged? Details please.

Prometheus
Title: Re: Bugs.
Post by: Virisin on April 13, 2008, 12:16:28 am
The fact that they get so many skills apparently, but none of them work. (They shouldn't be able to be ordered to do any skills in my oppinion). Some are too strong and some are too weak. When you summon them they come in pairs.. There's more, but I forget.
Title: Re: Bugs.
Post by: erwin on April 13, 2008, 12:22:49 am
Elementals don't come in pairs now, I think.

They have a lot of melee skills, but seem to fail on the offensive ones (kick, snare, etc.) They can succeed in skills like grip, focus, boosting their combat abilities.

Elementals, from weakest to strongest are,

Water Elemental - T2 spell
Air Elemental - T1 Spell
Earth Elemental - T3 spell
Fire Elemental - T4 spell.

The water elemental is useless as a combatant, it dies too fast for it to attack back. Only use is for RP and walking container. Maybe a distraction like clone.
The air elemental is slightly better, lasting a few more rounds, but I've never seen it attack either. Useful as meat shields.
The earth elemental is a step up from both elementals, able to last rather long, and do decent damage.
Fire elementals are godly. Way, way, way too much HP, and can kill gladiator chars in one round.
Title: Re: Bugs.
Post by: Fizban on April 13, 2008, 12:27:14 am
Erwin's correct, I fixed the pair issue a while ago, used to be you got two if you had 60 charisma, it's now 1 no matter what.
Title: Re: Bugs.
Post by: Prometheus on April 13, 2008, 01:33:08 am
Okay snare will prevent you from retreating. Fixing trap aware might take some time for me.

Prometheus.
Title: Re: Bugs.
Post by: Fizban on April 13, 2008, 10:53:05 am
Way, way, way too much HP, and can kill gladiator chars in one round.

That issue lies with gladiators being underpowered, we specifically tested that and Erwin you were able to kill two fire elementals at the same time when Nauzhror summoned them in Old Yorke.
Title: Re: Bugs.
Post by: erwin on April 13, 2008, 11:09:31 am
Nod. Point taken, my bad.
Title: Re: Bugs.
Post by: Prometheus on April 13, 2008, 08:26:17 pm
Trap aware will now work against snare in combat. Simple fix thanks to Mord.

Prometheus.
Title: Re: Bugs.
Post by: erwin on April 13, 2008, 09:32:49 pm
Zedd bug, he can play with players above level 46, and I don't think he gives experience and gold based on how many times you find him, rather, he just gives experience on the 20th (last) find. So a person can get lucky on the 20th try and reap all the rewards.

*Edit. I could be wrong, zedd may give experience and gold for the first 19 times you find him, but  if he does, there is no message.
----------------------------------------------------------------------------
ZEDDTAG
----------------------------------------------------------------------------
Zedd is a mob that plays Hide and Seek around Olde Yorke and Recall area.
He is activated by an Immortal or Hero bringing him to Recall. He responds to
someone either attacking him, or to someone entering the room with him.  When
you find him, he shouts that you found him and how many times that he has been
found.  You then get experience points and gold based on how many times you
have found Zedd.
  After he has been found 20 times he will call the game to be
over and will end it.  The last person to find him on the 20th round gets
a large amount of bonus exp and gold.
Sometimes zed gets stuck in a !teleport room, and then you need an Imm to
budge him.
*
After level 46 Zedd won't play with you any more and he doesn't play with
Heroes either.
Title: Re: Bugs.
Post by: Fizban on April 13, 2008, 11:57:34 pm
I'll look at Zedd's script tomorrow when I'm not drunk.
Title: Re: Bugs.
Post by: Xeriuth on April 15, 2008, 07:29:31 pm
Fixing retreat from snare, and not trap aware in the middle of KOTM was a bad idea. Kind of ruined the entire purpose of trap aware.
I personally thought it worked fine. Retreat instead of retreating out of the room, simply retreated you from combat, and you are still snared (therefore didnt move)... at this point you could then walk east north west or south  and trap aware would kick in.  With that, the benefit of having trap aware is there.

I just feel one thing shouldn't have only been fixed without fixing the other in turn. It could have been fixed at least, just not applied to the game.
That's only my take on that issue.
Title: Re: Bugs.
Post by: Virisin on April 16, 2008, 01:35:18 am
I agree with you there Xeri.. I thought it was kinda funny that that change was made during KOTM, cause I wasn't part of it. But if I was part of it, I would have been kinda annoyed things changed half way through. But now, I'm happy it's just been changed. Because the bugs been around for ever.
Title: Re: Bugs.
Post by: Prometheus on April 17, 2008, 05:11:54 am
Hehe it is called going mad coding :) And you want to blame someone blame Erwin he is the one who pointed it out and helped me to debug it. Also poison weapon and tinker won't work together. The tinker code looked for poison but the poison item code didn't check for tinker.

Prometheus.
Title: Re: Bugs.
Post by: erwin on April 17, 2008, 07:12:08 am
Nod, I'm to blame for it. Was hoping that trap aware could be fixed by KOTM so that I could actually flee combat when snared. But, still, kudos to Prom for fixing that terrible bug:)
Title: Re: Bugs.
Post by: erwin on April 18, 2008, 04:00:29 am
Another thing for you to update, Viri..

Some segmented mobs are able to be pushed, when pushed out of the room, they are literally invisible.

As in, you can see them with "look <direction>", but they are not listed in the room. "Look <mobname>" shows them though.

