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#1 Nov 6, 2017 11:21 pm
Conjurer
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JoinedMar 7, 2005
Another one that popped up in play testing (I should do more of that!). When being disarmed, the remove progs are not being checked. Easy fix though!
In skills.c, function disarm( ), around here:
Consider adding this:
In skills.c, function disarm( ), around here:
if( obj == get_eq_char( victim, WEAR_WIELD ) && ( tmpobj = get_eq_char( victim, WEAR_DUAL_WIELD ) ) != NULL ) tmpobj->wear_loc = WEAR_WIELD; obj_from_char( obj );
Consider adding this:
if( obj == get_eq_char( victim, WEAR_WIELD ) && ( tmpobj = get_eq_char( victim, WEAR_DUAL_WIELD ) ) != NULL )
tmpobj->wear_loc = WEAR_WIELD;
oprog_remove_trigger( victim, obj );
obj_from_char( obj );
#2 Nov 7, 2017 6:19 pm
Geomancer
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JoinedJul 26, 2005
This one I remember from being a player...now that you mention it. It was the only way to remove some items that would use triggers to keep you from removing it.
#3 Nov 12, 2017 8:54 pm
Last edited Nov 12, 2017 8:57 pm by GatewaySysop
Conjurer
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Posts413
JoinedMar 7, 2005
Remcon said:
This one I remember from being a player...now that you mention it. It was the only way to remove some items that would use triggers to keep you from removing it.
Yup. And if I recall other bugs, it was also possible to use disarm to remove what should be non-removable items. Lots of holes in that disarm code, which is surprising given that it must have been a widely exploited set of bugs and, presumably, well known. How nobody caught it and/or fixed it sooner is seriously beyond me.
I need to do more play testing and catch more of these bugs.
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