New Temple+ Available

Discussion in 'General Modification' started by _doug_, May 6, 2020.

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  1. datakurs

    datakurs Member

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    When two weapons and a buckler are equipped, and at least one of the weapons is oversized (long sword, dwarven axe etc.), combat animation is a bit weird, as if the character would hold only a single weapon.
     
  2. datakurs

    datakurs Member

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    When Zuggtmoy reaches near death, her negotiation dialogue triggers every turn. Probably it is because of her fast healing ability.
     
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  3. dolio

    dolio Established Member Supporter

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    I'm a little confused about this last one. I see the script (I think, san_start_combat) where it triggers her dialogue. The check is just if she's below 20% health. There doesn't seem to be any guard against it happening multiple times. So I don't really understand why this wouldn't happen without any healing.

    It is true that fast healing used to not work, and I fixed it, though.

    ----

    So, I tried removing her fast healing condition, and it did nothing. This isn't surprising, like I said above.

    I guess my question is, how sure is everyone that this isn't a vanilla bug that most people don't see because they kill Zuggtmoy before it can happen?
     
    Last edited: Jun 5, 2025
  4. datakurs

    datakurs Member

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    Because I don't remember this behaviour from before Temple Plus. However I can be wrong.
     
  5. dolio

    dolio Established Member Supporter

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    Yeah, I tried it out, and she doesn't do this in the original game.

    I think I see what's going on. There is something in the script that I guess is probably supposed to disable it after running once, but it must not work in Temple+.

    BTW, this might mean you're the first person to ever beat the game using Temple+. :p Unless everyone else is taking one of the easy ways out of the Zuggtmoy situation.
     
    Last edited: Jun 6, 2025 at 7:26 PM
  6. datakurs

    datakurs Member

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    I wonder how many people play this game nowadays. Are there any statistics based on clients checking Temple+ updates?
     
  7. OccasionallyGood

    OccasionallyGood Member

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    I faced that too during my last run, but before that I've done more than 5 runs with Temple+ and there was no such issue.
    So it's either due to one of the recent Temple+ updates or it's just the fact that Zuggtmoy being near death means that most of the time she is dead before her next turn so the bug is rarely seen.
     
  8. dolio

    dolio Established Member Supporter

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    Yeah, I don't exactly remember what kind of damage you can dish out toward the end of the game. But her dialogue kicks in around 140 HP. Probably less in most cases because it doesn't trigger until her turn.

    From my current understanding, it's unlikely to be a recent bug. It seems like the problem is related to scripts running in the middle of other scripts (and clearing the global variable that's used to disable her script). That code is 9-10 years old.
     
  9. Pygmy

    Pygmy Established Member Supporter

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    Please is the a way of bringing the weapon damage actually doled out into a python ET_OnDealingDamage function? Thank you.
     
  10. dolio

    dolio Established Member Supporter

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    I'm uncertain what you're asking.

    If you want to know how much damage was actually dealt overall, I think that would be something you could check in the `ET_OnDealingDamage2` event, because I think that is for secondary effects based on damage. The actual damage should be determined by that point, and you can ask the damage packet for the number.

    Or do you want some further breakdown of the damage or something?
     
  11. Pygmy

    Pygmy Established Member Supporter

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    Thank you for your reply. I an afraid to say I was asking how to ask the damage packet for the number
     
  12. dolio

    dolio Established Member Supporter

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    Ah.

    If you want the total damage, it's `packet.get_overall_damage()`.

    If you want damage of a specific type, it's `packet.get_overall_damage_by_type(type)` The argument is one of the `D20DT` values, I think. So you can ask how much fire damage was done, or something.

    There's also a `packet.final_damage` field. Not sure how that's different from the first one above.

    If you wanted specifically damage dealt by the weapon, and not, say, sneak attack (because those will be the same type), then something probably has to be added.
     
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  13. Pygmy

    Pygmy Established Member Supporter

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    Thank you very much. I was about to confess that I may have mislead you into thinking I understood packets when I found the example in armor_damage_reduction.py. Al; working now.
     
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