Perhaps a check to make them !push, or something to make them visible when pushed?
Title: Re: Bugs.
Post by: Virisin on April 18, 2008, 04:03:14 am
Segmented mobs are strange like that, if you attack one, and flee. The segment will follow you and nothing else will.. That's kinda a strategy to kill Voltron..  :P I'm not sure if it's a bug or not.. What are segmented mobs meant to do? Stick with the mob?
Title: Re: Bugs.
Post by: erwin on April 18, 2008, 04:04:24 am
I'm not sure, but perhaps they should at least be visible? Think of people getting gobbled up in Outer Space by invisible lions..
Title: Re: Bugs.
Post by: Virisin on April 18, 2008, 04:07:34 am
Could do yeah.. While the mob is all joined in one room it's logical you'd only see the whole thing.. But if they were seperated then you should probly be able to see the individual segments..
Title: Re: Bugs.
Post by: Kvetch on April 18, 2008, 01:19:47 pm
I've always used segemented mobs to be parts of the whole - it gives the mob more attacks.  For example, an eight legged spider should not get only one attack - which is why the spider in NDR 2 is segmented (multiple legs for multiple fun).  Though I'm glad to have read about that "bug" becuase now I know a fix I need to make on other segmented mobs I've done and ones I plan on in the future. 
Title: Re: Bugs.
Post by: Molly on April 19, 2008, 01:18:33 am
Segmented mobs should definitely stay in the same room, it doesn't make sense that bodyparts can be pushed out, or follow you to another room, - (unless possibly if they are snake heads on long necks, like Scylla and the Hydra). They also shouldn't follow when shot at.

I think this is something that should be set in the code and not left to the Builders, it's too easy to miss.
Title: Re: Bugs.
Post by: Prometheus on April 19, 2008, 04:40:27 am
Erwin brought up poison not targeting players. Right now it looks like the code won't work on players. I think it used to work at one point but maybe Mord changed it since I remember the Cardinal being poisoned for an item. I will defer to Mord on this. But since thieves can poison weapons.......

Prometheus.
Title: Re: Bugs.
Post by: erwin on April 19, 2008, 10:09:05 am
Segmented mobs should definitely stay in the same room, it doesn't make sense that bodyparts can be pushed out, or follow you to another room, - (unless possibly if they are snake heads on long necks, like Scylla and the Hydra). They also shouldn't follow when shot at.

I think this is something that should be set in the code and not left to the Builders, it's too easy to miss.

Nod, but there are other segmented mobs that aren't really bodyparts at all. Eg, group of sharks in Aegean Ocean, Michael and his guards in Midlands.
Title: Re: Bugs.
Post by: Estidn on April 20, 2008, 02:12:42 am
Poison one segment they all get poisoned? I mean if i used ten step poison and Scylla shouldnt the rest of him feel it? Oh wait poison probably doesn't work on him *cough*
Title: Re: Bugs.
Post by: Virisin on April 20, 2008, 03:23:47 am
Ice shield is bugged. When the script kicks in it tells me that I've been frozen, rather than the other person, and nothing affects either of us anyway..
Title: Re: Bugs.
Post by: Fizban on April 20, 2008, 08:12:18 am
Poison one segment they all get poisoned? I mean if i used ten step poison and Scylla shouldnt the rest of him feel it? Oh wait poison probably doesn't work on him *cough*

Makes sense in "some" cases, then there's the poison one shark and they shouldn't all be poisoned scenario.
Title: Re: Bugs.
Post by: Kvetch on April 20, 2008, 04:47:37 pm
It seems to me that those things that are not segments should be grouped instead of segmented.  Can you group mobs and would it have this effect?  I don't know, but that's what I'd try to do if I ever wanted something like that.
Title: Re: Bugs.
Post by: erwin on April 20, 2008, 11:27:23 pm
Maybe it's for aesthetic affect? A 'group of sharks' looks much nicer than

A shark
A shark
A shark
A shark
A shark

and it's less spammy too.

Or maybe it's for surprise..attack a person and be shocked that his guards are attacking back too. (Though that can be done by scripts...)
Title: Re: Bugs.
Post by: Molly on April 21, 2008, 06:28:44 am
It's done for both reasons. :)

Each builder has their own preferences, but personally I use the segmented mobs mostly for mobs that tend to appear in groups, like 'a pack of wolves' or 'a flock of sharks' or 'a group of teenagers', where each individual segment would be called 'a wolf', 'a shark' or ' the boy/girl'. Makes for a nice and compact display in the room, but shouldn't really be too much of a surprise, since the desc of the main mob gives it out. The more 'traditional' segmented mobs that I've made, like Scylla and the Hydra, are scripted however, since they have features that the segmented mobs don't provide. Like the Hydra sprouting two more heads for each one you cut off, or the heads of Scylla actually invading passing ships (which is what they did in the old stories).

And when it comes to guards I prefer the attacked mob screaming for help and loading the helpers. But, like I said, all Builders have different preferences.

One day I might even get around to making the tentacles of Sarlacc in the Great Pit of Sarkoon a segmented mob - which I think they should be.
Title: Re: Bugs.
Post by: erwin on April 21, 2008, 09:29:10 am
One day I might even get around to making the tentacles of Sarlacc in the Great Pit of Sarkoon a segmented mob - which I think they should be.

I think they are already segmented..
Title: Re: Bugs.
Post by: erwin on July 11, 2008, 10:02:09 pm
Trap aware will now work against snare in combat. Simple fix thanks to Mord.

Prometheus.

Trap aware doesn't seem to work again though, maybe the coders can take a look at it again please? :)
Title: Re: Bugs.
Post by: Prometheus on July 17, 2008, 01:56:09 am
I did look at it and it hasn't changed but I will take another look when I'm not busy at work right now.

Prometheus.