Circle of Eight Modpack v5.6 Bug Report Thread

Discussion in 'General Modification' started by Gaear, Sep 2, 2009.

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  1. GuardianAngel82

    GuardianAngel82 Senior Member

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    Re: Circle of Eight Modpack Bug Report Thread

    The Moathouse Stirges are also problematic. They appear in various numbers, up to 8 so far. They get stuck during their turn in a fashion similar to the Emridy Skeletons.

    You can get past the combat by fiddling with it and reloading a lot similarly to the Emridy Skeletons, too.

    EDIT:

    In both cases, something seems to go awry in the middle of a pc or npc turn.
     
    Last edited: Nov 16, 2009
  2. Sitra Achara

    Sitra Achara Senior Member

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    Re: Circle of Eight Modpack Bug Report Thread

    1. State whether game is self-modded or not.
    Modded as fuck (the merged-with-Temple-mod version), and yet...
    2. State your operating system, service packs, and anti-virus software.
    Vista (no SP?), ESET NOD32
    3. State regional version of the game.
    English.
    4. State which version of Front End you're using.
    Latest - TFE-X v2.2
    5. State whether you're using barebones Co8 5.5.0 or an add-on pack.
    Co8 5.6.0 + 5.6.1 upgrade addon + my stuff
    6. State your problem in as much detail as possible.


    • Delayed Blast Fireball:
      The save DC is screwed up - it generates a random DC between 0 and a very large number, which evidently seems to be wrapped around by the game to a very negative number.
      Thus, everyone always makes a successful saving throw.

      Original code: (problem line underlined)
      Code:
      from toee import *
      from utilities import *
      from Co8 import *
      
      def OnBeginSpellCast( spell ):
          print "Delayed Blast Fireball OnBeginSpellCast"
          print "spell.target_list=", spell.target_list
          print "spell.caster=", spell.caster, " caster.level= ", spell.caster_level
          game.particles( "sp-evocation-conjure", spell.caster )
      
      def OnSpellEffect( spell ):
          print "Delayed Blast Fireball OnSpellEffect"
          game.particles( 'sp-Fireball-conjure', spell.caster )
          remove_list = []
          delay = 0    
          dam = dice_new( '1d6' )
          dam.number = min( 20, spell.caster_level ) #edited by Allyx
          print type(spell.target_loc)
          ifile = open("delayed_blast_fireball.txt", "r")
          str = ifile.readline()
          ifile.close()
          delay = int(str)
          print "delay = ", delay
          spell.duration = delay
          game.pfx_lightning_bolt( spell.caster, spell.target_loc, spell.target_loc_off_x, spell.target_loc_off_y, spell.target_loc_off_z )
          
          if delay == 0:
              game.particles( 'sp-Fireball-Hit', spell.target_loc )
              for target_item in spell.target_list:
                  if target_item.obj.reflex_save_and_damage( spell.caster, spell.dc, D20_Save_Reduction_Half, D20STD_F_NONE, dam, D20DT_FIRE, D20DAP_UNSPECIFIED, D20A_CAST_SPELL, spell.id ):
                      # saving throw successful
                      target_item.obj.float_mesfile_line( 'mes\\spell.mes', 30001 )
                  else:
                      # saving throw unsuccessful
                      target_item.obj.float_mesfile_line( 'mes\\spell.mes', 30002 )
      
                  remove_list.append( target_item.obj )
              spell.target_list.remove_list( remove_list )        
              spell.spell_end( spell.id )
              
          else:
              
              spell_obj = game.obj_create(6400, spell.target_loc)
              spell_obj.item_flag_unset(OIF_NO_DROP)        
              for target_item in spell.target_list:
                  remove_list.append( target_item.obj)
              spell.target_list.remove_list( remove_list )
              spell.num_of_targets = 1
              spell.target_list[0].obj = spell.caster            
              spell.target_list[0].obj.condition_add_with_args('sp-Mage Armor', spell.id, spell.duration, 0)
              [U][B]spell.dc = game.random_range(0, 2147483647)[/B][/U]
              spell.target_loc = game.random_range(0,2147483647)
              set_spell_flag(spell_obj, spell.dc ^ spell.target_loc)
              
