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"Before you lies Kuto's Well" message is shown when not facing well
It should only be shown when the party is facing the well.
Sokol keep: Step event 4 #54 needs a Poisonous Frog picture & monsters
Sokol keep: Step event 4 #54 needs a Poisonous Frog picture and 4 poisonous frogs. Define Poisonous frog in monster database
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;
Overland: Phase spider is missing abilities
Overland: Phase spider is missing these abilities: "Phase spdr psn", "See invisible", "Blink"
Sorcerer's Isle 2: Need spells for Yarash monster at combat #79 @ 23,2
Sorcerer's Isle 2: Need spells for Yarash monster at combat #79 @ 23,2
Kuto's Well itself needs an overlay image
For the actual square that had the well - 7,7. PoR had one.
Sleep spell sleeps every monster in range without fail
I have never seen a kobold or goblin or lizard man not fall asleep when they are in range of the 3x3. They should get a saving throw check and some should not be affected.
Castle SW: Need spells for Clerics - combat events @ 1,3
Castle SW: Need spells for "Level 1 Cleric" and "Level 5 Cleric" monsters - combat events @ 1,3
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
Zhentil Keep: Al-Hyam Dazid has no spells
Zhentil Keep: Al-Hyam Dazid should have the ability to cast MU spells
Wealthy/Bane: Need Dust of Disappearance
Wealthy/Bane: Need a Dust of Disappearance item for GiveTreasure #35 @ 9,12
Inner Tower: Tyranthraxus! monster needs special abilities
Inner Tower: Tyranthraxus! monster needs the following special abilities: Immun Drag Brth, +2D6 Fire Dam, Dragon Lightin, See Invisible, Immune to Fire
Review ALL "Who Tries" events
Go back through ALL "Who Tries" events. I don't think their saving throw types are set (to anything)
Wealthy/Bane: Mace doesn't have any spells memorized.
Wealthy/Bane: Mace doesn't have any spells memorized.
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.
Trolls and Ogres have incorrect number of hit dice/points
Ogres end up with like 31 and trolls end up with like 6. Now that ain't right.
Morale never fails in Slums & Kuto's Well wandering monsters
Even if I kill all but one monster, they never try to flee or surrender. May apply to all encounters, but I just noticed it first in the wandering monsters on these two levels.
In encampment, an unconscious PC can cast spells
It's kinda nice tbh to not have to rest for 24 hrs just to wake your cleric back up, but it wasn't allowed in PoR and isn't allowed in D&D.
Kobold Caves: Envoy should have spells
Kobold Caves: Envoy should have the ability to cast 2 MU spells
Quest items/keys/stages are showing up in player inventory
Sokol keep: Need lethal poison ability for poisonous frog
Sokol keep: Need a lethal poison ability for poisonous frog
Civilized: church wall/door for the temples
Make a church wall/door for the temples in the civilized area (and maybe use it in other areas like temple of bane)
Kuto's Well: icons for giant lizard
Kuto's Well: need an icon for giant lizard
Valhingen: Need a sling of seeking
Valhingen: Need a sling of seeking for GiveTreasure #33 @ 15,8 - replace the sling+3 with it
Stojanow Gate: Level 6 MU monster does not have any spells
Stojanow Gate: Level 6 MU monster does not have any spells
There is a "hit" sound when CLW is cast on a friendly
Cure Light Wounds should not trigger a hit sound in combat when it is cast on a friend (or enemy either I suppose)
Kuto's well has no end to wandering monsters
According to the walkthrough at https://gamefaqs.gamespot.com/pc/564785-pool-of-radiance/faqs/73869 they should stop after 10 encounters and you should have a monster free zone (Section 6.5.1) AFAIC, there are no quests / utility events to keep track of the encounters like there are in the slums. Playtesting shows that the encounters just don't stop.
Sokol keep: Better picture for smallpic_spectre.png
Sokol keep: Better picture for smallpic_spectre.png. It is the same as smallpic_wraith.png
Saving in Phlan inns causes "Illegal game state for save" error
The root of this error is captured in grannypron/uaf#27
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.
Players XP does not seem to be increasing after a battle
The only thing I can see that indicates xp is the "LEVEL/XP" on the view character screen and that is stuck between 10 and 20!
Put in the default party from C64 PoR "Arax the Bold", etc
That would be pretty cute and funny and awesome I think.
Overland: icon_ankheg icon
Overland: icon_ankheg is really the giant crawfish icon ๐คท
Wealthy/Bane: Review Text Statement #56
Wealthy/Bane: Step Event 2, Text Statement #56 seems like it is empty and may have been a mistake, but was in game39. Decide what to do with it
Nomad camp: Nomad Shaman does not have any spells
Nomad camp: Nomad Shaman does not have any spells
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
Castle SE: Need "Long Sword Dragonslayer"
Castle SE: Need "Long Sword Dragonslayer" at GiveTreasure event #59 @ 15,10 - instead of the Long Sword +5 I have there now
Error when attempting to ready a scroll
When my mage attempts to equip a scroll of magic missile.
"Missing Character Context
Type=ITEM
Name=Scroll|14
SA = item_Scroll
Script=CanReady"
Kuto's well should allow resting when all wandering monsters cap is reached
When all the wandering monsters are "gone", as described in #45, party should be able to rest without being interrupted. Right now they are always interrupted in the rest events.
Slums: Ohlo has no spells
Slums: Level 3 MU monster (Ohlo) has no spells memorized/no way to cast.
Overland: Ankheg needs "Dragon Acid" specab
Overland: Ankheg needs "Dragon Acid" specab
Sorcerer's Isle 1: Need spells for "Elf Magic-User" monster at step combat event 3
Sorcerer's Isle 1: Need spells for "Elf Magic-User" monster at step combat event 3
Library: Wall slot #5 - Door44 needs tweak
Library: Wall slot #5 - Door44 doesn't quite match with the wa_wall_wood.png. Probably need a different door png
Backstab does 0 damage
Need to fix grannypron/uaf#29 in the engine and upgrade to include fix.
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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