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Old June 11, 2012, 20:35   #191
WaveMotion
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Hi, I also posted this on a ladder comment but I'll also post here in case you missed it.

I think there's a bug in line 1326 of melee1.c, which says:
Code:
if (p_ptr->paralyzed && (net_dam < 1)) net_dam = 1;
It seems that if an already paralyzed player is being hit with a paralysis attack, then the player will be re-paralyzed and dealt 1 point of damage, even if his armour completely negated the attack.
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Old June 12, 2012, 03:29   #192
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May have found a bug. When I try to make the inventory sub-window visible while on the title screen, the game crashes. Doing it in game-play works though. You've probably found this already, but I don't know.
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Old June 12, 2012, 16:24   #193
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Quote:
Originally Posted by WaveMotion View Post
Hi, I also posted this on a ladder comment but I'll also post here in case you missed it.

I think there's a bug in line 1326 of melee1.c, which says:
Code:
if (p_ptr->paralyzed && (net_dam < 1)) net_dam = 1;
It seems that if an already paralyzed player is being hit with a paralysis attack, then the player will be re-paralyzed and dealt 1 point of damage, even if his armour completely negated the attack.
Ha! Amusingly when I was fixing this I first decided to delete that legacy line of code as I didn't think Sil needed to make sure entrancing monsters killed their targets before starvation set in. I then noticed this bug and couldn't work out what caused it or replicate it, as I'd already accidentally fixed it by removing that line...
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Old June 21, 2012, 20:23   #194
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How exactly does picking locks work? Does it draw on a certain skill, or is it just random?
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Old June 21, 2012, 21:27   #195
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Quote:
Originally Posted by T-Mick View Post
How exactly does picking locks work? Does it draw on a certain skill, or is it just random?
It is a perception check, opposed against the door's difficulty. There are 7 different strengths of lock, just like in Angband. Come to think of it, I'm not sure why I didn't remove most of those -- surely 3 is enough? Or 1?
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Old June 22, 2012, 08:02   #196
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Got a weird one here. Was playing quite happily when the contents of my inventory and equipment windows swapped over. I thought this was a bit weird so I toggled their visibility but nothing changed. I then closed and reopened the game and on reloading my equipment window was correct, but my inventory window flickered from inventory to equipment and stayed as that. Now every move I take is slow and has the inventory window flickering as just mentioned. This means I cannot see when weapons are glowing etc or the weights of stuff on the floor. Very irritating. Is there a button I can press or something to sort this out?
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Old June 22, 2012, 08:07   #197
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Lost that character and reusing the save still has the same problem. I'll start a new one. Let me know if you want the save.
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Old June 22, 2012, 20:56   #198
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Lost that character and reusing the save still has the same problem. I'll start a new one. Let me know if you want the save.
Yeah, send it to me: you have my address. That is very odd behaviour and I wonder if it will occur in the Mac version that I use.
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Old June 25, 2012, 20:57   #199
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I just had a crash while going up some stairs on the Sil-run (on this char: http://angband.oook.cz/ladder-show.php?id=13146) and now when I reload the game I am trapped in the NW corner of the level inside an iron wall...
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Old July 14, 2012, 06:09   #200
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Found a couple of bugs regarding unseen creatures:
  • Shift-dir walking in a corridor can terminate when the player nears a creature, even if the creature is out of the player's range of sight and hasn't been seen.
  • The player can get the encounter XP for invisible creatures she hasn't detected yet.
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