MAY2007a Bug Reports

Shurik3n

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My slot 3 character has the same learned tomes as my slot 1. He can do volcano with only 13 SC :? .
 

Thothie

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That's just... Weird. Must have somehow loaded both characters partially. :/
 

pimpsta

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spells constantly failed to cast... I keep casting it like 10 times straight nothing would work. These are tomes only.
 

Shurik3n

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Orion bow deals damage to anything at 0 0 0.
 

villager

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evilsquirrel said:
You've slain commoner.

should be...

You've slain a commoner.

probably other bugs like this one...WOrth

Yea, that bug, right there. You see it? Yea, if I see that bug in the next patch... you know, I don't know. I really don't know what I'll do. I just might break my keyboard in half and go on a killing spree.
 

Thothie

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I keep doing case sensitive searches for "WOrth" but I canna find it.

Meh, so many different kinds of commoners, take me a bit to stick the "a|" in front of em all.
 

Thothie

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Hold off on those bug reports just a bit, B patch shortly.

Fixed: * Treasure chests not counting players proper
Fixed: * Treasure chests not adding gold proper

Stabbing at: viewmodel anims fubar on some weapons

Stabbing at: some monsters cant be triggered by monster deaths
- (mostly those near beginning of levels, such as 1st riddler in calruin2 and the chests around thornlands - has to do with spawns that do not have spawnstart set to 1 and the new un-lagged monster spawn system)
 

The Man In Black

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cl: Error (CLIENT): ExecuteScriptCmd --> Script: items/armor_helm_golden, callevent (timed) - event display_stun_info NOT FOUND

May want to take a look at that, don't think it's TOO important, though
 

Thothie

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Tis a June bug (was that a pun?) but yeah - result of the anti-stun bit being server side only, and the script existing on both sides. But the helm still works.

I'd like the script to be entirely server side, but if you do that, the helm model doesn't get defined on the client.

armor_base_helm:
Code:
{
  const BARMOR_REPLACE_BODYPARTS	""
  const BARMOR_PROTECTION_AREA		head
	const IS_HELM 1
	const ARMOR_CAT_OFS 1
	const EXPAR 0
}

#include items/armor_base

{  game_spawn

   wearable     1 head
	
	if game.serverside
	if $get(ent_owner,isalive)
	callexternal $get(ent_owner,id) set_stun_prot STUN_PROTECTION
	local STUN_PROT $get(ent_owner,scriptvar,IMMUNE_STUN)
	callevent 0.1 display_stun_info
}

{ [server] game_wear

	callexternal $get(ent_owner,id) set_stun_prot STUN_PROTECTION
	callevent 0.1 display_stun_info //delay so armor name appears before the stun% report
}

{ [server] display_stun_info

	if game.serverside

	local STUN_PROT $get(ent_owner,scriptvar,IMMUNE_STUN)
	//dbg display_stun_info STUN_PROT
	stradd STUN_PROT "%"
	if ( STUN_PROT > 0 ) gplayermessage ent_owner Your stun resistance is now STUN_PROT
	if ( STUN_PROT == 0 ) dplayermessage ent_owner You now have no stun resistance
}

{ game_drop

	callexternal $get(ent_owner,id) set_stun_prot 0
	local STUN_PROT $get(ent_owner,scriptvar,IMMUNE_STUN)
	callevent 0.1 display_stun_info
}

{ game_putinpack

	callexternal $get(ent_owner,id) set_stun_prot 0
	local STUN_PROT $get(ent_owner,scriptvar,IMMUNE_STUN)
	callevent 0.1 display_stun_info
}

Maybe it'll fix with some if game.serverside's
 
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