#nuvie@irc.freenode.net logs for 30 Dec 2013 (GMT)

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[22:18:25] <Yuv422> hey Malignant_Manor
[22:22:56] <Malignant_Manor> hi
[22:23:25] <Malignant_Manor> I fixed the segfault mention a few days ago
[22:23:38] <Yuv422> yeah I saw that. Thanks :)
[22:23:46] <Malignant_Manor> Do you have the generic npc code from the original?
[22:24:33] <Yuv422> I'm just about to commit some changes.
[22:24:42] <Yuv422> temp actors?
[22:25:32] <Malignant_Manor> the generic village npcs in SE
[22:25:51] <Malignant_Manor> The lookup for talk and portraits
[22:26:02] <Yuv422> ah, no I haven't looked at that yet
[22:26:30] <Yuv422> I'm deep into the MD disassembly at the moment
[22:27:02] <Malignant_Manor> can you look into why get,drop, use, and move don't ever end the player's turn when used?
[22:27:54] <Yuv422> should they take a turn?
[22:28:09] <Yuv422> are they subtracting the right amount of movement points?
[22:28:14] <Yuv422> I'll take a look
[22:30:00] <Malignant_Manor> The movement points will go to negatives
[22:30:26] <Malignant_Manor> It will end the turn in the original but I don't know the logic
[22:34:33] <Yuv422> I think I've found the temp actor stats for MD
[22:37:00] <Malignant_Manor> Stats like strength, etc?
[22:37:05] <Yuv422> yes
[22:37:09] <Malignant_Manor> Nice
[22:45:40] <Malignant_Manor> That's got to be a real pain not to make typos when copying data
[22:46:12] <Yuv422> yeah
[22:46:22] <Yuv422> most of the data is in tables though
[22:46:34] <Yuv422> so it isn't too hard to extract
[22:47:17] <Malignant_Manor> with item data, Nuvie would have most needed info for MD
[22:48:13] <Yuv422> do you mean the object status codes?
[22:49:48] <Malignant_Manor> weapon damage
[22:50:22] <Yuv422> yeah I saw that was in there
[22:50:23] <Malignant_Manor> Of course, we have different weapon modes that ruin things
[22:50:29] <Malignant_Manor> for simplicity
[22:50:53] <Malignant_Manor> Combat worktypes are likely mostly the same
[22:51:54] <Yuv422> yeah
[22:52:00] <Yuv422> lots more ranges combat
[22:52:04] <Yuv422> ranged
[23:01:01] <Malignant_Manor> I have some of the logic down like quality values for each mode.
[23:01:21] <Malignant_Manor> I did range of each mode in game
[23:15:18] <Yuv422> I'm going to make a common directory for common script functions
[23:19:46] <Yuv422> the actor stat randomisation is the same between u6 and md
[23:21:59] <Malignant_Manor> Does our combat ai use offhand weapons and armors that act as weapons?
[23:22:29] <Yuv422> don't think so
[23:22:31] <Malignant_Manor> I don't remember seeing anything for it.
[23:22:39] <Malignant_Manor> Does the original?
[23:23:57] <Malignant_Manor> I think I remember at dual boomerangs working for party members in the original engine.
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