Bug Reports FEB2015d

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Jonzay

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I have only just recently attained 1000hp, so before that no guardians spawned.
 

Thothie

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Since I'm not dead yet...

MS:C community said:
One of the three final chests in skycastle is worlditems/treasurechest. Intentional? I thought this was a generic placeholder chest, hence the question.
Been there forever - maybe I should do something with it...

MS:C community said:
One time, the undead orcs at the start of the_wall2 didn't actually look undead. Rare bug though, only seen this happen once.
Hopefully just the submodel scramble issue, but I'll give it a once over.

MS:C community said:
Orcs (normal or undead) in mscave still do this quite often.
>_> I'm effing sure I fixed this... Is their placement good? Maybe I need to rig up something script side, if something is odd about that room. (Find the g*ddamned floor, damnit!)

MS:C community said:
Here's a very strange one: The instant an ice bone warrior (the slow guys with the swords) fires a frost bolt, you're pulled out of rejuvenation, should you be casting that. The ice bone warrior doesn't even need to be near you (hell, he can be all across the map) and he doesn't even need to hit you. He just yanks you out of your rejuvenation cast the instant he fires a frost bolt. Freak bug discovered by Old Moose.
Interesting... I'll check his target acquisition system. Still, if it's via dodamage, should at least need to be in LOS.

MS:C community said:
In shender_east, if you go from less than 2000 HP to more than 2000 HP (by means of someone joining) or vice-versa (by means of someone leaving), the crystal spider part will break. It's similar to the orc_for door thing.
Sigh... Need a code side fix for this, me suspects.

MS:C community said:
I also had a fallen knight tripping balls in lostcastle_msc the other day (see the Event HUD) but I'm pretty sure whatever happened was related to severe lag at the time.
That's... One of those many MSC spasms, I guess. Poor thing has epilepsy, me thinks.

MS:C community said:
Dwarven zombie corruptors (tundra) still hit you for out-of-this-world-insane poison d.o.t.
They should be using the new system, seeing as how it actually replaced the old one, IIRC - but I'll check it over. However, if they have really high damage multipliers (and I'd be guessing, off hand, that they do), they'll scale their DOT accordingly (so, dmgmulti 10 = 5%-10% of your HP DOT, times 10). I may have to work up something to prevent this behavior.

MS:C community said:
One of Slithar's treasure chests stole Slithar's poison d.o.t. (after Slithar died) and tried to kill me.
Epilepsy... Swear I've heard this one before though. Nothing in the script that could make it happen (wouldn't even know how to do that if I wanted to.)

MS:C community said:
...but I took revenge by having my acid plate poison the statue in front of Venevus' chamber.
Buggers are supposed to be invulnerable, but I guess they are not.

MS:C community said:
Kind of vague description here, but it's again related to the # of HP in-game (or not). In the hunderswamp_north cave system, both abominations seem to have the ability to open the vine door thing that blocks the entrance to the cave. However, seeing as how that door is a func_wall_toggle, you might get locked inside. I'd like to be less vague but I've only seen this happen once.
Not quite sure what yer at - yer saying the wall toggles off while they are still alive? Mayhaps... If you kill one, it turns off, and when you kill the second, it turns on again?

MS:C community said:
For some reason, lostcastle_msc is identified as challs.
lostcastle_msc/map_startup.script
Code:
{ [shared]

	const MAP_NAME 		'lostcastle_msc'
	const MAP_WEATHER 	"clear;clear;clear;clear;clear;clear"
	const MAP_ALLOWNIGHT 	0

	setvarg MAP_CON 1

	setvarg G_MAP_NAME "Curse of the Bear Gods: Lost Castle by Crow"
	setvarg G_MAP_DESC "The undead guardians of the Bear Gods dwell in this cursed castle"
	setvarg G_MAP_DIFF "Levels 15-25 / 150-400hp"
	setvarg G_WARN_HP 100
}

#include worlditems/map_startup
Given that there's no maptitle or mapdesc definition in the BSP, I dun see how. Should default to this. :\

MS:C community said:
The ending of old_helena still has a high propensity for crashing. Is there something you can do about this?
Probably not that I've not already done... But hey, it's better than the days when you had to pick up arrows to stop the server from crashing, yes? (I hope - okay, barely...)

