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Old June 28, 2020, 00:10   #81
Nick
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Quote:
Originally Posted by wxman View Post
Possible minor bug...I just found a "Lantern (7500 turns) <+1>" ...the +1 being stealth. It has rLight too, and I already knew the runes before finding it, so shouldn't this be labeled as a Lantern of Shadows? I have the savefile with the lantern in question on the ground right next to @ if that would be helpful.
Savefile would be helpful, thanks - plus randart file if you are playing with randarts.
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Old June 28, 2020, 00:32   #82
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Quote:
Originally Posted by Nick View Post
Savefile would be helpful, thanks - plus randart file if you are playing with randarts.
Here's one with a +2 stealth lantern. No randarts.

Would be nice if you didn't remove this feature.
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Old June 28, 2020, 00:42   #83
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OK, that's a bug - looks like lanterns of Shadows are being generated without their -4 to light (which is kind of crucial).
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Old June 28, 2020, 02:04   #84
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Quote:
Originally Posted by Nick View Post
Savefile would be helpful, thanks - plus randart file if you are playing with randarts.
Too slow, I guess.
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Old June 28, 2020, 05:38   #85
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I just saw a hint "The only way to protect your equipment is through immunities." Or was it inventory? Anyway, I thought resistances would protect your stuff -- cut the chances it would be damaged or destroyed. No?
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Old June 28, 2020, 06:15   #86
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Originally Posted by DavidMedley View Post
I just saw a hint "The only way to protect your equipment is through immunities." Or was it inventory? Anyway, I thought resistances would protect your stuff -- cut the chances it would be damaged or destroyed. No?
if i understand correctly, having a resist allows the items a saving throw. If you do not resist, say, acid, your stuff will get wrecked at a ridiculous rate. If you *do* resist, you will still occasionally lose an item or a few points of AC, but it's minor. If you have immunity, you never lose anything.

Artifacts are immune to this; generally, the only thing you need to watch out for is, at the start of the game, acid destroys your gear, and mid-game, not having rShards/rSound makes you lose a lot of potions(both these resists are uncommon).
Once you get to the engame, you will rarely if ever lose anything.
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Old July 14, 2020, 23:08   #87
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I just bought a Draught of the Ents from the Black Market for 6000 gold. Seeing as how it's basically a Potion of Strength *and* a Potion of Constitution, shouldn't it be worth a *little* bit more?
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Old July 17, 2020, 05:28   #88
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4.2.1 Bug - Same artifact twice

I apologize if this has already been reported.

The exact same artifact (randarts) was dropped by both Ibun, Son of Mim and Dwar, Dog Lord of Waw.

Throwing Axe of Caras (2d3) (+12,+22) <+3, +2>

+3 stealth
+2 speed

Cannot be harmed by Acid, Fire.
Grants the ability to see invisible things.

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Old July 17, 2020, 09:13   #89
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Effects with dice:x turns are actually lasting (x-1) turns, which means trying to set an effect with dice:1 actually does nothing. This is probably the reason why some temporary effects like stun disappear immediately since I think they are supposed to last one turn.

To fix this, I think decrease_timeouts() should be called before process_pending_commands() and not after so a duration of one turn actually lasts one turn.

Edit: this seems to work fine in PWMAngband after the change.
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Last edited by PowerWyrm; July 17, 2020 at 10:47.
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Old July 17, 2020, 09:32   #90
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Temporary resistance to confusion (via Mushroom of Clear Mind) never gets an end notice because:
- in player_flags_timed(), temporary confusion resistance sets OF_PROT_CONF
- in player_set_timed(), a test player_of_has(p, OF_PROT_CONF) is made

To fix this in PWMAngband, I've added this little function:

Code:
static bool player_of_has_prot_conf(struct player *p)
{
    bitflag collect_f[OF_SIZE], f[OF_SIZE];
    int i;

    player_flags(p, collect_f);

    for (i = 0; i < p->body.count; i++)
    {
        struct object *obj = slot_object(p, i);

        if (!obj) continue;
        object_flags(obj, f);
        of_union(collect_f, f);
    }

    return of_has(collect_f, OF_PROT_CONF);
}
and I call player_of_has_prot_conf(p) instead of player_of_has(p, OF_PROT_CONF) in player_set_timed().
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Last edited by PowerWyrm; July 17, 2020 at 10:25.
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