#gemrb@irc.freenode.net logs for 19 Sep 2009 (GMT)

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[01:51:10] <raevol> spellcasting isn't implemented yet?
[01:55:20] <raevol> clear
[01:55:22] <raevol> woop
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[06:37:02] <Gekz_> 2333333333333333333333333333333333333333333333333333
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[07:44:55] <CIA-22> gemrb: 03lynxlupodian * r7209 10/gemrb/trunk/gemrb/plugins/KEYImporter/KeyImp.cpp:
[07:44:55] <CIA-22> gemrb: added shared gemrb override support
[07:44:55] <CIA-22> gemrb: comes before the game override and after the gemrb game specific override
[07:50:56] <CIA-22> gemrb: 03lynxlupodian * r7210 10/gemrb/trunk/gemrb/override/ (288 files in 8 dirs):
[07:50:56] <CIA-22> gemrb: added override/shared and populated it with overrides that are in all games;
[07:50:56] <CIA-22> gemrb: two were from test1: avprefix.2da is in all 7, so it is fine;
[07:50:56] <CIA-22> gemrb: avprefg.2da is missing from pst, but it doesn't use it, so no harm
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[09:01:40] <CIA-22> gemrb: 03lynxlupodian * r7211 10/gemrb/trunk/gemrb/ (4 files in 2 dirs): more game flags, less gametype checks
[09:08:11] <CIA-22> gemrb: 03lynxlupodian * r7212 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp: r7211: will save failed
[09:09:39] <CIA-22> gemrb: 03lynxlupodian * r7213 10/gemrb/trunk/gemrb/override/iwd2/gemrb.ini: enabled the new features in iwd2
[09:21:20] <CIA-22> gemrb: 03lynxlupodian * r7214 10/gemrb/trunk/gemrb/override/ (10 files in 6 dirs):
[09:21:20] <CIA-22> gemrb: also move modal.2da and containr.2da to shared
[09:21:20] <CIA-22> gemrb: only one real game was missing each; the first unjustly, the second one isn't used
[09:21:45] <lynxlynxlynx> grrr
[09:22:32] <lynxlynxlynx> unusually sloppy today
[09:23:23] <CIA-22> gemrb: 03lynxlupodian * r7215 10/gemrb/trunk/gemrb/override/shared/ (containr.2da modal.2da): really move modal.2da and containr.2da to shared
[10:27:50] <CIA-22> gemrb: 03lynxlupodian * r7216 10/gemrb/trunk/gemrb/GUIScripts/ (7 files in 6 dirs): generalised, improved and moved GetWindowPack to GUICommon
[10:40:27] <fuzzie> morning
[10:44:28] <lynxlynxlynx> morning ;)
[10:51:26] <fuzzie> you're doing an amazing amount of work recently :)
[10:52:22] <Gekz> lol
[10:52:22] <Gekz> hi
[10:54:17] <lynxlynxlynx> attacking iwd is a nice way of finding missing code share
[10:55:21] <CIA-22> gemrb: 03avenger_teambg * r7217 10/gemrb/trunk/gemrb/override/bg2/wildmag.2da: wild magic table
[10:59:38] <lynxlynxlynx> need to find out why this double damage is happening
[11:00:01] <lynxlynxlynx> first guess is that bows deal damage too, not just arrows
[11:04:50] <lynxlynxlynx> or maybe it has something to do with the iwd2 composite types
[11:17:03] <lynxlynxlynx> yeah, it is our arrow projectile
[11:17:50] <fuzzie> the arrow does two types of damage?
