#nuvie@irc.freenode.net logs for 23 Jul 2012 (GMT)

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[07:56:02] <CIA-35> nuvie: 03malignantmanor * r1455 10/nuvie/trunk/ (10 files in 4 dirs):
[07:56:02] <CIA-35> nuvie: * Limit range of drop to the original screen length
[07:56:02] <CIA-35> nuvie: * Added enabled_dragging cfg setting (full_screen_map ignores it)
[07:56:02] <CIA-35> nuvie: * For the left mouse button to walk without a delay, dragging also needs disabled
[07:56:02] <CIA-35> nuvie: * Double click in the inventory widget will now read books, etc.
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[12:19:45] <CIA-35> nuvie: 03efry * r1456 10/nuvie/trunk/ (ChangeLog save/SaveGame.cpp): * Fixed bug "new game starts in combat with other npcs taking turns first" [3547485]
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[17:52:33] <CIA-35> nuvie: 03malignantmanor * r1457 10/nuvie/trunk/ (ChangeLog data/scripts/u6/actor.lua): * Fixed bug where flank or berserk actors would only attack at range 1
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[21:24:46] <Malignant_Manor> Is berserk really supposed to remove 15 movement points like it is now or should it remove 10 like the rest of the attack work types?
[21:27:55] <Yuv422> hey Malignant_Manor
[21:27:58] <Yuv422> let me check
[21:29:37] <Yuv422> seg012:3DFF mov ax, 0Ah
[21:29:37] <Yuv422> seg012:3E02 push ax
[21:29:38] <Yuv422> seg012:3E03 call subtract_movement_pts ;
[21:29:45] <Yuv422> after the attack
[21:30:01] <Yuv422> then another 5 at the end
[21:31:15] <Yuv422> but move towards actor does use movement points in berserk
[21:37:05] <Malignant_Manor> I don't really understand.
[21:37:51] <Yuv422> I was just looking at the momement point use in berserk in the original
[21:37:57] <Yuv422> assembler
[21:48:25] <Yuv422> with get,drop, use, and move should deduct movement points
[21:48:38] <Yuv422> I'm not seeing an endless turn for the player
[21:48:44] <Yuv422> it looks ok to me
[21:49:43] <Yuv422> or were you meaning that you can drop an endless amount of objects without your turn being finished
[21:50:12] <Malignant_Manor> Drop with the command doesn't seem to work
[21:50:21] <Malignant_Manor> I'll try drag and drop
[21:51:10] <Malignant_Manor> drag and drop doesn't deduct either
[21:51:15] <Malignant_Manor> get doesn't seem to
[21:52:26] <Malignant_Manor> move seemed to work and now it isn't
[21:53:31] <Yuv422> how are you checking
[21:53:39] <Malignant_Manor> in combat
[21:53:56] <Malignant_Manor> it just stays the player's turn
[21:54:07] <Yuv422> strange
[21:54:18] <Yuv422> have you tried with the keyboard?
[21:54:46] <Malignant_Manor> yeah
[21:54:51] <Malignant_Manor> still broken
[21:55:29] <Yuv422> I dropped my orb of moons then moved one tile to the right and the combat continued
[21:55:48] <Yuv422> could you try it with a new save
[21:56:05] <Yuv422> when fighting the gargs at the start
[21:59:23] <Malignant_Manor> still nothing and I went through character creation
[21:59:45] <Malignant_Manor> I'm pretty sure this is from a make clean first
[21:59:51] <Malignant_Manor> but I will double check
[22:07:23] <Malignant_Manor> Same issue. When you say move, you mean the command and not actually moving rught?
[22:17:07] <Malignant_Manor> This video show what is supposed to happen in U6.
[22:17:40] <Malignant_Manor> If there is some misunderstanding of what I mean.
[22:18:22] <Malignant_Manor> The Avatar can keep using drop, get, and move without any npcs getting a turn.
[22:21:43] <Yuv422> ah
[22:22:08] <Yuv422> yeah npcs only get a turn when the player attacks something
[22:22:13] <Yuv422> or moves around the map
[22:22:18] <Yuv422> I'll have to fix that
[22:22:42] <Malignant_Manor> Are movement points separate from attack turns?
[22:22:48] <Yuv422> no
[22:22:58] <Yuv422> I just forgot to hook that bit up ;-)
[22:23:41] <Malignant_Manor> Will this cause double movement loss on player attack?
[22:24:12] <Yuv422> I'll make sure that doesn't happen
[22:29:30] <Malignant_Manor> I think trying to push an actor should lose movement points even on failure
[22:31:36] <Yuv422> yeah that makes sense
[22:31:42] <Yuv422> I've got to go now
[22:31:45] <Yuv422> cya
[22:31:49] <Malignant_Manor> bye
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