MS:C community said:
Here's some ancient aleyesu bug (see the NPC dialogue).
Yay! Something easy! (Fixed.)

MS:C community said:
Kickvote doesn't seem to work.
Via menu or chat?

MS:C community said:
Sometimes, in bloodrose, one or two stone skeletons spawn before you even reach the statue.
Think this is intentional. Warm up round.

MS:C community said:
And this one time in lodagond-1, all stone skeletons awoke simultaneously (possibly due to lag, but it's a rare freak bug so probably not important).
Epilepsy?

MS:C community said:
Sometimes the titan in thanatos spawns one of his scorpion friends above the arena, stuck in the skybox.
I'll have to look into how their spawn locations are determined - can't recall if they are on spawners, or he actually creates them. If the latter, might be tricky to fix.

MS:C community said:
In the foutpost cave, a part of the cave floor is sloped. If you kill the warboss when he's standing on this slope, his head will spawn under the slopen and fall out of the map.
Probably not much I can do about this one... Short of a code side fix for determining where to create dropped items - or short of removing the item requirement entirely, and just having Vadrel assume you gave him head when the bugger dies.
 

Dark Fox

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I seem to have noticed that the bows that shoots arrows are broken.

There's 2 problems, 1st of them is that the bows don't shoot from time to time when you fire.

The 2nd one is the one that annoys me the most, when you shoot at an enemy 50% the arrows won't do damage at all, and it's not lag caused because when I used the Frost Bow the freeze effect applied but I didn't do any damage.

It's really frustrating when you're trying to train archery without torking it all the way.
 

Monika's_BFFEx0256

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Dark Fox said:
I seem to have noticed that the bows that shoots arrows are broken.

There's 2 problems, 1st of them is that the bows don't shoot from time to time when you fire.

The 2nd one is the one that annoys me the most, when you shoot at an enemy 50% the arrows won't do damage at all, and it's not lag caused because when I used the Frost Bow the freeze effect applied but I didn't do any damage.

It's really frustrating when you're trying to train archery without torking it all the way.
Almost as silly as bows shooting 2 arrows that both do damage...
 

Thothie

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*sigh* Almost over a year of client side arrows, and *now* ya guys report a problem with em. Guess I didn't boost the damage on the elvens and jaggies enough to convince ya'll to test.

Never had this issue myself, but will look into it. Might have to abandon the effort to fix it though. Shame, twas one of Lord K's dreams come true.
 

Monika's_BFFEx0256

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I've... never seen this happen before... Get to bossroom at end of Loda-4, after leaving elevator... No Maldora. Just an empty boss arena. :oldshock:


NOTE: This may be unrelated, but there was insane lag when Maldora normally would have spawned, but he didn't.
 

Thothie

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Did ye get a message about Maldora already being slain or such?

Tis what it does when you try to re-run the map without going back to Lodagond-1, but I'm wondering if there's a file i/o thing going on as a result of Valve's new "pure server" protection schemes.
 

gossbell

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Hi i just started to play msc again but just like trails said seems like there is some huge lag problems with the patch because i remember it worked just fine last time i played but now its realy not playable jumping from 50 - 400 ping all the time and small screen freezes. :(
Tails said:
is there going be a new patch? the server dont run as good with d patch or your just having trouble with the servers?
 

Monika's_BFFEx0256

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Try putting any shield you have on your back, into a bag... or getting rid of it altogether :?
 

gossbell

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Lucifer Majiskus said:
Try putting any shield you have on your back, into a bag... or getting rid of it altogether :?
Thanks, works just fine now :D
 

CmdrQuartz

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Is the dragon lance supposed to have a heavy attack? there's no difference between a normal attack and the first charge attack in damage or animation
 

Monika's_BFFEx0256

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CmdrQuartz said:
Is the dragon lance supposed to have a heavy attack? there's no difference between a normal attack and the first charge attack in damage or animation
You may not have the required level to use that charge, yet... but you do have the requirements to use the fire-wave with it, possibly.
 