[11:18:35] <lynxlynxlynx> just one, but we processes the bow already
[11:18:50] <lynxlynxlynx> the bow does piercing damage, the arrow crushing
[11:19:10] <fuzzie> that sounds a bit .. opposite :)
[11:19:33] <lynxlynxlynx> and only the arrow damage is displayed in the console, so it is all crushing to the user
[11:19:41] <lynxlynxlynx> not sure if both are applied
[11:20:26] <lynxlynxlynx> the projectile has a damage effect attached
[11:20:43] <lynxlynxlynx> since the crushing damage type is 0, maybe avenger just forgot to set it
[11:22:03] <lynxlynxlynx> more likely zefklop
[11:22:56] <lynxlynxlynx> it's in useitem
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[11:24:18] <Avenger> hello
[11:24:22] <lynxlynxlynx> oj
[11:24:57] <lynxlynxlynx> i have a projectile question - much more could maybe be put in the shared override
[11:25:11] <Avenger> be careful with the projectiles, sometimes they are not the same, despite the name
[11:25:31] <lynxlynxlynx> there are some 40 files that are in 5 games, so missing in one
[11:25:45] <lynxlynxlynx> my script compares the md5 sum and filename ;)
[11:25:46] <Avenger> and there are projectiles that are defined by bg2
[11:26:02] <lynxlynxlynx> some are missing from bg2, some from elsewhere
[11:26:05] <Avenger> if you put them in the shared folder, then we'll override bg2 :)
[11:26:12] <lynxlynxlynx> yes
[11:26:29] <Avenger> not a big deal, i made them compatible, the differences are either unused or unknown scraps
[11:26:53] <lynxlynxlynx> what about the others, let's say missing in pst?
[11:27:16] <Avenger> if it is in bg1, then it should (or could) be in pst
[11:27:24] <lynxlynxlynx> i should generate a list of which games are missing which projectiles
[11:27:35] <Avenger> yeah, good idea
[11:27:51] <Avenger> there are 'holes' in the engines too
[11:28:16] <Avenger> but if an engine version doesn't implement a projectile, and the rest implements it the same, it is just good to have it for all
[11:28:24] <lynxlynxlynx> yeah
[11:30:22] <Avenger> could you also remove the bg2 projectiles that are supplied by bg2 from the list?
[11:31:13] <Avenger> you will know the names, they are listed in the stock projectl.ids file
[11:31:24] <lynxlynxlynx> ok
[11:31:34] <lynxlynxlynx> i'm working on something else now though
[11:32:18] <Avenger> ok
[11:32:44] <Avenger> i've digged the wild surge table out of the .exe
[11:33:00] <lynxlynxlynx> yeah, nice
[11:33:15] <lynxlynxlynx> the snow thing wasn't implemented
[11:33:16] <Avenger> some of the effects will need more work, but the majority could be implemented easily now
[11:33:24] <Avenger> yeah, that's one
[11:33:40] <Avenger> would that cause snowy weather?
[11:33:57] <Avenger> i think about implementing a gemrb specific effect for weather change
[11:34:01] <lynxlynxlynx> not in my experience
[11:34:07] <lynxlynxlynx> i think i only got the console message
[11:34:20] <Avenger> heh
[11:34:25] <lynxlynxlynx> lunch
[11:34:25] <Avenger> maybe because you was indoors
[12:00:17] <CIA-22> gemrb: 03lynxlupodian * r7218 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp:
[12:00:17] <CIA-22> gemrb: fixed arrows doing crushing damage
[12:00:17] <CIA-22> gemrb: the damage effect shifts the damage type, so projectiles need to do it too
[12:06:14] <lynxlynxlynx> projectiles are missing in all gametypes, around 90 in each
[12:06:58] <lynxlynxlynx> no, something went wrong
[12:10:28] <lynxlynxlynx> 8 bg1 1 iwd and 84 bg2 (haven't checked the ids yet)
[12:11:15] <fuzzie> how do you tell they're missing?
[12:11:29] <lynxlynxlynx> file test check
[12:11:43] <fuzzie> and you're checking the bg2 data too?
