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[EO] Report CONFIRMED Bugs Here


Robin
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Quote from: Pigboss on January 02, 2011, 10:34:15 AM
I don't know if it's just me, but when I create new spells and place them in the hotbar, they don't work. I can, however, cast them by double clicking the spell icon from the spell tab. :/
And only the spells robin created works from the hotbar 0.0
I'm using windows 7\.

Hey people,

I have messed around with the "Spells & Hotbar" and the above problem that "Pigboss" reported, seems to be a issue with the spell Icons. As in the position of them with in "SpellInventory".

When a player has learned a new spell, the spell is placed in SpellSlot1\. If you then put the spell into a hotbar it will work fine, BUT if you then move the spell in the SpellInventory to a different slot(e.g Slot2) the spell will no longer work in both the hotbar or from double clicking the spell directly from SpellInventory.

This also affects players that have more that one spell learned. As in if a player has 2 or more spells learned and they are positioned along the top of the SpellInventory(e.g Slot1, Slot2, Ectā€¦), and then the player moves the spell in Slot1(so slot1 is vacant), all other spells done seem to work unless they are position next to each other from SpellSlot1 along.

Hope that makes sense? As im at work and dont have the source so cant see what each function is called.

Im currently compliling a bug report for Origins, just busy removing bugs from list that have already been reported to Robin and Forum :)

Cheers
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Found a really strange bug.

Absolutely random, while trading, if players stand not in melee range, server would crash with```
Runtime error '9': Subscript out of range
```.Ā  I tried to recreate scenario, but it is always random. Sometimes it works, sometimes it crashes.

Absolutely clean, unmodified EO Xmas version.
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In OC:CE I have created classes```
[INIT]MaxClasses=4

[Class4]
Name=Druid
MaleSprite=1,2,3,4
FemaleSprite=3,2
Strength=8
Endurance=10
Intelligence=13
Agility=10
Willpower=12

StartItemCount=3
StartItem1=1
StartValue1=100
StartItem2=2
StartValue2=1
StartItem3=5
StartValue3=1

[Class3]
Name=Wizard
MaleSprite=2,1
FemaleSprite=3,2
Strength=6
Endurance=6
Intelligence=17
Agility=7
Willpower=14

StartItemCount=3
StartItem1=1
StartValue1=100
StartItem2=2
StartValue2=1
StartItem3=5
StartValue3=1

[CLASS1]
Name=Knight
MaleSprite=1,2,3,4
FemaleSprite=3,2
Strength=14
Endurance=15
Intelligence=7
Agility=8
Willpower=8

StartItemCount=3
StartItem1=1
StartValue1=100
StartItem2=2
StartValue2=1
StartItem3=5
StartValue3=1

[CLASS2]
Name=Priest
MaleSprite=2
FemaleSprite=3
Strength=6
Endurance=6
Intelligence=14
Agility=7
Willpower=17

StartItemCount=3
StartItem1=1
StartValue1=100
StartItem2=2
StartValue2=1
StartItem3=5
StartValue3=1
```and all classes other than 1 and 2 come in to play with no 100 healthĀ  and 100 mana, which I assume is a bug in it of it's self because they are one shotted and can't cast, this leads me to believe the client reads a lack of a value and shows 100 and 100 and then returns any actions based on those as if it were zero, it doesn't matter what order the classes are in the only thing that matters is the number 1 and 2 always work, 3 and 4 always do not. Is this a bug or what amĀ  I doing wrong, I have tried just about everything and am fairly sure it is a bug.
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@bribaetz:

