These things are not yet fully useable:
- summoning elementals or the daemon is no problem, the problem lies in that they are *very* weak.
- those magic fields do nothing except make the appropriate sound. Poison, paralyze, fire and block (not stone wall) or the effects are *very* minimal.
- the simple (lesser) heal spell yields a strange text instead of the 'power word incantation), someting like 'Substracting health from ...'. Also you cannot get fully healed using the lesser heal.
[FIXED] Magic bugs
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Fresshness
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- Xuri
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Verified. A summoned daemon/vortext/elemental of any kind cannot (without the random (and seldom) occurances of magic) beat even a chicken in melee combat.- summoning elementals or the daemon is no problem, the problem lies in that they are *very* weak.
Also verified. The fields all appear, but the poison field doesn't poison you, the fire field doesn't burn you. The paralyze field though, DOES tend to paralyze you if your magic resistance is extremely low. I'm not sure why these aren't working as they should, but with high magic resistance skill you will constantly get "You feel yourself resisting magical energy!" when you walk in them. No message and no damage/poison if your skill is low.- those magic fields do nothing except make the appropriate sound. Poison, paralyze, fire and block (not stone wall) or the effects are *very* minimal.
It actually produces the powerword as well, but the text probably scrolls offscreen because of all the debugging messages(!) which are displayed.- the simple (lesser) heal spell yields a strange text instead of the 'power word incantation), someting like 'Substracting health from ...'. Also you cannot get fully healed using the lesser heal.
The four level 1 spells clumsy, heal, feeblemind and magic arrow are the only ones that have been converted from hardcode to javascript, and thus haven't been finalized, debugging messages still remaining etc.
I've committed some fixes for those spells to the CVS:
Code: Select all
DFN: Updated spells.dfn with correct reagent requirements
Fixed several bugs with the JS-scripted clumsy, heal, feeblemind and magic-arrow spells:
Could cast while having weapons equipped
Could cast while jailed
Could cast without consuming any reagents
SoundEffects weren't working properly
Healing would (by design) subtract health from the caster
Debugmessages weren't commented out-= Ho Eyo He Hum =-
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Maarc
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Says something about the popularity of the spells if people have barely noticed the debugging messages
Good to see they're getting some workout, though, as it gives some testing before shunting the rest out.
As an aside, the health subtraction is a mirror of the C++ code, in that respect it behaves no differently.
As an aside, the health subtraction is a mirror of the C++ code, in that respect it behaves no differently.