[12:11:50] <lynxlynxlynx> svn st gemrb/override | sort -u | while read basename; do for d in bg1 bg2 iwd iwd2 pst; do [[ ! -f gemrb/override/$d/$basename ]] && echo $d $basename; done; done
[12:11:56] <lynxlynxlynx> no, this is pure gemrb
[12:12:00] <fuzzie> i mean, a lot of previously-built-in projectiles ship as .pro files with bg2 itself, so we shouldn't have them
[12:12:12] <lynxlynxlynx> yes
[12:12:24] <fuzzie> so we're not really missing them? i'm confused :-)
[12:13:01] <lynxlynxlynx> i'm coalescing the files, our overrides
[12:13:19] <lynxlynxlynx> the trivial part was already done, now i'm checking if any other projectiles can be shared
[12:14:43] <lynxlynxlynx> the iwd one was a false positive
[12:15:59] <lynxlynxlynx> so bg1 is missing 7 projectiles that all other games have (not sure about bg2, which i'll plug in now)
[12:19:29] <lynxlynxlynx> oh, yeah, it is missing them, duh
[12:20:09] <lynxlynxlynx> cow.pro flmstrk.pro invtrav.pro lightbnb.pro redholy.pro spdimdr.pro spsmkjet.pro <-- all other games have gemrb overrides for these
[12:20:34] <lynxlynxlynx> go go coreutils
[12:27:30] <lynxlynxlynx> Avenger: and 4 projectiles that are in all other games but bg2 and not in its projectile.ids: axeflm.pro spfirebl.pro spsmold.pro spsmpuff.pro
[12:29:08] <Avenger> thinking about them
[12:29:22] <Avenger> spfirebl.pro should be in bg2, it is odd it isn't
[12:30:00] <lynxlynxlynx> yeah, that one picked my attention too
[12:30:23] <Avenger> oh, i think it is: 104 FIREBTBL
[12:31:48] <Avenger> where is it?
[12:32:49] <Avenger> where is spfirebl, none of the tables reference it
[12:33:49] <Avenger> ahh i see, it is a projectile not referenced, it should be renamed to firebtbl (it is a blue firebolt, single target)
[12:35:37] <Avenger> spsmpuff is 43 in all games, and it is hardcoded, so it needs to be supplied by us in bg2
[12:37:26] <Avenger> axeflm is not supported by bg2, but it could be
[12:37:53] <Avenger> same about spsmold
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[12:41:56] <CIA-22> gemrb: 03avenger_teambg * r7219 10/gemrb/trunk/gemrb/override/bg2/gemprjtl.ids: missing entries from bg2 gemprjtl.ids
[12:42:33] <lynxlynxlynx> so i can move those three, ok
[12:42:42] <Avenger> those three could be in the shared folder, yes
[12:42:54] <Avenger> the only real problem is 104
[12:43:13] <Avenger> i think that has an existing implementation in bg2
[12:43:27] <Avenger> maybe that's why i chose a different name
[12:44:35] <Avenger> spfirebl.pro could be the shared one, with all but bg2 referencing it as 104 spfirebl
[12:44:55] <Avenger> so the bg2 version could still be supplied by bg2
[12:45:26] <lynxlynxlynx> the game specific override has precedence
[12:46:34] <CIA-22> gemrb: 03lynxlupodian * r7220 10/gemrb/trunk/gemrb/override/ (18 files in 6 dirs): share three more projectiles
[12:48:01] <lynxlynxlynx> but firebtbl comes from the game data, so we can't do it
[12:48:35] <lynxlynxlynx> the bg1 ones are safe to add, right?
[12:49:03] <Avenger> yes
[12:49:36] <Avenger> the worst that could happen is we support some bg1 projectile (but it still needs the resource)
[12:50:08] <lynxlynxlynx> some "subresource"?
[12:50:09] <Avenger> there are quite many disabled slots
[12:50:13] <lynxlynxlynx> the projectile will be there
[12:50:29] <Avenger> yes, but it might miss some bam or sound
[12:50:52] <Avenger> the axe would probably work
[12:51:08] <Avenger> because it is just some recoloring and smoke puffs
[12:51:37] <Avenger> which projectiles were missing from bg1?
