The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to the new Sinister Design forums!

Pages: 1 ... 8 9 [10]
 91 
 on: October 04, 2015, 12:54:23 PM 
Started by CraigStern - Last post by CraigStern
- fixed a typo where the game treated the Flail item as increasing a character's health by 250 points (and decreasing it a corresponding amount upon unequipping).

 92 
 on: October 04, 2015, 11:30:27 AM 
Started by CraigStern - Last post by CraigStern
- the game will now successfully load saved game files from slots which you haven't yet created a game in. (If, for example, you download someone else's saved game.)

 93 
 on: October 03, 2015, 02:41:51 AM 
Started by Elkki - Last post by Elkki
My initial sword ran out of uses and the option to equip a new sword or any other item doesn't show up. Had to play few missions without Emma or Sabrina attacking, but something tells me I won't be able to rely on that this time.

 94 
 on: October 02, 2015, 11:23:13 PM 
Started by Zetor - Last post by Zetor
Resurrecting this, because I just had a similar experience... only it's reproducible (though the bug looks like it may be due to something else).

Silithis was promoted to Drake (after using a primer, natch), and was able to equip the flail, which I did. However, once I unequipped the flail, her HP dropped by 250, landing her in the negatives! Since the flail costs 250 aura, this may just be a typo in the item stats? (edit: just checked, and it seems it does have 250 to max HP in ItemClasses.xml. Strength modifier is also +12, but description only says +11)

e: her str also kept increasing every time I re-equip the flail. This may just be an artifact of the overflow, though.

 95 
 on: October 01, 2015, 06:24:34 PM 
Started by moskewcz - Last post by CraigStern
Okay! it seems like we're making progress here. :)

I'm surprised that you're still getting the push-pull bug in 1.049--I'll take a look at your log / save file soon and see what I can figure out.

 96 
 on: October 01, 2015, 04:31:41 PM 
Started by moskewcz - Last post by moskewcz
1.049 updates:

1) as per the other thread, i modified my save game (attached) to conform to the new item reqs. format. i had to guess/reverse-engineer a bit to fix the common inventory part. the python script i used that modifies just the non-common inventory inside <Inv> tags attached (but with a bogus .txt added to the filename so the forum will accept it). i could probably add support for the common inventory case if i knew a bit more about how it needs to be altered. one workaround is to move *all* items out of the common inventory *in the old version of TT* before fixing the save game and upgrading TT. anyway, seems fixed.

2a) persists unchanged from 1.047. i'm starting to realize this may also be something that got messed up at some earlier point due to a (maybe-now-fixed-)bug, but now is persistent in my save file? so, if that's correct, any hints on how to fix the 'pushable' attribute in my save? i didn't test if push/pull works in a new game since it doesn't seem trivial to do that (i.e. would need to replay until getting push skill?). just in case, log from 1.049 attached, but it looks the same as before at a high level.

2b) also still unchanged from 1.047. again, log from 1.049 attached just in case.

note that (2b) is probably game-breaking for linux, and isn't specific to my save AFAIK. again, i didn't test with a fresh game for the same reason as (2a), but i wouldn't think resource filenames/paths would be embedded into the save files?

no news on any other issues, but i didn't re-test any of the prior ones that seemed fixed before. so, the above issue are the only ones i've got left AFAIK. also, i'll note that i'm pretty sure i caught 1.047 saveing over my savegame and breaking the nextbattle string again (without me hitting save), but it seems maybe that issue got fixed in 1.049 based on the dev-log, so i'll just keep an eye out to see if it happens again in 1.049 for now.

mwm

 97 
 on: October 01, 2015, 02:44:36 PM 
Started by CraigStern - Last post by CraigStern
posted tutorial part 20 - Making new attacks

 98 
 on: October 01, 2015, 11:39:45 AM 
Started by CraigStern - Last post by CraigStern
Huh! That's interesting. I hadn't really thought about that. I suppose I could do that! :)

 99 
 on: October 01, 2015, 10:08:38 AM 
Started by CraigStern - Last post by SmartyPants
I know "How to create a campaign", yet I don't know "How to create a good campaign. Your series on "How to create a campaign" is very good at giving instructions on how to work the map editor, yet that is only part of creating a campaign that is worth playing.  I have been experimenting with making a campaign, but I feel like my result is repetitive and full of cliché characters.  Have you thought about doing a similar series on how to make a campaign interesting, challenging, and fun?

