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IceBlinkEngine.com • View topic - Engine Bugs

Engine Bugs

Report any bugs that arise during use of the Engine and Toolset

Re: Engine Bugs

Postby youngneil1 » Tue Oct 29, 2013 8:13 pm

Ah great, will do so! Then it's Crippling Wound testing time :-).
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Re: Engine Bugs

Postby slowdive » Tue Oct 29, 2013 8:29 pm

Also, I would make sure and put the update saving throw base code at the top of both methods before actually calculating saving throws.
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Re: Engine Bugs

Postby youngneil1 » Wed Oct 30, 2013 11:41 pm

Resolution Interface scaling sees to remain a problem. On Notebook Screen of about 1300 x 768 I lose some Buttons in left Hand button row (funnily the low most time ui button is still there, somehow climbing upward). Also a good junk of a 16x16 combat map is just missing, like right hand side interface section, all rows below show facing. E.g. this way it's not posssible to click beginn battle. Some zoom/scroll would be could here.
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Re: Engine Bugs

Postby youngneil1 » Thu Oct 31, 2013 6:56 am

Good News - turns out my win8 on the new ultrabook decided a 125% Screen elements size under System Settings/Display. Once Setting this to 100% it works fine on this 1366 * 768 Display.

Btw. must find a way to deactivate this automatic capital spelling, mmmrpf...
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Re: Engine Bugs

Postby Lurking Grue » Tue Nov 05, 2013 4:19 pm

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Re: Engine Bugs

Postby slowdive » Tue Nov 05, 2013 10:03 pm

That sounds like a reasonable option... DX is very picky/tricky about resizing the DX screen or window.
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Re: Engine Bugs

Postby Dorateen » Fri Nov 08, 2013 11:46 pm

slowdive, I made a creature with spell casting ability for the first time. But it is a direct damage spell, not sleep or web. I have the AI set to DamageCaster and the necessary spell points in the monster properties.

It works as intended in the encounter, except upon casting the spell, the player does not take any damage and I get the following message:

"Exception has been thrown by the target of an invocation"

Would I need to make a separate spell in the editor to be fired by enemies, and select the PC as the target? Because by default, offensive spells do not target the PC since they are usually cast on enemies. Or is there another way around this issue?
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Re: Engine Bugs

Postby slowdive » Sat Nov 09, 2013 1:16 am

First thing to try would be to go through each spell and make sure the following properties are correct:
TargetIsPC - this should be viewed from the perspective of a player. So if the spell is a heal type, this would be true and if the spell is a damage type this would be false.
TargetIsSelf - This would be for spells that are targeted at the caster like mage armor.
TargetIsPointLocation - this should be set to true for spells that have an AoE and are not targeted at a single creature or PC.
SpellEffectType - set to Damage (mage bolt, fireball, etc.), Heal (heal, regen, etc.), Buff (dimension door, etc.), or DeBuff (hold, web, sleep, etc.) depending on the type of spell.

Compare your spells to the ones in Lanterna to make sure the settings are the same (open two toolsets for easy comparing).

If that doesn't work, then try one of the other AI types like GeneralCaster, maybe DamageCaster is bugged.
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Re: Engine Bugs

Postby slowdive » Sun Nov 10, 2013 5:59 am

Okay, I started testing The Exile and had similar problems with caster AI. I did some stepping through debug testing and found the culprit...fixed it. I made some fixes to a few spell scripts and the caster AI scripts. I tested and I think they are working now. Should be fixed in the Beta Build for tomorrow.
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Re: Engine Bugs

Postby youngneil1 » Sun Nov 10, 2013 7:51 am

Sounds very good and it's also very handy to see the explanations of the spell target descriptions above. Will be lots of fun to each those sinister AI wizards some serious hexing, cursing and blasting ;-).
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