              
              
      def OnBeginRound( spell ):
          print "Delayed Blast Fireball OnBeginRound"
      
      def OnEndSpellCast( spell ):
          print "Delayed Blast Fireball OnEndSpellCast"
          spell_obj = OBJ_HANDLE_NULL
          object_list =  list(game.obj_list_cone( spell.caster, OLC_ARMOR, 200, -180, 360 ))
          for t in object_list: #find the blast object in the area...
              if get_spell_flags(t) == spell.dc ^ spell.target_loc:
                  spell_obj = t
          if spell_obj == OBJ_HANDLE_NULL:#okay not there, maybe someone picked it up.... 
              pot_carriers = list(game.obj_list_cone( spell.caster, OLC_CRITTERS, 200, -180, 360 ))
              for c in pot_carriers:
                  temp_obj = find_spell_obj_with_flag(c, 6400, 2147483647)
                  if temp_obj != OBJ_HANDLE_NULL:
                      if get_spell_flags(temp_obj) == spell.dc ^ spell.target_loc:
                          spell_obj = game.obj_create(6400, c.location)
                          temp_obj.destroy()
                          break
                      
          if spell_obj != OBJ_HANDLE_NULL:#if spell_obj is null here then it has gone beyond my reach (map change or too far away)
              targets = list(game.obj_list_cone( spell_obj, OLC_CRITTERS, 20, -180, 360 ))
              game.particles( 'sp-Fireball-Hit', spell_obj.location )
              dam = dice_new('1d6')
              dam.number = min(20, spell.caster_level)
              for target_item in targets:
                  if target_item.reflex_save_and_damage( spell.caster, spell.dc, D20_Save_Reduction_Half, D20STD_F_NONE, dam, D20DT_FIRE, D20DAP_UNSPECIFIED, D20A_CAST_SPELL, spell.id ):
                      # saving throw successful
                      target_item.float_mesfile_line( 'mes\\spell.mes', 30001 )
                  else:
                      # saving throw unsuccessful
                      target_item.float_mesfile_line( 'mes\\spell.mes', 30002 )
              spell_obj.destroy()
        
      Suggested fix - see attachment. (includes Water Temple Pool Chamber treatment, too, and some code commentary)

    PS I think it wouldn't hurt to have the bug-report template at the beginning of the first post.
     

    Attached Files:

    Last edited: Nov 21, 2009
  3. GuardianAngel82

    GuardianAngel82 Senior Member

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    Re: Circle of Eight Modpack Bug Report Thread

    An update to the Moathouse Stirge Problem:

    After a clean delete and re-install, I am now unable to operate on the ground floor of the Moathouse because of the stirge problem. The regular 4 died in the original battle. But there are 4 "undead" ones who have been reduced to zero hit points, but have no blue circles and can't be targetted, but seem to attack normally. If I tediously move all of my party far enough away, combat stops, then immediately reinitiates after my initiative first player's turn. Repeatedly.

    Yes, I clean the map cache before each game.
     
  4. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Circle of Eight Modpack Bug Report Thread

    Okay, I think I found and fixed this stirge problem. Does anyone know or remember:

    1. How many stirges are supposed to be in that room? (the pnp module just says there are a bunch of bats in there.)

    2. If there were any stirges at all in there in vanilla?
     
  5. wizgeorge

    wizgeorge Prophet of Wizardy

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    Re: Circle of Eight Modpack Bug Report Thread

    Must be 6 or 7 but there was none in vanilla. Never had a problem with them, they're easy to kill. Kill the first few around the door then go in and get the rest of them.
     
  6. GuardianAngel82

    GuardianAngel82 Senior Member

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    Re: Circle of Eight Modpack Bug Report Thread

    !. There were 4 only

    2. No. They are co8
     
  7. GuardianAngel82

    GuardianAngel82 Senior Member

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    Re: Circle of Eight Modpack Bug Report Thread

    The problem was that there were 4 real ones, and 4 that could not be killed, leading to never-ending combat.
     
  8. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Circle of Eight Modpack Bug Report Thread

    Okay then. For reasons unknown to me there were four duplicate stirges there that were somewhat mystical in nature and were probably goofing things up.
     
  9. wizgeorge

    wizgeorge Prophet of Wizardy

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    Re: Circle of Eight Modpack Bug Report Thread

    Never seen that one before. Kind of sounds like the old troll that wouldn't die thing. That got fixed a long time ago. It is aggravating.
     
  10. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Circle of Eight Modpack Bug Report Thread

    @Sitra Achara -

    Can you recommend an AI command for Falrinth that would prevent him from rushing into the party to cast Phantasmal Killer (presumably for the same reason that crossbowmen do it)? I was thinking 'clear target,' like you suggested for the default strategy to stop skeleton crossbowmen doing it.

