Seems like the same bug, so send it where Tak asked in that thread.
Angband 3.1.1 released
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Sorry if this has been reported already, but from the start of the game my self-knowledge screen tells me that my weapon is fire-branded or burns my foes or something... presumably that comes from wielding a torch? Do torches actually apply fire brand to barehanded melee attacks? They don't seem to apply it to attacks with an actual weapon - which is the behavior I'd expect, but I'd not expect the self-knowledge message to appear unless I'm actually fighting with no melee weapon save for the torch!
There is a poll open on removing the s_k function, because fixing this bug means completely rewriting it, and I don't see much point in that now that there are no s_k potions and a new ID system - it's just a rarely-used knowledge menu item, and a pointless side effect of a potion of **enlightenment**."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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No, venom is a x3 brand when the monster does not resist poison. Its average value is x1.5, because a lot of monsters resist poison.
It hadn't occurred to me that we could make different assumptions for ego ammo than for normal ammo - that's obviously a good idea, as both Pete and Eddie mentioned it independently. I think ego ammo will assume a +9 launcher - as Pete says, that will put a significant distance between the +5 unbranded bolts and the +3 venom bolts.
Edit: right, this is fixed in trunk (r1598) - ego ammo now assumes a +9 launcher, where non-ego ammo doesn't. If it plays ok I'll replicate it in the next update to 3.1.1.
Why does Eddie's VIP room for ammo remind me of Chris Rock's take on gun control?Last edited by Magnate; August 1, 2009, 08:09."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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No, venom is a x3 brand when the monster does not resist poison. Its average value is x1.5, because a lot of monsters resist poison.Comment
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Actually I think it is you who has missed the point, on this occasion. Averaging out the multiplier is merely a mechanism to distinguish the relative values of different slays/brands - it does not specify the absolute value of the ammo. You did have a point that ego ammo was priced too cheaply relative to non-ego ammo, and that has been fixed. The relative pricing of different slays/brands is now consistent both with each other and with non-ego ammo."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I took a look at your file obj-power.c
That ADD_POWER macro is really bizarre: the usual way to do that is with a table. Use macros for things like this only when absolutely necessary. (If you are declaring functions, or for repeated includes when you need parallel construction of multiple data structures. Take a look at osx/osx_tables.h for an example.)
Code:#define MISC 1 #define LOW_RESIST 2 #define HIGH_RESIST 4 struct bonus_value bonus_values[][] = { {"blessed", 1, TR2_BLESSED, 2, MISC }, {"feather fall", 2, TR2_FEATHER, 2, 0 }, {"free action", 14, TR2_FREE_ACT, 2, MISC }, ... }
Code:p += sign(o_ptr->to_h) * (ABS(o_ptr->to_h) * TO_HIT_POWER); LOG_PRINT1("Adding power for to_hit, total is %d\n", p); p += o_ptr->to_d * DAMAGE_POWER; LOG_PRINT1("Adding power for to_dam, total is %d\n", p); /* Apply the correct brand multiplier */ p += ((2 * (o_ptr->to_d + RING_BRAND_DMG) * slay_power(o_ptr, verbose, log_file)) / tot_mon_power) - (2 * (o_ptr->to_d + RING_BRAND_DMG));
If you rewrite it that way, you can probably convert easily to table-driven code.Comment
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3.1.1.1599 is out on the frontpage of http://rephial.org/; go grab it. It contains the following bugfixes from the original 3.1.1:
- Character screen crash should be fixed
- Things that activate can be learnt entirely by psuedo-ID when they couldn't before
- Only make the trample/push past message happen when monsters are visible (this will be tweaked further at a later date)
- Correct pricing of torches and oil, and their descriptions
- Better Debian packagingtakkaria whispers something about options. -more-Comment
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Yay, the charscreen works now Thanks!
edit: AACK! It broke again! If I press space before pressing h, then it breaks... Sending savefile...
edit 2: weird, now I can't reproduce it... maybe it only breaks while monsters are in view?
edit 3: nope, can't reproduce it at all... I'll let you know if it happens again! But on the charscreen, shouldn't "Invis" be "SInv"? It's not that the character IS invisible, it's that he SEES invisible Same as with the resists!Last edited by ekolis; August 1, 2009, 14:47.You read the scroll labeled NOBIMUS UPSCOTI...
You are surrounded by a stasis field!
The tengu tries to teleport, but fails!Comment
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I took a look at your file obj-power.c
That ADD_POWER macro is really bizarre: the usual way to do that is with a table. Use macros for things like this only when absolutely necessary. (If you are declaring functions, or for repeated includes when you need parallel construction of multiple data structures. Take a look at osx/osx_tables.h for an example.)
Another point: why do you have special-purpose code for things like
Code:p += sign(o_ptr->to_h) * (ABS(o_ptr->to_h) * TO_HIT_POWER); LOG_PRINT1("Adding power for to_hit, total is %d\n", p); p += o_ptr->to_d * DAMAGE_POWER; LOG_PRINT1("Adding power for to_dam, total is %d\n", p); /* Apply the correct brand multiplier */ p += ((2 * (o_ptr->to_d + RING_BRAND_DMG) * slay_power(o_ptr, verbose, log_file)) / tot_mon_power) - (2 * (o_ptr->to_d + RING_BRAND_DMG));
If you rewrite it that way, you can probably convert easily to table-driven code."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Yay, the charscreen works now Thanks!
edit: AACK! It broke again! If I press space before pressing h, then it breaks... Sending savefile...
edit 2: weird, now I can't reproduce it... maybe it only breaks while monsters are in view?
edit 3: nope, can't reproduce it at all... I'll let you know if it happens again! But on the charscreen, shouldn't "Invis" be "SInv"? It's not that the character IS invisible, it's that he SEES invisible Same as with the resists!
This happened to me a few days ago and I sent my savefile to Tak, but it started working again suddenly.A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:Comment
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Yay, the charscreen works now Thanks!
edit: AACK! It broke again! If I press space before pressing h, then it breaks... Sending savefile...
edit 2: weird, now I can't reproduce it... maybe it only breaks while monsters are in view?
edit 3: nope, can't reproduce it at all... I'll let you know if it happens again! But on the charscreen, shouldn't "Invis" be "SInv"? It's not that the character IS invisible, it's that he SEES invisible Same as with the resists!takkaria whispers something about options. -more-Comment
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Actually, it did happen again, but I don't know what triggered it; loading up the savefile put me at the beginning of the level, and attempting to reproduce the bug from there yielded nothing...You read the scroll labeled NOBIMUS UPSCOTI...
You are surrounded by a stasis field!
The tengu tries to teleport, but fails!Comment
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Noticed this a few times now:
You have a Light Crossbow (x3) (s).
You feel the Light Crossbow of Power (s) in your pack is excellent...
Seems kind of odd that it's immediately referred to by type.
Also, as I mentioned in another thread, I really can't wait until the old "k" destroy item functionality is restored. Selecting "n" every time I want to destroy potentially useful potions/scrolls is driving me crazy.Comment
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