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#501 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,658
Donated: $60
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Quote:
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#502 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,658
Donated: $60
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Update bdd602d:
Please report wherever ID and anything involving balls, bolts and breaths hitting the player seems not to be working.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#503 | |
Knight
Join Date: Sep 2010
Location: Stockholm
Posts: 630
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Quote:
You see a Ring of Reckless attacks {worn} You see a Ring of the Mouse {worn} You see a Ring of Protection {worn} |
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#504 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
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Donated: $60
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Thanks - that's an easy fix.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#505 |
Knight
Join Date: Sep 2010
Location: Stockholm
Posts: 630
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Today's release. Rogue L30, insane amount of armour (AC170). SP = 4/4 in main screen but Character Screen with "C" (roguelike) says SP = 0/0. And I can't cast any spells, so the character screen seems correct.
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#506 |
Rookie
Join Date: May 2015
Posts: 19
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I was finding that my mage's SP was usually set to 0 every time I reloaded a savefile. Looks like the problem is that max SP is sometimes calculated with an uninitialised INT of zero. I think this fix does what was intended:
Code:
--- a/src/player-calcs.c +++ b/src/player-calcs.c @@ -1296,10 +1296,10 @@ static void calc_spells(struct player *p) /** * Get the player's max spell points per effective level */ -int mana_per_level(struct player *p) +int mana_per_level(struct player *p, struct player_state *state) { int stat = p->class->magic.spell_realm->stat; - return adj_mag_mana[p->state.stat_ind[stat]]; + return adj_mag_mana[state->stat_ind[stat]]; } /** @@ -1326,7 +1326,7 @@ static void calc_mana(struct player *p, struct player_state *state) levels = (p->lev - p->class->magic.spell_first) + 1; if (levels > 0) { msp = 1; - msp += mana_per_level(p) * levels / 100; + msp += mana_per_level(p, state) * levels / 100; } else { levels = 0; msp = 0; Last edited by passer_by; May 2, 2015 at 21:35. |
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#507 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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There seems to be an issue with the randomly positioned doors not always being generated correctly for templated rooms, causing the generation process to make a break in the wall. For instance, I've just come across this:
Code:
#######################
#.....................#
#.#.#.###.###.#.#.###.#
#.#.#.#.'.#.'.#.#.#.'.#
#.###.###.###.###.###.#
#.....................#
#.###.###.#.#.###.###.#
#.'.#.'.#.#.#.'.#.'.#.#
#.###.###.###.###.###.#
#.....................#
#######################
Code:
D:%%%%%%%%%%%%%%%%%%%%%%%
D:%.....................%
D:%.#2#.#2#.#2#.#2#.#2#.%
D:%.1.391.3.193.1.391.3.%
D:%.#4#.#4#.#4#.#4#.#4#.%
D:%.....................%
D:%.#4#.#4#.#4#.#4#.#4#.%
D:%.3.193.1.391.3.193.1.%
D:%.#2#.#2#.#2#.#2#.#2#.%
D:%.....................%
D:%%%%%%%%%%%%%%%%%%%%%%%
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#508 |
Knight
Join Date: Sep 2010
Location: Stockholm
Posts: 630
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When my Rogue switches back and forth between super heavy armour (AC 102 adamantite plate) and leather, not only is the SP display incorrect. Also the AC is not always updated correctly, the old values remain even after switch. I will make a copy of the savefile if it turns out to be hard to reproduce.
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#509 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,658
Donated: $60
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Quote:
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#510 | |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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Quote:
Code:
###############
#.............#
#.#.###.#####.#
#.#...#.#...#.#
#.#...#.'...#.#
#.#...#.#...#.#
#.#####.#####.#
#.............#
###############
Code:
D:%%%%%%%%%%%%%%%
D:%.............%
D:%.##2##.##4##.%
D:%.#...#.#...#.%
D:%.1...393...1.%
D:%.#...#.#...#.%
D:%.##4##.##2##.%
D:%.............%
D:%%%%%%%%%%%%%%%
I'll keep an eye out for any more examples... |
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