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uaf_levels's Issues

Norris the Gray will not keep his equipment on

He seems to have it equipped when the battle starts, but on his first move he goes back to his base AC and has it unequipped. Don't know if he ever equips his Long Sword + 1

I tracked this down to having a problem around IsUsableByClass():

This line fails:
if (!pChar->CanUseBaseclass(pChar->PeekBaseclassStats(i))) continue;

Enemy AI always attacks a particular character

The enemy combat AI is pretty basic. It always attacks the "strongest" PC that it can reach via missile or melee. This may be the PC with the lowest AC? Not sure. It does not choose by HP.

Pretty sure PoR had some randomness in the choosing of attack targets. Go back and play more and see if you can figure out more details about what its behavior is and try to emulate it.

Civilized: More items in StepEvent2 (zone2) shop

These are not available in the default item library:
bec de corbin
bill-guisarme
bo stick
fauchard
fauchard-fork
military fork
glaive
glaive-guisarme
guisarme
guisarme-voulge
lucern hammer
jo stick
partisan
ranseur
spetum
voulge
padded armor
splint mail

Civilized: More silver items in 10,13 shop

These are not available in the default item library:
Silver Mace
Silver Bastard Sword
Silver Broad Sword
Silver Long Sword
Silver Short Sword
Silver Two-handed Sword
1 Silver dagger
20 Silver arrows
1 Silver quarrel
Silver chain mail
Silver plate mail
Silver ring
Fine Composite Long bow

Walking through Slums, random "Press Enter to Continue" messages happen

This is probably due to the step events, but the combats are turned off after you win 10 battles or whatever. Maybe there is a blank text message at the end of the chain or something. I hope it is not something that comes up because of the UA events design acting a little differently in DC with regard to empty event chains.

Enemies target knocked out players

If a player gets knocked unconscious (and possibly dead, idk), the enemies that were attacking him/her continue to shoot missile weapons at him/her. Even ones with melee weapons equipped just stand and guard rather than attacking another player.

I think most of the DC folks will say that this is an error in the Combat AI script and not the engine, but either way, it needs to be fixed in this module.

When path is blocked, enemies do not move closer

In PoR, when an enemy is blocked from reaching the party, they move as close as they can get. The default DC enemy behavior is to guard whenever the target cannot be reached by for melee and missile weapons are not available.

This makes a big difference especially in indoor combat. For one thing, enemies out of missile range do not move closer to get into missile range (I am assuming this and have not tested it extensively)

Library: wood wall textures need tweak

Library: Black lines around top and bottom of side-tiles in wa_wall_wood.png. It's because there are some dark brown not-quite-black pixels around the top/bottom

Flawed blacksmith smallpic

There is a tiny little shield icon in smallpic_Blacksmith.png from my screenshot. Haha. Should re-grab it

Clarification on monster item usage

My monsters have Attacks defined that I thought would match their weaponry. Will they equip their weapons while fighting? See what the behavior is just in case - if they ready their armor, then I need to go back and change their AC

More items in 9,10 / zone 5 shop

These are not available in the default item library:
silver mirror
1 flask of oil
wooden holy symbol of tyr
iron holy symbol of tempus
silver holy symbol of sune
1 holy water vial

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