Bugs/things that need fixing.

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Mercury
[Trial, I-C]
Posts: 1063
Joined: Sat Nov 13, 2004 3:34 pm

Bugs/things that need fixing.

Post by Mercury »

weps spawning/made with variable dmg attributes are NEONZ
tools (brsks etc) are insurable
mr not being made on stuff with brsk
stam/hp regen/mage armor on crafted shields

Calix
MOTODEAMON
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Re: Bugs/things that need fixing.

Post by Calix »

Mercury wrote: mr not being made on stuff with brsk
stam/hp regen/mage armor on crafted shields
Seem to be fixed now.

Not sure about wepz ending up neon, removing it might be a pain in the arse. Not 100% sure how to change insurable items, will have a look tonight.

Fatalist
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Re: Bugs/things that need fixing.

Post by Fatalist »

the neon weps are because of damage type, so 100% poison damage weps are green, cold blue etc, higher the % the more pure the colour. This was always pretty gash but w/e, it's not a bug.
Down with Scotland

KoKane
Posts: 131
Joined: Sun Feb 12, 2006 7:51 pm

Re: Bugs/things that need fixing.

Post by KoKane »

Well, you could simply change the colours used. They are the brightest in their range for the neon effect, so just adjusting the hue value for what the darker colour would be (dark green for 40% poison or whatever the % was) and so on to the highest.

Bah I dont know if I made sense there. Its been ages so I'm having trouble describing what I mean.
pro at everything except being pro

Mercury
[Trial, I-C]
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Re: Bugs/things that need fixing.

Post by Mercury »

fatal i know its not a bug. its just clxs hate of NEONZ. so was pointing out to him.

Fatalist
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Re: Bugs/things that need fixing.

Post by Fatalist »

cry more
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Ingo
Author of "Stripper Assassin"
Posts: 767
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Re: Bugs/things that need fixing.

Post by Ingo »

Should be able to just make it non neon green
.
I need to start mapping the scripts as a kind of process map. Reading the code is fairly easy, it's all the dependancies an knowing where to look which takes all the time.
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Ingo
Author of "Stripper Assassin"
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Re: Bugs/things that need fixing.

Post by Ingo »

Posting this so i remember. Do we want to have separate threads for each coding issue or shall we use the project wiki for that?

public int GetElementalDamageHue() in BaseWeapon.cs
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Fatalist
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Re: Bugs/things that need fixing.

Post by Fatalist »

IMO threads are for discussion and project wiki when decisions made and there is an action to do.
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Fatalist
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Re: Bugs/things that need fixing.

Post by Fatalist »

IMO threads are for discussion and project wiki when decisions made and there is an action to do.
Down with Scotland

Ingo
Author of "Stripper Assassin"
Posts: 767
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Re: Bugs/things that need fixing.

Post by Ingo »

Code: Select all

		public int GetElementalDamageHue()
		{
			int phys, fire, cold, pois, nrgy, chaos, direct;
		GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct );
			//Order is Cold, Energy, Fire, Poison, Physical left

		int currentMax = 50;
			int hue = 0;

			if( pois >= currentMax )
			{
                hue = 1267 +(pois - 50) / 10;
				currentMax = pois;
			}

			if( fire >= currentMax )
			{
               hue = 1255 +(fire - 50) / 10;
				currentMax = fire;
			}

			if( nrgy >= currentMax )
			{
                hue = 1273 +(nrgy - 50) / 10;				
                currentMax = nrgy;
			}

			if( cold >= currentMax )
			{
                hue = 1261 +(cold - 50) / 10;
				currentMax = cold;
			}

			return hue;
	    }
This sub in BaseWeapon.cs controls the elemental damages. If you still want colours but want to tone it down you could add a little to the 50s. If you want to remove any elemental colouring, just comment out the if statements leaving "Int hue = 0" and "Return hue".

While testing I found an anomaly. When you create a GM weapon using verite ingots (and a val hammer), the weapon appears normal iron colour. This isnt right is it?

This happened for the existing code as well as the "modified to no colour" versions.
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Ingo
Author of "Stripper Assassin"
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Re: Bugs/things that need fixing.

Post by Ingo »

Code: Select all

	private bool CanInsure( Item item )
		{
			if ( item is Container || item is BagOfSending || item is KeyRing )
				return false;

			if ( (item is Spellbook && item.LootType == LootType.Blessed)|| item is Runebook || item is PotionKeg || item is Sigil )
				return false;

			if ( item.Stackable )
				return false;

			if ( item.LootType == LootType.Cursed )
				return false;

			if ( item.ItemID == 0x204E ) // death shroud
				return false;

			return true;
		}

This sub in PlayerMobile.cs should sort the insurance issue. Can either find the item IDs using insideUO or see if there is a certain type that you don't want to insure. If i get insideUO sorted I'll find it for you.
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Ingo
Author of "Stripper Assassin"
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Re: Bugs/things that need fixing.

Post by Ingo »

Will take calix's word that the other 2 are fixed. I'll need more info on what the actual problem is if not.
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Calix
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Re: Bugs/things that need fixing.

Post by Calix »

I had played around with baserunictool.cs and obviously broken something. Putting the original file back in fixed the problem, MR spawning on armour again, and only seen normal shields since.

Nice one @ hues and yeah if you can find the item ID's that'd be beste. I've got insideUO but not used it a lot.

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