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Re: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Posted: Fri Mar 28, 2014 9:13 pm
by Diarmuid
Good luck! And I'm taking care of the receptor.

Re: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Posted: Mon Mar 31, 2014 3:23 am
by SpiderFighter
Diarmuid wrote:Good luck! And I'm taking care of the receptor.
Thanks! It went fairly well...20 mins and I only flipped one scripture (chapter with verse). People were still talking about it this morning, so I guess that's a good thing.


Thanks for taking care of that receptor; it will really help that whole section a lot.

Re: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Posted: Tue Apr 01, 2014 1:32 am
by SpiderFighter
Patch 1 :

A couple of minor text things I've found so far, in JohnWordsworth's room:
Scroll outside JW's door: "If this ever finds it's way to you..." should be "its" (no apostrophe)
The scroll about the Rod of Savina: "A great weapon before I drained it of it's power, of course." Should be "drained it of its power" (no apostrophe)

So far, so great!
EDIT: Is the sign outside Neikun's room supposed to say Acrhmage or Archmage?

Re: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Posted: Tue Apr 01, 2014 2:18 am
by Diarmuid
SpiderFighter wrote:Patch 1 :

A couple of minor text things I've found so far, in JohnWordsworth's room:
Scroll outside JW's door: "If this ever finds it's way to you..." should be "its" (no apostrophe)
The scroll about the Rod of Savina: "A great weapon before I drained it of it's power, of course." Should be "drained it of its power" (no apostrophe)

So far, so great!
EDIT: Is the sign outside Neikun's room supposed to say Acrhmage or Archmage?
Nah, it's supposed to be Archmage, Neikun also reported it already. On the to-do list for patch 2. Did you like what I did with that receptor?

Re: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Posted: Tue Apr 01, 2014 3:38 am
by SpiderFighter
Diarmuid wrote: Did you like what I did with that receptor?
It's perfect! All the receptors you fixed are great additions...the reason my area works as well as it does is because of you, so many, MANY thanks. :)

Re: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Posted: Tue Apr 01, 2014 7:59 am
by aaneton
One minor thing, when you kill Ogre/Cultist in first room, you can actually use the empty hand to kill as the script only check if dagger is wielded (not if your attacking with it specifically). I forgot to report this a long time ago. Easiest fix would be to make the dagger two-handed.

Re: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Posted: Tue Apr 01, 2014 11:15 am
by Isaac
aaneton wrote:One minor thing, when you kill Ogre/Cultist in first room, you can actually use the empty hand to kill as the script only check if dagger is wielded (not if your attacking with it specifically). I forgot to report this a long time ago. Easiest fix would be to make the dagger two-handed.
Two handed dagger?

Why not poll slots 7 & 8?

Re: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Posted: Tue Apr 01, 2014 12:07 pm
by aaneton
Isaac wrote:
aaneton wrote:One minor thing, when you kill Ogre/Cultist in first room, you can actually use the empty hand to kill as the script only check if dagger is wielded (not if your attacking with it specifically). I forgot to report this a long time ago. Easiest fix would be to make the dagger two-handed.
Two handed dagger?

Why not poll slots 7 & 8?
Script polls both hands and if Dagger is in either hand when you hit, it kills the ogre/cultist. However it dosen't matter which hand you use when you hit, so if daggger is in left and you use right (empty) hand to do the blow, it will see conditions match and kill the mosnter. However as it is a special magic dagger I don't see the problem making it two-hands only (it gets destroyed after use). Of course better solutions are always welcome.

Also I don't think it's a big deal really, no one have noticed this when testing and even if you use the empty hand to hit the monster, you are still wielding the dagger in your other hand, it's a magic dagger, so maybe it's enough wielding it and touching the monster for it to suck the soul into it ;)

Re: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Posted: Tue Apr 01, 2014 2:43 pm
by Diarmuid
aaneton wrote:
Isaac wrote:
aaneton wrote:One minor thing, when you kill Ogre/Cultist in first room, you can actually use the empty hand to kill as the script only check if dagger is wielded (not if your attacking with it specifically). I forgot to report this a long time ago. Easiest fix would be to make the dagger two-handed.
Two handed dagger?

Why not poll slots 7 & 8?
Script polls both hands and if Dagger is in either hand when you hit, it kills the ogre/cultist. However it dosen't matter which hand you use when you hit, so if daggger is in left and you use right (empty) hand to do the blow, it will see conditions match and kill the mosnter. However as it is a special magic dagger I don't see the problem making it two-hands only (it gets destroyed after use). Of course better solutions are always welcome.

Also I don't think it's a big deal really, no one have noticed this when testing and even if you use the empty hand to hit the monster, you are still wielding the dagger in your other hand, it's a magic dagger, so maybe it's enough wielding it and touching the monster for it to suck the soul into it ;)
There aren't "two-handed" weapons in LoG 1... so that's not really an option. ;) But from the onAttack hook we can know which weapon was used. I can look at the code and see how to rework it for the next patch. I also noted another exploit: you can attack, then quickly pick up the dagger on the mouse, and it doesn't get destroyed... !! So this is on the to-adjust list too.

Re: [DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Posted: Tue Apr 01, 2014 2:58 pm
by SpiderFighter
aaneton wrote:One minor thing, when you kill Ogre/Cultist in first room, you can actually use the empty hand to kill as the script only check if dagger is wielded (not if your attacking with it specifically). I forgot to report this a long time ago. Easiest fix would be to make the dagger two-handed.
You were able to reproduce this? I can't...just results in miss after miss.