 100 
 on: September 30, 2015, 02:28:01 PM 
Started by bugfartboy - Last post by bugfartboy
For string stats with OnStat, try using the string you want to match against in the operation parameter--see if that works. (In theory, it should.)
I tested it out with the block below, but no dice.
Code: [Select]
  <Dialog branch="0" r="-1">
OnStat/-ANY-,Direction,Up,/-FNAME-/Wait... what am I doing?  I need to face forward!
<Action>SetStat/-FNAME-,Direction,=,0,Right</Action>
<Reply>.../EndConv/</Reply>
  </Dialog>



Completely unrelated, I found another way to break the game.  It seems it doesn't like being given the option of launching 32 dialog branches when a map loads.

The guilty trigger and associated dialog, if you're interested:
Spoiler
Code: [Select]
  <Dialog branch="0" r="-1">
OnStat/-ANY-,Max Energy,=,1//A character has maximum energy! Time to adjust their stats as needed!-N-[This currently just switches to a named branch based on the triggering class.]
<Action>SetStringByStat/class,-FNAME-,Class</Action>
<Action>GoTo/BNAME[-STR:class-Setup]</Action>
<Action>SetStat/-FNAME-,Max Energy,=,0</Action>
<Reply>.../EndConv/</Reply>
  </Dialog>
  <Dialog branch="1" r="-1" bname="PawnSetup">
OnStat/-ANY-,Max Energy,=,1//A Pawn has maximum energy! Which team is it on?-N-
It is on team -VAL:temp1-.
<Action>SetValByStat/temp1,=,-FNAME-,Army</Action>
<Action>SetStat/-FNAME-,Max Energy,=,0</Action>
<Reply>.../EndConv/</Reply>
  </Dialog>
  <Dialog branch="2" r="-1" bname="RookSetup">
OnStat/-ANY-,Max Energy,=,1//A Rook has maximum energy! Which team is it on?-N-
It is on team -VAL:temp1-.
<Action>SetValByStat/temp1,=,-FNAME-,Army</Action>
<Action>SetStat/-FNAME-,Max Energy,=,0</Action>
<Reply>.../EndConv/</Reply>
  </Dialog>
  <Dialog branch="3" r="-1" bname="KnightSetup">
OnStat/-ANY-,Max Energy,=,1//A Knight has maximum energy! Which team is it on?-N-
It is on team -VAL:temp1-.
<Action>SetValByStat/temp1,=,-FNAME-,Army</Action>
<Action>SetStat/-FNAME-,Max Energy,=,0</Action>
<Reply>.../EndConv/</Reply>
  </Dialog>
  <Dialog branch="4" r="-1" bname="BishopSetup">
OnStat/-ANY-,Max Energy,=,1//A Bishop has maximum energy! Which team is it on?-N-
It is on team -VAL:temp1-.
<Action>SetValByStat/temp1,=,-FNAME-,Army</Action>
<Action>SetStat/-FNAME-,Max Energy,=,0</Action>
<Reply>.../EndConv/</Reply>
  </Dialog>
  <Dialog branch="5" r="-1" bname="QueenSetup">
OnStat/-ANY-,Max Energy,=,1//A Queen has maximum energy! Which team is it on?-N-
It is on team -VAL:temp1-.
<Action>SetValByStat/temp1,=,-FNAME-,Army</Action>
<Action>SetStat/-FNAME-,Max Energy,=,0</Action>
<Reply>.../EndConv/</Reply>
  </Dialog>
  <Dialog branch="6" r="-1" bname="KingSetup">
OnStat/-ANY-,Max Energy,=,1//A King has maximum energy! Which team is it on?-N-
It is on team -VAL:temp1-.
<Action>SetValByStat/temp1,=,-FNAME-,Army</Action>
<Action>ChangeCondition/Protect Char,-VAL:temp1-,-FNAME-</Action>
<Action>SetStat/-FNAME-,Max Energy,=,0</Action>
<Reply>.../EndConv/</Reply>
  </Dialog>
The end result: the action box never pops up.


Even more unrelated side statement: I noticed there's an EndTurn dialog reply, but no EndTurn dialog action.

Pages: 1 ... 8 9 [10]