Thothie

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Proficiency requirements for the Dragon Lance are:
Base: 15 (Polearms)
Power Attack: 17 (Polearms)
Fire DOT: 15 (Fire)
Fire Burst: 25 MP
Block: 1 (Polearms)
Repel: 1 (Polearms)
Backhand/Stun: 1 (Polearms) [Blunt damage]
Power Throw: 15 (Polearms)
 

Failvilles_Mayor

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I believe the Blood Blades blocking may be broken. I haven’t done too much testing with it, but when you hit the use key it goes into the blocking animation for like half a second and then goes back to the stationary Blood Blades. When you hold down the use key it just kind of spasms between blocking and idle, and I theorize that because of this it doesn’t block as often as it used to due to the Blood Blades only blocking when they’re in the right state I guess. Like I said, I haven’t done countless tests on this nor do I really know how every weapon functions.
 

Thothie

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Code:
{ [shared]
	setvard MATCHED_SET 1
	setvard MATCHED_SET_TYPE vsword

	//const BWEAPON_BASE_ANIM_SPEED 1.75

	const BWEAPON_NAME "a|Blood Blade"
	const BWEAPON_DESC "A sinuous blade of dark steel (matched set)"
	const BWEAPON_WEIGHT 1
	const BWEAPON_VALUE 3000
	const BWEAPON_INV_SPRITE_IDX 190
	const BWEAPON_HANDS right

	const BASE_LEVEL_REQ 30

	const BWEAPON_CUSTOM_DRAW 1
	const BWEAPON_CUSTOM_SWITCHHANDS 1
	const BITEM_CUSTOM_ATK2_EVENT 1
	const BITEM_CUSTOM_ATK1_EVENT 1

	const VMODEL_FILE viewmodels/v_1hswords.mdl
	const VMODEL_IDX 7
	const PMODEL_FILE weapons/p_weapons4.mdl //p_model (world/player model file)
	const PMODEL_IDX_FLOOR 45 //p_model floor offset (-1 from JHLMV index)
	const PMODEL_IDX_HAND_RIGHT 43 //p_model hands offset (-1 from JHLMV index)
	const PMODEL_IDX_HAND_LEFT 44 //p_model hands offset (-1 from JHLMV index)
	const PMODEL_IDX_HANDS 43

	const PANIM_IDLE aim_axe_onehand
	const PANIM_EXT axe_onehand //extention for automatic player anims

	const VANIM_DRAW 0 //6 if other hand empty
	const VANIM_IDLE 20 //7 if other hand empty
	setvar C_VANIM_DRAW 0
	setvar C_VANIM_IDLE 20

	const VANIM_DRAW_SNG 6
	const VANIM_IDLE_SNG 7
	//ATK1_VANIM_SNG //8-11
	//ATK2_VANIM_SNG //12
	//ATK1_VANIM //2
	//ATK2_VANIM //4

	const VANIM_BLOCK 16
	const VANIM_BLOCK_OFH 18

	const WANIM_FLOOR standard_floor_idle
	const WANIM_HAND standard_idle

	const ATK1_TYPE strike-land //strike-land|target|charge-throw-projectile|hold-strike
	const ATK1_KEYS +attack1
	const ATK1_RANGE 80 //max reach
	const ATK1_DMG 250 //max damage
	const ATK1_DMG_RANGE 10 //damage +/-
	const ATK1_DMG_TYPE dark //damage type
	const ATK1_STAMINA 0.1 //stamina drain
	const ATK1_SKILL swordsmanship //skill to use for dmg and xp
	const ATK1_ACCURACY 85% //base chance to hit (raises slightly with skill)
	const ATK1_DELAY_STRIKE 0.2 //delay before attack strikes (to match viewmodel anim)
	const ATK1_DURATION 0.7 //total delay before attack completes
	const ATK1_OFS 0 //should control ofset of attack, but not seen used
	const ATK1_ANG 0 //should control angle of attack, but not seen used
	const ATK1_CALLBACK atk1 //callback prefix (atk1_start atk1_strike atk1_dodamage etc.)
	const ATK1_NOISE 650 //radius of noise that attacks alert monsters that can hear
	const ATK1_SKILL_LEVEL BASE_LEVEL_REQ //base weapon requirements
	const ATK1_MPDRAIN 0 //mana drain
	const ATK1_DMG_MULTI 0 //multiply dmg
	const ATK1_NO_AUTOAIM 0 //don't use auto aim
	const ATK1_PANIM axe_onehand_swing //player anim for this atk
	const ATK1_VANIM 2 //viewmodel anim for this atk
	const SOUND_ATK1 weapons/cbar_miss1.wav //sound to play when attack starts
	const PITCH_ATK1 $randf(100,125)
	const SOUND_HITWALL1 weapons/cbar_hit1.wav
	const SOUND_HITWALL2 weapons/cbar_hit2.wav

