[FIXED] Magic bugs

Here we stuff all the bugs we've managed to squash/squish/squelch.
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Fresshness
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Magic bugs

Post by Fresshness »

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.
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Xuri
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Post by Xuri »

- summoning elementals or the daemon is no problem, the problem lies in that they are *very* weak.
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.
- those magic fields do nothing except make the appropriate sound. Poison, paralyze, fire and block (not stone wall) or the effects are *very* minimal.
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.
- 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.
It actually produces the powerword as well, but the text probably scrolls offscreen because of all the debugging messages(!) which are displayed.
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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Post by Grimson »

I'll have a look at them.
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Post by Grimson »

Field effects should work better now. Summoned creatures will now deal more damage, but for some reason they often miss with their attacks.
Maarc
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Post by Maarc »

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.
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Xuri
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Post by Xuri »

I know =) But it wasn't "expected" behaviour, and would likely have been reported as a bug again later, so I just commented it out :)
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Xuri
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Post by Xuri »

I'm changing the skills, stats, def/dmg values of the summoned creatures to their "real" counter-parts, seeing as they after grimson's fix are so powerful that they can take on just about any creature and win =P
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Xuri
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Post by Xuri »

Correction - I'm changing their stats to a little lower than their "relatives in the wild", as should be.
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