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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon May 24, 2010 7:07 am Post subject: Battle issues? |
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Has anyone had any issues with battles acting up at all recently? Here are two that I have seen, but I haven't gone about trying to reproduce them consistently yet:
1. I have an attack that sets the AIM stat to 40% of current, but I've seen it show insane amounts of damage on occasion.
2. I'm almost certain I've seen attack damage appear in the wrong color (red when it should have been white). The same attack would then show damage in the correct color on the same enemy the very next turn. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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Bob the Hamster OHRRPGCE Developer
Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon May 24, 2010 8:00 am Post subject: |
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I have never seen this. Are you using ypsiliform or a nightly wip build? |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon May 24, 2010 8:21 am Post subject: |
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I am using the nightly 20100208 sdl/native. This was to allow music-looping to work properly. I am considering upgrading to a new nightly soon to take advantage of the fix involving the hero-picking menu for attacks used outside of battle. I want to make sure I get a stable nightly however, because I am trying to test with the one I'd like to include in my zip for my game. And I am only using the nightly for game.exe. I am using Ypsi+2 custom.exe. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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Bob the Hamster OHRRPGCE Developer
Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon May 24, 2010 8:42 am Post subject: |
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To the best of my knowledge, all of the recently nightlies have been very stable. I am not aware of any major problems. (or even any medium-sized problems) |
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Raekuul Delicious!
Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Mon May 24, 2010 9:03 am Post subject: |
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Hmm... what settings do you have set for the attack? Bitsets and numbers and whatnot.
How is the damage calculated? Is it actually dealing 60% of the target's current AIM value in damage, or is it based off of 40% of the current AIM value?
What are the stats of the creature using the attack in question? What are the stats of the creature that's being attacked? _________________ A broken clock is still right twice a day. |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon May 24, 2010 6:23 pm Post subject: |
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Before going into the details, I ought to mention that the attack in question worked fine in the past.
Damage Math: Aim = 40% of current
Base ATK stat: Atk (this shouldn't matter for %'s)
Base DEF stat: Default (again, this shouldn't matter)
Target stat: Aim
Extra Damage: -60% (this is to make the top 40, not 100)
Aim Math: Never Misses
Number of Hits: 1
Delay Before Attack: 0
BITSETS
Effect Damage (element 8)
Fail vs Boss (enemy type 8)
Ignore attacker's extra hits
Automatically choose target
Damage can be zero
The targets in question (and caster) have Aim stats less than 100, and yet I have seen damages like +648 (made up that number, but it's ballpark). I have not yet begun trying to isolate and replicate this (it is not a common attack, as it comes from a random spell list). _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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