	const ATK2_RANGE 110 //max reach
	const ATK2_DMG_MULTI 2
	const ATK2_DELAY_STRIKE 0.4 //delay before attack strikes (to match viewmodel anim)
	const ATK2_DURATION 0.8 //total delay before attack completes	
	const SOUND_ATK2 SOUND_ATK1
	const PITCH_ATK2 $randf(80,100)

	const SOUND_BLOCK1 weapons/cbar_hit2.wav
}

#include items/base_weapon_new

//custom draw, anims vary with weapons
{ bitem_draw
	playviewanim break
	playanim break

	setviewmodel VMODEL_FILE
	setmodel PMODEL_FILE
	setworldmodel PMODEL_FILE

	local L_PMODEL_IDX_HANDS PMODEL_IDX_HANDS
	if ( BWEAPON_HANDS equals right ) add L_PMODEL_IDX_HANDS game.item.hand_index
	setmodelbody 0 L_PMODEL_IDX_HANDS

	setanimext PANIM_EXT

	playanim WANIM_HAND

	setvard NEXT_BLOCK game.time
	add NEXT_BLOCK 2.0

	callevent 0.1 set_anims
	//callevent 0.15 cl_play_draw
}

{ set_anims
	if ( game.serverside )
	{
		if ( !SENT_HELP_TIP )
		{
			helptip ent_owner vswordmatch "MATCHED SET WEAPON" "If you can find another vampyric sword, you'll have no dual weild penalty with it!"
			setvard SENT_HELP_TIP 1
		}

		callevent check_matched

		//dbg bitem_draw [ game.item.hand_index ] $get(OTHER_HAND,itemname)

		if ( $get(OTHER_HAND,itemname) equals fist_bare ) local SINGLE_HANDED 1
		if ( $get(OTHER_HAND,itemname) equals 0 ) local SINGLE_HANDED 1

		if ( SINGLE_HANDED )
		{
			callevent set_anims_single
			callclitemevent ent_me set_anims_single 1
			//splayviewanim ent_me C_VANIM_DRAW
		}
		else
		{
			callevent set_anims_double
			callclitemevent ent_me set_anims_double 1
			//splayviewanim ent_me C_VANIM_DRAW
		}

		//if $get(ent_owner,scrtiptvar,'PLR_SWIFT_BLADE') == 0
		//setviewmodelprop ent_me animspeed BWEAPON_BASE_ANIM_SPEED
	}
}

{ [client] cl_play_draw
	//dbg bitem_draw hndsngl HANDS_SINGLE
	if ( HANDS_SINGLE equals 'HANDS_SINGLE' )
	{
		//not got the hand mode yet
		callevent 0.1 cl_play_draw
		local EXIT_SUB 1
	}
	if !EXIT_SUB
	playviewanim C_VANIM_DRAW
}

{ [client] cl_play_idle
	//dbg bitem_idle hndsngl HANDS_SINGLE
	if !game.item.attacking
	if ( HANDS_SINGLE equals 'HANDS_SINGLE' )
	{
		//not got the hand mode yet
		callevent 0.1 cl_play_idle
		local EXIT_SUB 1
	}
	if !EXIT_SUB
	playviewanim C_VANIM_IDLE
}

{ [shared] set_anims_single
	setvard HANDS_SINGLE 1
	setvard C_VANIM_DRAW VANIM_DRAW_SNG
	setvard C_VANIM_IDLE VANIM_IDLE_SNG
	if game.clientside
	local DONT_IDLE PARAM1
	if !DONT_IDLE
	playviewanim C_VANIM_IDLE
	dbg *** set_anims_single
}

