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Eating mushroom gives multiple effects. #453

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Stihdjia opened this issue Jul 20, 2018 · 18 comments
Closed

Eating mushroom gives multiple effects. #453

Stihdjia opened this issue Jul 20, 2018 · 18 comments

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@Stihdjia
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I just ate a regular mushroom and got levitation, confusion, regeneration, and I think some other effect. Is this intentional?

@red-kangaroo
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Sort of? A recent change to drinking code that allowed sipping smaller amounts of liquid than a full bottle also means that liquid effects are handled by 100ml rather than 1l. Thus instead of giving you one random effect for longer time, magic mushrooms now give you one short random effect per 100ml.

@Stihdjia
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Stihdjia commented Jul 20, 2018 via email

@AquariusPower
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teleport Genny without a wand

you throw mushroom to be eaten by it? cool! xD

so I can go buy a book of Seges

dont eat until near the isle exit :)

fight more plants before I starve

kiwis are quite feeding actually

sumo championship

never tried it, I think I need to be bloated right? not sure tho..

And I need that so I can levitate!

dont we all (irl xD)

@Stihdjia
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Stihdjia commented Jul 21, 2018 via email

@AquariusPower
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AquariusPower commented Jul 21, 2018

ahh, that is a code thing that grants the player will always be where he should be, pushing everyone else away, but in this specific case, an exception should be added as the big plant life goal is to block that passage, and it should only be moved by magic, so that trick is a glitch :>

may be, when getting inside tha dungeon, the player could be placed near but not where the big plant is :>
like falling by it's side when going in

EDIT: I think this glitch could be an issue, I just am not sure (as in a coded way) how to fix it yet

@Stihdjia
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Stihdjia commented Jul 21, 2018 via email

@AquariusPower
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@Stihdjia
if you feel adventurous try latest crafting branch (or https://github.com/AquariusPower/ivan/tree/THE_MERGED_BRANCHES_I_AM_PLAYING), turn the mushroom into a lump and after that just split it, may be more useful :)
btw, that is a not fully tested branch and may still have issues, crashes and things that may change soon :>

@Stihdjia
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Stihdjia commented Jul 22, 2018 via email

@AquariusPower
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AquariusPower commented Jul 22, 2018

@Stihdjia
there is a new option on master, it is an advanced experimental feature to detect and fix duplicated player (and all duplicated items, even on the current and other dungeon levels as long it remains active), it is disabled by default as it is slow. Enable it, I suggest trying first to recover the newer player (as there is 2, one is in the past, but there is option to try it too).

about the crashes:
if you are on linux, it dumped a stacktrace, if you can paste it here will help :)
otherwise: #386

@Stihdjia
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Stihdjia commented Jul 23, 2018 via email

@AquariusPower
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@Stihdjia if you dont mind sharing that savegame (compressed), I may take a look on it :), I will need all the files for that character as the .sav expects them to be created already.

@AquariusPower
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AquariusPower commented Jul 23, 2018

I think these lines from game.cpp are strongly related to the issue

  SumoWrestling = true;
  character* MirrorPlayer = Player->Duplicate(IGNORE_PROHIBITIONS);
  character* MirrorSumo = Sumo->Duplicate(IGNORE_PROHIBITIONS);
  SetPlayer(MirrorPlayer);

something probably went wrong when it happened,
I think it may not be complicated to simulate the problem again as there is code to duplicate the player,
may be some tries entering sumo may replicate it :>

@Stihdjia
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Stihdjia commented Jul 23, 2018 via email

@Stihdjia
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https://github.com/Stihdjia/ivan/blob/master/Aenech_Enda.tar.gz

@AquariusPower
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AquariusPower commented Jul 23, 2018

@Stihdjia
the abort message says the player is missing (it opts to load the .Autosave ones) (and of course the dup player fix only works with 2 available),
do you remember this happening? (comment from feio.cpp)

/**
 * Backups are a fallback mainly when a crash happens like this:
 *
 * - USER action: you try to enter a new dungeon (so it will be created now)
 *
 * - game action: saves a backup of the current dungeon last save at ".bkp"
 * - game action: saves the current dungeon w/o the player on it at ".tmp" (so if this saving crashes, the corrupted .tmp will just be ignored)
 * - game action: copies the sane ".tmp" to the final filename (and deletes the ".tmp" just after)
 *
 * - game bug: the new dungeon creation fails and crashes.
 *
 * This means: the only file remaining with player data (a player char at dungeon pos) is the .bkp one!!!
 */

@Stihdjia
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Stihdjia commented Jul 23, 2018 via email

@AquariusPower
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AquariusPower commented Jul 23, 2018

oh I do... I dont want it happening again to any of us xD
I will code a findPlayer() function to see what happens :)
unless this save if from before the implementation of the .bkp files, then it is already "fixed" (workaroundable)!

@AquariusPower
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AquariusPower commented Jul 24, 2018

I think you may be running not the latest as this .AutoSave duplicity should be fixed already:

Anech_Enda_1532098531.AutoSave.AutoSave.30
Anech_Enda_1532098531.AutoSave.AutoSave.sav
Anech_Enda_1532098531.AutoSave.AutoSave.wm

so, there are also 3 older files

Anech_Enda_1532098531.AutoSave.30
Anech_Enda_1532098531.AutoSave.sav
Anech_Enda_1532098531.AutoSave.wm

that you can safely delete.
Now rename the 3 ones with the dup autosave to the names of the ones deleted.

this branch contains the improved fixer (I will create a PR as soon it is fully working)
https://github.com/AquariusPower/ivan/tree/ImprovedDupPlayerBugFix
(also merged here https://github.com/AquariusPower/ivan/tree/THE_MERGED_BRANCHES_I_AM_PLAYING)

That will let you load on the wilderness.
Enter New Attnam.
You will see yourself invisible and a werewolf (both are the player).

Now on the config, enable the dup player bug fix,
accept "y",
kill the asleep werewolf,
enable again the config option (that is explained on the messages there too),
try to save the game (but will crash).

There is a final thing I have to fix, the torso of the dup player is not being fixed, it is keeping the item ID=1 it seems..., that is player's torso ID.

EDIT: so it is just to test but is not working yet, game will still crash.

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