- The Chest Mimic in the Adventurer Starter is dead upon spawn.
I think this is related to the following code
Code: Select all
if ( EveList[eve].endifcantpay &&
( ChrList[target].mana < LOWSTAT ||
!cost_mana(owner, -EncList[cnt].ownermana, target) ) )
{
remove_enchant( cnt );
}
which was changed from
Code: Select all
if ( !cost_mana( owner, -EncList[cnt].ownermana, target ) &&
EveList[eve].endifcantpay )
{
remove_enchant( cnt );
}
This has 2 potentially bad effects.
1) since you make the execution of the function cost_mana() conditional, it may never be called, even though it is supposed to be called every time through this function
2) If something is self-enchanted, but has 0 mana the enchantment will die, even if the enchantment requires 0 mana to maintain.
- Money does not poof away when grabbed.
I have verified this one, too. it is related to teh code
Code: Select all
// Spawn new particles if time for old one is up
if ( !pprt->is_eternal && ( pprt->poofme || frame_all >= pprt->_time ) )
which causes a particle not to do the end spawn/despawn no matter what, unless it is not eternal.
In this sense eternal just meant that it was insensitive to a timer, not that it was invictus or something.
we need to despawn the particle no matter what if poofme is set.
- Global light doesn't work
This may not be working as you would expect.
- At the moment, all the original mesh lighting is ignored for all modules. This needs to be changed so that things like the spotlight effects in the original adventurer starter will show up.
- The wawalite.txt file must be marked as having
- Far Edge mode... For outside levels ( TRUE or FALSE ) : TRUE
- I am using the ambient light setting for inside modules just so they will not be completely black outside the torch range. The ambient light is subdued in a certain way. If the module has full ambient light, then an inside module would be lit so that everything outside the torch light is just above being so dark that it is "invisible". If you lower the ambient light, then things outside the torch radius might not be seen at all.
This is causing some AI problems for AIs like Brom and Mim, who will keep attacking at nothing if their target disappears from becoming invisible.