{ [shared] set_anims_double
	setvard HANDS_SINGLE 0
	setvard C_VANIM_DRAW VANIM_DRAW
	setvard C_VANIM_IDLE VANIM_IDLE
	if game.clientside
	local DONT_IDLE PARAM1
	if !DONT_IDLE
	playviewanim C_VANIM_IDLE
	dbg *** set_anims_double
}

{ game_switchhands
	callevent set_idle
}

{ ext_off_hand_change //<item_id>
	callevent set_idle
	callevent check_matched
}

{ set_idle
	if ( game.serverside )
	{
		if ( game.item.hand_index == 0 )
		{
			setvard OTHER_HAND $get(ent_owner,scriptvar,'PLR_LEFT_HAND')
		}
		else
		{
			setvard OTHER_HAND $get(ent_owner,scriptvar,'PLR_RIGHT_HAND')
		}

		//dbg bitem_draw [ game.item.hand_index ] $get(OTHER_HAND,itemname)

		if ( $get(OTHER_HAND,itemname) equals fist_bare ) local SINGLE_HANDED 1
		if ( $get(OTHER_HAND,itemname) equals 0 ) local SINGLE_HANDED 1

		if ( SINGLE_HANDED )
		{
			callevent set_anims_single
			callclitemevent ent_me set_anims_single
		}
		else
		{
			callevent set_anims_double
			callclitemevent ent_me set_anims_double
		}
	}	
	//if game.clientside
	//callevent cl_play_idle //give a sec for anim info to propigate
}

{ check_keys_loop
	if MATCHED_SET_ACTIVE
	if $get(ent_owner,scriptvar,'PLR_ACTIVE_WEAPON') equals $get(ent_me,id)
	callevent 0.25 check_keys_loop
	//dbg check_keys_loop

	setvard LAST_KEY_CHECK game.time

	if ( BLOCK_ON )
	{
		If !$get(ent_owner,keydown,use)
		callevent block_end
	}

	if !BLOCK_ON
	if game.time > NEXT_BLOCK

	if $get(ent_owner,keydown,use)

	setvard NEXT_BLOCK game.time
	add NEXT_BLOCK 1.0

	callevent check_matched

	if MATCHED_SET_ACTIVE
	splayviewanim ent_me VANIM_BLOCK
	setvard BLOCK_ON 1
	playowneranim critical aim_fists global.anim.combatwalk 3 
	callexternal OTHER_HAND match_block_anim
	callevent lock_weapon
	//scriptflags ent_owner add wvsword nopush 1 -1 none
}

{ block_end
	if BLOCK_ON
	splayviewanim ent_me C_VANIM_IDLE
	setvard BLOCK_ON 0
	setvard NEXT_BLOCK game.time
	add NEXT_BLOCK 1.0
	playowneranim once PANIM_IDLE global.anim.combatwalk 3
	callevent unlock_weapon
	callexternal OTHER_HAND match_unblock_anim
	//scriptflags ent_owner remove wcre
}

{ game_putinpack
	if ( BLOCK_ON ) scriptflags ent_owner remove wcre
	setvard BLOCK_ON 0
	setvard MATCHED_SET_ACTIVE 0
}

{ game_takedamage //1: Attacker  2: Inflictor  3: dmg  4: dmg type
	if BLOCK_ON
	if $get(ent_owner,scriptvar,'PLR_ACTIVE_WEAPON') equals $get(ent_me,id)
	if ( PARAM4 startswith target ) local CANT_BLOCK 1
	if ( PARAM4 contains effect ) local CANT_BLOCK 1
	if ( $get(PARAM2,itemname) startswith proj_arrow ) local CANT_BLOCK 1 //can't block arrows with these
	if !CANT_BLOCK
	if PARAM1 isnot $get(ent_owner,id)
	if $get(PARAM1,relationship,ent_owner) equals enemy
	local OWNER_POS $get(ent_owner,origin)
	local OWNER_ANG $get(ent_owner,angles)
	local ATTACKER_POS $get(PARAM1,origin)