    Falrinth uses AI strategy 'Falrinth:'

    Code:
    Falrinth	five foot step			use potion			target threatened			cast single		'Charm Monster' class_wizard 4	cast single		'Summon Monster V' class_wizard 5	cast area		'Burning Hands' class_wizard 1	target closest			cast fireball		'Shout' class_wizard 4	target ranged			cast fireball		'Cone of Cold' domain_wizard 5	cast single		'Phantasmal Killer' class_wizard 4	cast fireball		'Fireball' class_wizard 3	cast single		'Charm Person' class_wizard 1	cast single		'Hold Person' class_wizard 3	cast single		'Magic Missile' class_wizard 1	cast single		'Melfs Acid Arrow' class_wizard 2	target ranged			target closest			cast single		'Fireball' class_wizard 3	
    Also, any suggestions (as in a different but still class-appropriate AI) to make Smigmal Redhand tougher? It's kind of embarassing that her new assassin henchmen are way more badass than her.
     
  11. Sitra Achara

    Sitra Achara Senior Member

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    Re: Circle of Eight Modpack Bug Report Thread

    Strange, he doesn't seem to rush into my party.
    Under what conditions does he do that? What is your party composed of? Are there any ranged attackers? Are they all visible to Falrinth? Who does he rush to? Are the bugbears there? Who is targeted by the spell when he does cast it? Does he cast it the same round when he rushes? Does he use melee?

    How are her henchmen more badass than her, AI wise?
     
    Last edited: Dec 5, 2009
  12. Boque

    Boque Member

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    1. State whether game is self-modded or not.
    Not self-modded.

    2. State your operating system, service packs, and anti-virus software.
    Windows 7.

    3. State regional version of the game.
    Uk.

    4. State which version of Front End you're using.
    Front-End X 2.2

    5. State which version of the modpack you're using and whether or not you're using any add-on packs.
    5.6.0 with the 5.6.1 add on pack

    6. State your problem in as much detail as possible.

    Ok just a couple of small issues and a question, so;

    1. The Gold ring's long description (shift + click) displays - 'A small silver band'

    2. The long description for the War Fan is too long and doesn't fit in the popup panel.

    3. I don't know if this is a problem but is the dagger +1 price correct, its cost when selling is almost the same as a long sword +1.

    4. And on the same lines as 3, Lareths staff of striking is cheaper than the dagger +1.

    I just thought 3 and 4 where a bit weird.
     
  13. Gaear

    Gaear Bastard Maestro Administrator

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    In the big fight with bugbears, assassins, Smigmal, and him. And always before he casts Phantasmal Killer.

    t() party of four pre-gen characters.

    None weiding their crossbows.

    Not at first. If you're fighting the bugbears out in the corridor, he runs out of his chambers, straight up to the party, and then stops (presumably he can take no further action due to his long move). Then on his next turn, he backs up a few steps (maybe 5 foot step, not sure) and casts Phantasmal Killer.

    Never really noticed who. I'm not sure its always the same PC.

    Yes.

    Never really noticed, not sure it's always the same.

    No, see above.

    No.

    Well they flank, backstab, etc. quite effectively. All she seems to do is swing away. She's pretty easy to kill, aside from being fairly hard to hit.
     
  14. Kalshane

    Kalshane Local Rules Geek

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    This is correct. For magical weapons, the cost of the enhancement is added on to the cost of a the masterwork version of the weapon in question (and masterwork weapons in turn always cost 300gp more than the normal version of the weapon.) A +1 enhancement adds 2000gp to the cost of a weapon (in ToEE, the cost of an item is further modified by your appraise score). So the difference between a longsword +1 (15 for a normal longsword +300 for masterwork +2000 for +1) and a dagger +1 (2 for a dagger, +300 for masterwork +2000 for +1) is going to be negligable.

    Merchants in ToEE pay you less for something if it's not the kind of item they normally sell. If you try to sell a wooden item (like Lareth's Staff of Striking) to the Brother Smyth, he's going to offer you less than he would for a metal item (like the dagger +1). The cabinet maker, on the other hand, will happily give you a good price for a staff, but will be less generous about a dagger.
     
  15. Sitra Achara

    Sitra Achara Senior Member

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    He has a bunch of other AoE spells on his cast list before Phantasmal Killer (Shout, Cone of Cold, Fireball...). I'm guessing the reason he doesn't use them is that he can't target PCs without targeting his allies. (his AI uses the 'Fireball' targeting command, which tries to avoid that)

    There might be a remedy, will have to test next weekend.

    She can be made to flank. I'll look into it next weekend.
    And by backstabbing I assume you mean crippling strike or sneak attack, that's just an innate ability being used when they flank you.
    Is there really any "etc."?
     
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