[12:53:00] <lynxlynxlynx> ynx> cow.pro flmstrk.pro invtrav.pro lightbnb.pro redholy.pro spdimdr.pro spsmkjet.pro <-- all other games have gemrb overrides for these
[12:55:30] <Avenger> heh, i wonder why bg1 doesn't
[12:55:51] <Avenger> these should be safe in shared
[12:56:22] <CIA-22> gemrb: 03lynxlupodian * r7221 10/gemrb/trunk/gemrb/override/ (42 files in 6 dirs): seven more shared projectiles
[12:56:33] <Avenger> the only problem could be with spdimdr, but in how/iwd/iwd2
[12:56:39] <Avenger> i think it is done differently there
[12:56:50] <lynxlynxlynx> they alraedy had the same file
[12:57:14] <lynxlynxlynx> since it is our override, it is as simple as adding fixed versions to the specific dirs later
[12:57:27] <Avenger> yes
[12:57:41] <Avenger> and i would be worried only if it is used by the original game :)
[12:58:23] <lynxlynxlynx> so now all the things that occur 6 or 5 times have been made shared if appropriate
[12:58:33] <Avenger> the iwd/pst branch mostly uses new projectiles, even if it supports the old ones
[12:59:29] <Avenger> what about the spar* projectiles i added yesteday
[12:59:48] <Avenger> that's 33 projectiles for every dir :)
[13:00:00] <lynxlynxlynx> bg2 has its own
[13:00:06] <Avenger> yes
[13:00:18] <Avenger> it will override
[13:00:26] <Avenger> oh no
[13:00:28] <Avenger> i see
[13:00:29] <lynxlynxlynx> no
[13:00:35] <Avenger> we could rename them maybe?
[13:01:17] <lynxlynxlynx> sounds like a plan
[13:02:17] <lynxlynxlynx> then only things that match 4 times or less, but don't conflict could be moved to shared
[13:17:19] <CIA-22> gemrb: 03lynxlupodian * r7222 10/gemrb/trunk/gemrb/override/ (5 files in 5 dirs): share polystat.2da, so pst can potentially do it too; iwd2 keeps its copy
[13:21:48] <lynxlynxlynx> sucks that pst is also a timezone
[13:26:18] <Avenger> i get some compile errors now
[13:26:26] <Avenger> *.spl isn't in some Makefile, i think
[13:27:00] <lynxlynxlynx> no more *spl in the overrides
[13:27:03] <Avenger> ahh, yes
[13:27:07] <Avenger> that's the problem it seems
[13:27:13] <lynxlynxlynx> either remove the globs from the makefiles manually or regenerate them
[13:27:43] <lynxlynxlynx> since *.spl doesn't expand to anything, it is treated as a filename
[13:30:06] <CIA-22> gemrb: 03avenger_teambg * r7223 10/gemrb/trunk/gemrb/override/ (4 files in 4 dirs): no more *spl in the overrides
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[13:31:54] <lynxlynxlynx> that wasn't necessary
[13:33:29] <lynxlynxlynx> but i'm not sure if nullglob is not just a bash extension
[13:41:04] <Avenger> tough luck for the brave unarmed guy: http://www.youtube.com/watch?v=XzAsFnx8SS0
[13:43:50] <Avenger> i don't quite see why the other guy in white who charged the armed man, turned away in the last minute. Together, they could have disarmed him easily
[13:52:59] <CIA-22> gemrb: 03lynxlupodian * r7224 10/gemrb/trunk/gemrb/override/ (6 files in 6 dirs):
[13:52:59] <CIA-22> gemrb: share itemspec.2da, except for bg2 (glasses of id)
[13:52:59] <CIA-22> gemrb: fixes the pst table
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[15:39:17] <CIA-22> gemrb: 03lynxlupodian * r7225 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: invisibility grants a +4 to hit bonus and improved invisibility grants -4 ac bonus
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[17:15:06] <CIA-22> gemrb: 03lynxlupodian * r7226 10/gemrb/trunk/gemrb/plugins/Core/ (Actor.cpp Actor.h): added LuckyRoll and made use of it for saves, attack rolls (and damage bonus)
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[18:49:49] <Avenger> fuzzie: i added a new bug about the pathfinder, it seems it doesn't find the path. Barkskin is a good example for testing.
[18:50:50] <lynxlynxlynx> barkskin? Oo
[18:52:19] <Avenger> jaheira got it
[18:53:48] <lynxlynxlynx> i know the spell, but you're saying that a char with it can't move as well as one without it?