	if $within_cone2D(ATTACKER_POS,OWNER_POS,OWNER_ANG,100)
	local INC_DMG PARAM3
	local OUT_DMG PARAM3
	multiply OUT_DMG 0.25
	setdmg dmg OUT_DMG
	local AMT_BLOCKED INC_DMG
	subtract AMT_BLOCKED OUT_DMG
	if ( AMT_BLOCKED > 1 ) local AMT_BLOCKED $int(AMT_BLOCKED)
	playsound 4 10 SOUND_BLOCK1 0.8 $randf(125.00,150.00)
	yplayermessage ent_owner Vampyric Swords blocked AMT_BLOCKED hp
}

{ match_block_anim
	splayviewanim ent_me VANIM_BLOCK_OFH
}

{ match_unblock_anim
	splayviewanim ent_me C_VANIM_IDLE
}

{ lock_weapon
	callexternal ent_owner ext_removed_effects lock
	applyeffect ent_owner effects/effect_templock $get(ent_owner,id)
}

{ unlock_weapon
	callexternal ent_owner ext_remove_lock
}

{ check_matched
	if ( game.item.hand_index == 0 )
	{
		setvard OTHER_HAND $get(ent_owner,scriptvar,'PLR_LEFT_HAND')
	}
	else
	{
		setvard OTHER_HAND $get(ent_owner,scriptvar,'PLR_RIGHT_HAND')
	}
	if ( $get(OTHER_HAND,scriptvar,'MATCHED_SET_TYPE') equals MATCHED_SET_TYPE )
	{
		setvard MATCHED_SET_ACTIVE 1
	}
	else
	{
		setvard MATCHED_SET_ACTIVE 0
	}

	if ( $get(OTHER_HAND,itemname) equals fist_bare ) local SINGLE_HANDED 1
	if ( $get(OTHER_HAND,itemname) equals 0 ) local SINGLE_HANDED 1

	if ( SINGLE_HANDED )
	{
		callevent set_anims_single
		callclitemevent ent_me set_anims_single 1
		//splayviewanim ent_me C_VANIM_DRAW
	}
	else
	{
		callevent set_anims_double
		callclitemevent ent_me set_anims_double 1
		//splayviewanim ent_me C_VANIM_DRAW
	}

	//dbg check_matched MATCHED_SET_ACTIVE

	if MATCHED_SET_ACTIVE
	local L_LAST_KEY_CHECK LAST_KEY_CHECK
	add L_LAST_KEY_CHECK 1
	if ( game.time > L_LAST_KEY_CHECK )
	{
		callevent check_keys_loop
	}
	if ( !GAVE_MATCH_SET_MSG )
	{
		setvard GAVE_MATCH_SET_MSG 1
		infomsg ent_owner "MATCHED SET ABILITY" "Hold +use to block with Vampyric Blades"
	}
}

{ ext_activate_items
	callevent check_matched
}

{ atk1_start
	dbg hands HANDS_SINGLE
	if ( !HANDS_SINGLE )
	{
		local L_VANIM 19
	}
	else
	{
		local L_VANIM $rand(8,11)
		
	}
	playviewanim L_VANIM
	playowneranim critical ATK1_PANIM global.anim.combatwalk 3
	playsound 1 10 SOUND_ATK1 0.8 PITCH_ATK1
}

{ atk2_start
	dbg hands HANDS_SINGLE
	if ( !HANDS_SINGLE )
	{
		local L_VANIM 17

	}
	else
	{
		local L_VANIM 17
	}
	playviewanim L_VANIM
	playowneranim critical ATK2_PANIM global.anim.combatwalk 3
	playsound 1 10 SOUND_ATK2 0.8 PITCH_ATK2
}

{ atk1_damaged_other //PARAM1=target_hit PARAM2=dmg PARAM3=dmg_type //items return attcallback_damaged_other
	local PASS_PAR1 PARAM1
	local PASS_PAR2 PARAM2 
	callevent blood_drain PASS_PAR1 PASS_PAR2
}

