LoP1.38 Questions/Issues/Anomolies
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#21 Oct 21, 2009 10:15 pm
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Remcon said:
I once thought about adding in a flag for mobiles like autostat and have it set mobiles with the flag to a setup stats for their level lol.
That's basically how I do mob creation manually, but I don't want to take this off topic.
Thanks for the fix Remmy. Saving something is better than saving nothing.
#22 Oct 22, 2009 8:21 am
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Lucif said:
For me it was easy to find because my area editor print lot of bugs when I tried to import them.
Wait ... you have an area editor that works for this format? Care to share?
#23 Oct 22, 2009 11:03 am
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Hmm, ok, not sure if this was happening on the previous releases, this is testing mob creation in the new r2. It's kinda weird but I'm sure there's a good explanation.
I created 2 mobs, rebooted, and yes, the saving the default stats at 13 works fine. But take a look at this. Notice the LEVELS.
Whereas the second mob invokes at lvl 1 all the time. There are also a few existing NPC's that show Level:2(1)
Also, what's this about? (Cha: 13+(0)-(2)) on all NPC's?
I created 2 mobs, rebooted, and yes, the saving the default stats at 13 works fine. But take a look at this. Notice the LEVELS.
Mobile name: gallant knight man Vnum: 21030 Level: 1 minvoke 21030 You invoke a gallant knight (#21030 - gallant knight man - lvl 2) (again) minvoke 21030 You invoke a gallant knight (#21030 - gallant knight man - lvl 1) (again) minvoke 21030 You invoke a gallant knight (#21030 - gallant knight man - lvl 2) (again) minvoke 21030 You invoke a gallant knight (#21030 - gallant knight man - lvl 1) Mobile name: gallant knight man Vnum: 21030 Level: 2(1)
Whereas the second mob invokes at lvl 1 all the time. There are also a few existing NPC's that show Level:2(1)
Also, what's this about? (Cha: 13+(0)-(2)) on all NPC's?
#24 Oct 22, 2009 11:24 am
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Offtop:
Heh, actually it doesn't work with LOP but I'm trying to adapt it.
It's php+mysql based and ugly and only works with Afkmud areas.
Maybe someday(before Xmas) when I finish pre-alpha state I'll post You sourcecode...
/Offtop
Hanaisse said:Lucif said:
For me it was easy to find because my area editor print lot of bugs when I tried to import them.
Wait ... you have an area editor that works for this format? Care to share?
Heh, actually it doesn't work with LOP but I'm trying to adapt it.
It's php+mysql based and ugly and only works with Afkmud areas.
Maybe someday(before Xmas) when I finish pre-alpha state I'll post You sourcecode...
/Offtop
#25 Oct 22, 2009 11:25 am
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Yep the level its invoked at will kind of float around the actual level a bit and thats also why you sometimes see Level: 2(1) etc... the first is the current level of the mobile while the (#) is the index level of the mobile.
Charisma has a few things that affect it.
First is the charisma perm_stat.
Second is the charisma mod_stat.
Third is if they aren't wearing something on body and legs I think. (Probably where that -2 came from).
Fourth is wearing items that have blood/blood stains on them. (Also will decrease like the above).
Charisma has a few things that affect it.
First is the charisma perm_stat.
Second is the charisma mod_stat.
Third is if they aren't wearing something on body and legs I think. (Probably where that -2 came from).
Fourth is wearing items that have blood/blood stains on them. (Also will decrease like the above).
#26 Oct 22, 2009 11:47 am
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Lucif said:
Maybe someday(before Xmas) when I finish pre-alpha state I'll post You sourcecode...
/Offtop
That'd be cool, thanks. I really hate building in OLC lol
Remcon said:
Third is if they aren't wearing something on body and legs I think. (Probably where that -2 came from).
Now that you mention it I remember this as a change in 1.36. Thanks.
#27 Oct 29, 2009 7:48 pm
Last edited Oct 29, 2009 7:52 pm by Hanaisse
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Ok, I'm curious. I've been going through skills/spells and found this one;
I haven't seen this before in Smaug. Is there some kind of special gem required? I assume the user of this skill (there's no class set with this skill) needs to also know the spell they are carving?
Same with this one;
Usage: carve
This skill allows you to carve a spell on a staff.
You need to be holding an uncarved staff and have a gem in your inventory.
I haven't seen this before in Smaug. Is there some kind of special gem required? I assume the user of this skill (there's no class set with this skill) needs to also know the spell they are carving?
Same with this one;
Usage: concoct
This skill allows you to concoct a spell into a pill.
You will need a casing, powder and mortar.
You can concoct up to 3 spells into a single pill.
#28 Oct 29, 2009 8:31 pm
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Well they have to know it and it has to be set to allow them to carve,brew,scribe,concoct,etc... can set it as candoall or whatever i set the flag up as for it to allow all of them to be done for that spell instead of setting each one of them. More or less the gem requirement just helps with the desc etc...
Yea those aren't smaug things but I always wondered why there wasn't anything that would allow you to create the others lol.
Yea those aren't smaug things but I always wondered why there wasn't anything that would allow you to create the others lol.
#29 Oct 29, 2009 9:00 pm
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I think they're great additions and thank you for that. In fact, carve is kind of along the line of a skill I wanted to add that involves attaching magical runes (or something) to armor and weapons to permanently enhance effects or add perm spells. Haven't figured out what to name it yet lol.