[18:55:27] <Avenger> a char can't cast it on others quite frequently
[18:55:41] <Avenger> probably this is true to many other spells
[18:56:15] <Avenger> Try casting single person spells with short range on others.
[18:56:29] <lynxlynxlynx> oh, you mean they don't move closer
[18:57:15] <lynxlynxlynx> i encounter that too, iwd is pretty nasty for pathfinding bugs
[18:57:50] <fuzzie> the spell code has been updated to use the new pathfinder?
[18:58:00] <lynxlynxlynx> but i bet bumping would fix this spell issue ;)
[18:58:15] <Avenger> i think i know why
[18:58:27] <Avenger> gonearandretry doesn't calculate with personal space
[18:58:32] <Avenger> does it?
[18:58:35] <fuzzie> gonearandretry is broken in many ways
[18:58:43] <fuzzie> it is not worth fixing, use the new code
[18:58:54] <fuzzie> but then you have to fix the action to block properly :)
[18:59:24] <fuzzie> but that is not so much a pathfinder bug as a broken-action bug
[18:59:27] <Avenger> which is the new action
[18:59:39] <fuzzie> MoveNearerTo is the new code
[18:59:44] <Avenger> i mean, which action uses it already...
[18:59:49] <Avenger> ok, that's good
[19:00:05] <fuzzie> the dialog actions or the attack actions are examples
[19:00:44] <Avenger> i wonder why didn't you fix spellcasting :)
[19:00:52] <Avenger> its the same as attack
[19:01:08] <fuzzie> yes, i just didn't get around to it, i've been very ill
[19:01:25] <fuzzie> i don't think there are any problems there
[19:02:39] <Avenger> ok, i just replace gonearandretry + releasecurrentaction with a simple movenearerto
[19:02:44] <Avenger> and return
[19:03:16] <fuzzie> well, as long as you don't do any spell preperation beforehand
[19:03:23] <Avenger> well didn't work
[19:03:37] <Avenger> i guess this action doesn't check for personal distance either :)
[19:03:38] <fuzzie> which action do you look at?
[19:03:52] <fuzzie> MoveNearerTo will check for personal distance as long as you pass it two scriptables
[19:04:04] <Avenger> err, i mean the function movenearerto. and i try to fix Spell
[19:04:39] <fuzzie> if you pass it a point then you have to adjust it yourself
[19:05:19] <Avenger> oh yes, it does
[19:05:22] <Avenger> that's pretty good
[19:05:37] <CIA-22> gemrb: 03lynxlupodian * r7227 10/gemrb/trunk/gemrb/plugins/ (4 files in 2 dirs):
[19:05:37] <CIA-22> gemrb: luck also influences the damage received;
[19:05:37] <CIA-22> gemrb: made spell learning also use LuckyRoll
[19:05:41] <Avenger> but still the movement doesn't happen, despite the range is now increased nicely to some 56 instead of 16
[19:06:00] <Avenger> i will debug it a bit more
[19:06:29] <lynxlynxlynx> is there a way to know in the effect queue, who is the sender?
[19:07:10] <lynxlynxlynx> i need to do something like http://pastebin.com/d4ae4464f so effect damage is also influenced by luck
[19:13:24] <Avenger> now it got better :)
[19:17:42] <Avenger> sounds good
[19:17:54] <Avenger> you could also add in the difficulty stuff :)
[19:18:07] <Avenger> the higher the difficulty the bigger 'luck' the enemy has
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[19:19:00] <lynxlynxlynx> eh
[19:19:02] <fuzzie> lynxlynxlynx: seems that i needed to 'git gc' my repository, btw
[19:19:09] <fuzzie> so my bad on the git speed thing
[19:19:23] <lynxlynxlynx> git-svn runs that for you once in a while
[19:19:46] <fuzzie> yes, it just did automatically and suddenly it's all speedy again :)
[19:21:34] <lynxlynxlynx> :)
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[19:35:22] <fuzzie> hi zefklop
[19:35:31] <zefklop> hi fuzzie
[19:39:28] <Avenger> hmm, any reason why we have two pathfinders? FindPathNear seems to be ok for all purposes i can think of
[19:40:34] <lynxlynxlynx> Avenger: re owner: i was asking because Owner / GetOwner isn't available in that context
[19:41:51] <Avenger> interesting
[19:42:35] <Avenger> i don't quite see why effectqueue doesn't have getowner
[19:43:09] <Avenger> ahh i see now
[19:43:15] <Avenger> sure, you can make it a method
[19:43:52] <lynxlynxlynx> there is a method
[19:44:32] <Avenger> i mean, check_level could be a method of EffectQueue
[19:44:32] <fuzzie> Avenger: well, ideally the pathfinder needs rewriting to use A*
[19:44:38] <lynxlynxlynx> but also the comment is a bit disturbing: /** Returns Actor affected by these effects */
[19:44:46] <lynxlynxlynx> oh
[19:44:52] <fuzzie> so i've just been sort of leaving it alone since then
[19:46:08] <fuzzie> but there's no problem with removing the other one for now, i guess
[19:52:52] <lynxlynxlynx> i'll check with an assert
[19:55:20] <lynxlynxlynx> meh
[19:57:29] <Avenger> meh too
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[20:32:41] <Avenger> lynx: i think saving throws are not good with this lucky roll. They are precalculated, and not used until needed.
