[ian-reeds-games] Re: Critical hit bug, and reposting a sight range bug

  • From: "Craig Brett" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2015 07:03:08 +0100

We don't currently have an issue tracking system, sadly, though when we do, then you'll only really need to e-mail once. For now, this works okay. Best to use your own discretion on how often to repost bugs/ideas. Sometimes, if they don't get done, it might be because it ain't getting done. Other times it's because I've missed it. I'll try to reply more to say which.

I can look into allowing you to mod critical hits, I'm just not sure how it would go if you've got a dice and you try to mod it by a range or something like that. I'd need to cheat and look at how the game engine would handle that.

No clue as to what's going on there with your error. I'll have a think.

I believe it would work on splash, yeah, as it happens on override causers. Which also includes splash damage. Getting it to not include splash damage would be tougher, as in I can't think how to do it purely in script.

On 27/04/2015 00:17, Monkey wrote:

No problem.
I wasn't sure how long I should wait before reposting, especially
since I message you lot fairly frequently as it is.

I changed the other couple of files that needed it right after I
emailed you about it. I think I've only got four or five skills that
currently have a direct critical hit infliction rather than an effect,
mainly because we can't currently modify the damage output of the
critical hit for individual units like we can for the attack itself.
And the critical hit scripts work with splash range too, right? It
gave me the error multiple times when using a skill with splash range,
so I'm just double checking here.


On 4/26/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
Thanks for letting me know about the sight range thing. Somehow it
must've missed me the first time round. I've put in a fix for that now,
so that effective sight range shouldn't drop below 0 now.

Hmmm. I'm not sure about the critical hit thing. Never seen that happen
before. Did you change it everywhere? Most peculiar.

Craig

On 26/04/2015 05:42, Monkey wrote:
Hello,

The first bug is the sight range one I brought up before.
So there seems to be a bug with sight range modifiers, when you're
decreasing how far a unit can see. Turns out that if the range is
subtracted more than what the unit can see at that moment, then you
can't even find that unit on the map, unless, possibly, you can get
another unit close to it.
I noticed this when I have sight_range_mod=-10 on a pit effect, but
my unit's sight range is set to 8. That was my only unit on the map,
and when the effect was applied my unit just vanished. Every single
tile was unseen, and even when I used the period key I couldn't find
him.

The second is with the critical hit script flags.
When using a skill and getting a critical hit -- and when getting
critical hits from my opponents -- I get this message:
The parsed in amount, System.Object[], is not a valid solid, dice or
range integer
When I went to check, I found that I derped out and forgot that the
skill needs a pointname|value, so I fixed it. (And I feel like a total
dope telling you that!) Said skill now has this in the script flags
section:
critical_hit_chance 60%
critical_hit_inflict hp|100
critical_hit_effect stun
I believe that's done right, based on the example in the documentation.
However, I'm still getting the same error message when using the
skill. The change has been saved, I closed the game and reopened it,
loaded the map, and used the skill on some enemies I surrounded myself
with...that error still comes up.
Am I still missing something, or is there a bug here?






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