12-28-2012, 05:47 AM
Um.... right. Great.
Try it again (*sigh*) and see about replicating that error. I added quite a few lines of code because of a massive
Well, first I had to fix a bug in the victim hit method. This method determines what direction a character is knocked back (if struck) and what sound effect is played by the victim (again.... if struck). The problem was that certain damage values weren't numeric. Oops, the dreaded "Miss" damage pop caused a problem. Oddly, this error didn't crop up until last night.
I figured I left it out, and yes.... I did. I included a system that prevented the player from assigning the same hotkey to both skills and items at the same time. Pressing one hotkey should not trigger both actions. In any event, if you did, only the skill hotkey would work as the item system wouldn't be reached. Meh... Easy fix.
But there was another thing I left out and it was a fix that I included for MrMo's ABS, a bug that was in his system too. If you hotkeyed a skill for one actor, cycling through your roster of actors should not let the other actors use that same hotkeyed skill. Unfortunately, I left it out just as MrMo initially did. Obviously, this meant I needed to make a system so individual actors had their own store of hotkeys. This bug has been fixed, as too for item hotkeys. It was an easy fix.
There was something left out of the routines that let you place or draw bombs or landmines. SephirothSpawn's excellent 'Event Spawner' code lets you record and save these newly generated events within your savegame, but only if you flag these events as those that are saved. This flag was left out of the bombs code, but has since been repaired.
I guess a bit of leftover code remained in the ballistics weapon system, letting you apply damage based on your missile weapon before applying damage based on your weapon or ammunition. So yeah... you had as much as DOUBLE damage being applied where it shouldn't have. *snip snip* There goes that single stupid line of code.
But what brought me to the ballistics system was the ammunition system. I wanted it so you could visually see different projectiles if you used the ammunition system and changed from one ammo to another. In the demo, for example, the silver arrow is a striking blue color while the flight arrow is of your typical brownish tint.
Try it again (*sigh*) and see about replicating that error. I added quite a few lines of code because of a massive
BUMP!
to version 3.0
to version 3.0
Well, first I had to fix a bug in the victim hit method. This method determines what direction a character is knocked back (if struck) and what sound effect is played by the victim (again.... if struck). The problem was that certain damage values weren't numeric. Oops, the dreaded "Miss" damage pop caused a problem. Oddly, this error didn't crop up until last night.
I figured I left it out, and yes.... I did. I included a system that prevented the player from assigning the same hotkey to both skills and items at the same time. Pressing one hotkey should not trigger both actions. In any event, if you did, only the skill hotkey would work as the item system wouldn't be reached. Meh... Easy fix.
But there was another thing I left out and it was a fix that I included for MrMo's ABS, a bug that was in his system too. If you hotkeyed a skill for one actor, cycling through your roster of actors should not let the other actors use that same hotkeyed skill. Unfortunately, I left it out just as MrMo initially did. Obviously, this meant I needed to make a system so individual actors had their own store of hotkeys. This bug has been fixed, as too for item hotkeys. It was an easy fix.
There was something left out of the routines that let you place or draw bombs or landmines. SephirothSpawn's excellent 'Event Spawner' code lets you record and save these newly generated events within your savegame, but only if you flag these events as those that are saved. This flag was left out of the bombs code, but has since been repaired.
I guess a bit of leftover code remained in the ballistics weapon system, letting you apply damage based on your missile weapon before applying damage based on your weapon or ammunition. So yeah... you had as much as DOUBLE damage being applied where it shouldn't have. *snip snip* There goes that single stupid line of code.
But what brought me to the ballistics system was the ammunition system. I wanted it so you could visually see different projectiles if you used the ammunition system and changed from one ammo to another. In the demo, for example, the silver arrow is a striking blue color while the flight arrow is of your typical brownish tint.