[20:33:00] <Avenger> hmm, maybe i'm wrong, though
[20:33:24] <lynxlynxlynx> i don't see why it matters
[20:33:52] <CIA-22> gemrb: 03avenger_teambg * r7228 10/gemrb/trunk/gemrb/plugins/Core/ (Actions.cpp ActorBlock.cpp Map.cpp): use MoveNearerTo in spellcasting actions
[20:33:54] <Avenger> well, if they are precalculated, it matters, because they were calculated when the luck was different
[20:34:28] <Avenger> also, do you handle natural 1 rolls?
[20:35:58] <Avenger> and, i think there are 2 stats, IE_LUCK and IE_DAMAGELUCK
[20:36:01] <Avenger> they are different
[20:36:47] <Avenger> i see you are handling natural 1
[20:45:23] <lynxlynxlynx> yes, criticals are handled
[20:45:36] <lynxlynxlynx> i don't know yet how the two stats differ
[20:46:23] <Avenger> let me see
[20:46:31] <lynxlynxlynx> but that owner thing is bugging me the most
[20:46:39] <lynxlynxlynx> owner == target, so it is useless
[20:48:44] <Avenger> 0xfa opcode affects damageluck
[20:49:17] <lynxlynxlynx> yeah, maybe it is just a subset
[20:49:44] <lynxlynxlynx> so luck would improve everything and damage luck just the damage rolls
[20:50:19] <Avenger> btw, i think you were over eager with the luck in the saving throw :)
[20:50:34] <Avenger> the luck opcode also changes the saving throws
[20:51:14] <Avenger> the damageluck opcode is affected by: sppr513, spcl521
[20:52:05] <Avenger> righteous magic: maximum damage with every hit
[20:52:33] <Avenger> it looks like it is for weapon damage
[20:53:01] <lynxlynxlynx> which opcode? I don't see it
[20:53:05] <Avenger> 0xfa
[20:53:29] <lynxlynxlynx> not ours
[20:53:33] <Avenger> ?
[20:53:46] <lynxlynxlynx> STAT_MOD( IE_DAMAGELUCK );
[20:53:52] <lynxlynxlynx> that's all i have in there
[20:53:57] <Avenger> yes
[20:54:02] <Avenger> but that is the damageluck opcode
[20:54:18] <lynxlynxlynx> 0xfa
[20:54:28] <Avenger> the luck opcode is 0x16
[20:54:52] <lynxlynxlynx> which just mods IE_LUCK
[20:55:50] <lynxlynxlynx> so you wanted to say it should also affect the throws? It should probably affect everything and IE_DAMAGELUCK just a subset of that
[20:56:26] <Avenger> hmm i confused it with aid
[20:56:52] <Avenger> or prayer
[20:56:55] <Avenger> whatever :)
[20:57:13] <Avenger> there are lots of opcodes doing similar things
[20:58:05] <lynxlynxlynx> have to go, getting up early
[20:58:13] <Avenger> see you later
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