> In OC:CE I have created classes```
> [INIT]MaxClasses=4
>
> [Class4]
> Name=Druid
> MaleSprite=1,2,3,4
> FemaleSprite=3,2
> Strength=8
> Endurance=10
> Intelligence=13
> Agility=10
> Willpower=12
>
> StartItemCount=3
> StartItem1=1
> StartValue1=100
> StartItem2=2
> StartValue2=1
> StartItem3=5
> StartValue3=1
>
> [Class3]
> Name=Wizard
> MaleSprite=2,1
> FemaleSprite=3,2
> Strength=6
> Endurance=6
> Intelligence=17
> Agility=7
> Willpower=14
>
> StartItemCount=3
> StartItem1=1
> StartValue1=100
> StartItem2=2
> StartValue2=1
> StartItem3=5
> StartValue3=1
>
> [CLASS1]
> Name=Knight
> MaleSprite=1,2,3,4
> FemaleSprite=3,2
> Strength=14
> Endurance=15
> Intelligence=7
> Agility=8
> Willpower=8
>
> StartItemCount=3
> StartItem1=1
> StartValue1=100
> StartItem2=2
> StartValue2=1
> StartItem3=5
> StartValue3=1
>
> [CLASS2]
> Name=Priest
> MaleSprite=2
> FemaleSprite=3
> Strength=6
> Endurance=6
> Intelligence=14
> Agility=7
> Willpower=17
>
> StartItemCount=3
> StartItem1=1
> StartValue1=100
> StartItem2=2
> StartValue2=1
> StartItem3=5
> StartValue3=1
> ```and all classes other than 1 and 2 come in to play with no 100 healthĀ  and 100 mana, which I assume is a bug in it of it's self because they are one shotted and can't cast, this leads me to believe the client reads a lack of a value and shows 100 and 100 and then returns any actions based on those as if it were zero, it doesn't matter what order the classes are in the only thing that matters is the number 1 and 2 always work, 3 and 4 always do not. Is this a bug or what amĀ  I doing wrong, I have tried just about everything and am fairly sure it is a bug.

In the last EO you had to program the Vital in for each class. Search forĀ  "Function GetPlayerMaxVital" on the server source. You will see what I'm talking about. I may be wrong for EO:CE though. Not sure is Robin has changed this or not.
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@bribaetz:

> In OC:CE I have created classes```
> [INIT]MaxClasses=4
>
> [Class4]
> Name=Druid
> MaleSprite=1,2,3,4
> FemaleSprite=3,2
> Strength=8
> Endurance=10
> Intelligence=13
> Agility=10
> Willpower=12
>
> StartItemCount=3
> StartItem1=1
> StartValue1=100
> StartItem2=2
> StartValue2=1
> StartItem3=5
> StartValue3=1
>
> [Class3]
> Name=Wizard
> MaleSprite=2,1
> FemaleSprite=3,2
> Strength=6
> Endurance=6
> Intelligence=17
> Agility=7
> Willpower=14
>
> StartItemCount=3
> StartItem1=1
> StartValue1=100
> StartItem2=2
> StartValue2=1
> StartItem3=5
> StartValue3=1
>
> [CLASS1]
> Name=Knight
> MaleSprite=1,2,3,4
> FemaleSprite=3,2
> Strength=14
> Endurance=15
> Intelligence=7
> Agility=8
> Willpower=8
>
> StartItemCount=3
> StartItem1=1
> StartValue1=100
> StartItem2=2
> StartValue2=1
> StartItem3=5
> StartValue3=1
>
> [CLASS2]
> Name=Priest
> MaleSprite=2
> FemaleSprite=3
> Strength=6
> Endurance=6
> Intelligence=14
> Agility=7
> Willpower=17
>
> StartItemCount=3
> StartItem1=1
> StartValue1=100
> StartItem2=2
> StartValue2=1
> StartItem3=5
> StartValue3=1
> ```and all classes other than 1 and 2 come in to play with no 100 healthĀ  and 100 mana, which I assume is a bug in it of it's self because they are one shotted and can't cast, this leads me to believe the client reads a lack of a value and shows 100 and 100 and then returns any actions based on those as if it were zero, it doesn't matter what order the classes are in the only thing that matters is the number 1 and 2 always work, 3 and 4 always do not. Is this a bug or what amĀ  I doing wrong, I have tried just about everything and am fairly sure it is a bug.

I have this same exact problem. Glad to see I'm not alone.
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@Broojo02:

> Sorry if already posted, but I can't seem to get NPC speech to work. I set the text in the editor, reloaded everything possible and the text won't show anywhere. I'm assuming I press the CTRL button :P NPC set to friendlyā€¦

Friendly NPCs don't talk.
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I will post what I've problem

-the first class in "newchar" dont change sprite for Female
-the map is the last data you use(you edit map 1 and goes to 2.The map(2) data is still the 1
-sometimes you cant select a piece of tileset.They go wrong(
>! ![](http://img29.imageshack.us/img29/9307/print1qo.png)
-shop
-realy low fps
-Cant use Hot bar for other spells
~~~~
some sprites dont show up in the npcEditor cause the bltNpc is small
the paperdoll isnt totaly visible(item editor)
the combat is strange '-' . I got a low npc hiting me

-
guess you already fix all them so dulYeah ;D
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