{ atk2_damaged_other //PARAM1=target_hit PARAM2=dmg PARAM3=dmg_type //items return attcallback_damaged_other
	local PASS_PAR1 PARAM1
	local PASS_PAR2 PARAM2 
	callevent blood_drain PASS_PAR1 PASS_PAR2
}

{ atk1_end
	if ( game.serverside ) callevent check_matched
	if game.clientside
	callevent 1.0 cl_play_idle
}

{ atk2_end
	if ( game.serverside ) callevent check_matched
	if game.clientside
	callevent 1.0 cl_play_idle
}

{ blood_drain //<target_hit> <dmg>

	local CUR_TARG PARAM1
	if $get(CUR_TARG,relationship,ent_owner) equals enemy

	if ( $get(CUR_TARG,race) equals undead ) local IS_IMMUNE 1

	if ( !IS_IMMUNE ) local IS_IMMUNE $get(CUR_TARG,scriptvar,'IMMUNE_VAMPIRE')
	if ( IS_IMMUNE )
	{
		if game.time > NEXT_BLOOD_DRAIN_WARN
		setvard NEXT_BLOOD_DRAIN_WARN game.time
		add NEXT_BLOOD_DRAIN_WARN 3.0
		dplayermessage ent_owner Vampyric Blade: $get(CUR_TARG,name) is immune to vampyric effects.
	}
	if !IS_IMMUNE

	local DMG_DONE PARAM2

	local HEAL_AMT DMG_DONE
	multiply HEAL_AMT 0.1

	if $get(ent_owner,hp) < $get(ent_owner,maxhp)

	if ( FX_SPAMMERS < MAX_FX_SPAMMERS )
	{
		effect glow ent_owner (0,100,0) 60 0.5 0.5
		playsound 0 10 player/heartbeat_noloop.wav
	}

	givehp ent_owner HEAL_AMT
}
Should just tap the key to block, but looking at it, I could see where it might cause problems in a laggy environment - may need to rework that (assuming I can do it without adding to the script size).
 

Thothie

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What's it doing now?
 

Thothie

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I'll stick it up on the unexamined list... Odd, I tend to use that one a lot, not had a problem with it this patch.

Granted, that was before Valve broke my mouse.
 

Borya

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Thothie said:
I'll stick it up on the unexamined list... Odd, I tend to use that one a lot, not had a problem with it this patch.

Granted, that was before Valve broke my mouse.

I haven't had any problems with it either, though ever since partial-charged attacks became a thing, I no longer mash the +attack button. I either set holding +attack to not charge via an alias, or I hold +attack between swings to get the bar to charge up a little (which can result in some better deeps anyways, if you don't muck up the timing or if the server isn't lagging *too* badly). I can't help but wonder if he's getting the same issue I've gotten with some of the faster weapons while mashin' +attack, where the damage numbers can get funky (like, hitting for less than 1dmg fairly often)
 

CmdrQuartz

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I've seen 0 damage happen with demon claws. I use a clicking macro for when I don't want to give myself carpel tunnel doing a lot of clicking. Generally I don't use it since charging gets you more damage, especially if the weapon swing time is long enough to get another charge in. But the couple times I tried to use it to spam the demon claw basic attack, which is better than kicking (other than the stun) I noticed it would sometimes hit for 0 damage so I stopped using it altogether. I figured it was an anomaly with the macro since it repeats a click every 25 ms, somewhere around 40 clicks a second if every click get processed, which is a bit excessive but I leave it that way for other games. If people are having issues like that with their own spasmatic clicking then I guess it might actually be an issue.
 

Thothie

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Started doing that with all weapons several patches ago, I has no clue as to why. Just, suddenly <1 damage for no apparent reason - off and on a few times - not crippling, but annoying, and makes the low accuracy/high damage weapons even more annoying than they already are. (Thought it was on the list, but guess not - there now.)

Also, if you wanna save yourself clicks, set ms_autocharge 0 - you can then hold the attack button to continuously attack - double click to charge an attack.
 

Failvilles_Mayor

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Also, relatively minor, but the Gatekeepers over on isle have a hitroll of 0. On my alt I have 565 hp and they can bring me down to half my health easily even with Ice Shield. I actually think they do more DPS than the Maze Guardians a bit further on in the map. Intentional or no?
 
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