Now I'll just have to remember to add in the objects required for carve, concoct, imbue and mix lol
Mortar for a pill? Really? lol
Now I'll just have to remember to add in the objects required for carve, concoct, imbue and mix lol
Mortar for a pill? Really? lol
#30 Oct 29, 2009 10:46 pm
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I noticed none of the skills/spells are set for Race use, yet races are affected by some skills/spells.
Can you explain the difference of setting an effect on a race and setting a skill/spell for race use? And why race use isn't being used?
Can you explain the difference of setting an effect on a race and setting a skill/spell for race use? And why race use isn't being used?
#31 Oct 30, 2009 5:26 am
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Just never have set up any spells/skills to go with a race lol. It's as easy as setting them to go with a class though
Well the affects (never have changed it to effects so I will continue to refer to it as affects lol) are the same as most affects in the game. You set the race to be affected by it so they always have that affect on them. If you set a spell/skill up so that a race gets it, they will have to practice it and all just like they have to their class spells/skills.
Well the affects (never have changed it to effects so I will continue to refer to it as affects lol) are the same as most affects in the game. You set the race to be affected by it so they always have that affect on them. If you set a spell/skill up so that a race gets it, they will have to practice it and all just like they have to their class spells/skills.
#32 Nov 3, 2009 8:59 am
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I'm adjusting some of the skills/spells. Let's take, for example, removing a class from having a particular spell.
If I do this;
it simply sets it to zero, whereas any other class that doesn't have that spell is set to -1. Is there a difference from zero to -1?
If I do this;
sset 44 class cleric
it simply sets it to zero, whereas any other class that doesn't have that spell is set to -1. Is there a difference from zero to -1?
#33 Nov 3, 2009 4:37 pm
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Well it really shouldn't make any difference as far as stuff goes since most places use > 0 when saving to race/class file. But technically you should use
if you want it to -1 or whatever just leaving the number spot empty will make atoi return 0 which is why it sets it to 0
sset 44 class cleric -1
if you want it to -1 or whatever just leaving the number spot empty will make atoi return 0 which is why it sets it to 0
#34 Nov 3, 2009 7:20 pm
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Ok, I've been setting it to -1 just for consistency anyway.
Are these two things doing the same thing,
or is one of them messed up?
Are these two things doing the same thing,
Affect 1 modifies charisma by 1+(l/17) for 'l*24' rounds Affect 1 modifies charisma by l*24 for '1+(l/17)' rounds
or is one of them messed up?
#35 Nov 3, 2009 7:50 pm
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well the first one would give 1+(level(lets say 20)/17) = 2 charisma for 480 rounds
The second one would give 480 charisma for 2 rounds
The second one would give 480 charisma for 2 rounds
#36 Nov 3, 2009 8:40 pm
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480 cha, sweet lol
Actually, I just tested both those spells (which I should have done before but I was lazy lol).
The first one is the existing Smaug spell 'elven beauty', which upped my Cha by +6
The second one is new(?) spell 'beautify', which goes thru the motions of working, but doesn't do anything.
So, since they're trying to do the same thing anyway, and one's messed up, I'll just stick with the elven beauty.
Actually, I just tested both those spells (which I should have done before but I was lazy lol).
The first one is the existing Smaug spell 'elven beauty', which upped my Cha by +6
The second one is new(?) spell 'beautify', which goes thru the motions of working, but doesn't do anything.
before: Cha: 12 Hanaisse utters the words, 'bzajhuyl'. Your features grow more attractive and your voice takes on a musical aspect. Cha: 12 aff -=[ Summary ]=- Affects: detect_magic No cantrip or skill affects you.
So, since they're trying to do the same thing anyway, and one's messed up, I'll just stick with the elven beauty.
#37 Nov 3, 2009 8:48 pm
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2 rounds would expire very fast increase the time and you will see it on you lol.
Yes based on your Level which is probably 1+(100/17) = 6 lol
Yes based on your Level which is probably 1+(100/17) = 6 lol
#38 Nov 6, 2009 8:31 pm
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Remcon said:
ok addressed and a few others lol, next release will display a message saying "You're now carrying as many items as you can." or "You're now carrying all the weight that you can."
Remember this from 1.37 thread?
Well....
>You get an iron bracer (2) from the corpse of A city guard >You're now carring as many items as you can.
...typo - 'carrying'
act_obj.c lines 549 & 551
Yes I'm being picky, sorry lol
#39 Nov 6, 2009 9:40 pm
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Oh, and can you check the nopdelete flag again. I had it set on my test char but it got pruned out into a backup file anyway.
Thnks.
Thnks.
#40 Nov 7, 2009 7:58 am
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Thanks for the carrying typo
As for the nopdelete, take a look in the backup pfiles and make sure he had nopdelete in the flags section of the pfile. It should read them in just fine and all and skip the ones with the flag, so just wanting you to check and make sure he still had the flag when it deleted him. Might have been you set it and a crash or something happened that kept it from being saved on his pfile.
As for the nopdelete, take a look in the backup pfiles and make sure he had nopdelete in the flags section of the pfile. It should read them in just fine and all and skip the ones with the flag, so just wanting you to check and make sure he still had the flag when it deleted him. Might have been you set it and a crash or something happened that kept it from being saved on his pfile.