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Eating mushroom gives multiple effects. #453
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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. |
But, but... I need long lasting levitation to teleport Genny without a wand! And I need to do that so I can go buy a book of Seges. And I need that so that I can fight more plants before I starve. And I need that so I can train for the sumo championship. And I need that so I can levitate!
…On Fri, Jul 20, 2018, 4:25 PM red_kangaroo ***@***.***> wrote:
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.
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you throw mushroom to be eaten by it? cool! xD
dont eat until near the isle exit :)
kiwis are quite feeding actually
never tried it, I think I need to be bloated right? not sure tho..
dont we all (irl xD) |
Not by throwing the mushroom, although I'll have to try that! If at all
possible I usually try to levitate off of New Attnam Island, and enter the
tunnel exit on the other side. Genny gets pushed out of the way and
randomly teleports somewhere else and I'm free to go back and forth between
Attnam and NA at my leisure, while still having plants spawning. This
tactic has however stranded me on the world map to starve multiple times.
…On Fri, Jul 20, 2018, 7:16 PM AquariusPower ***@***.***> wrote:
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)
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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 :> EDIT: I think this glitch could be an issue, I just am not sure (as in a coded way) how to fix it yet |
Aww OK then, as long as I can still zap her with wands (and now throw her
magic mushrooms ;) )
…On Fri, Jul 20, 2018, 7:29 PM AquariusPower ***@***.***> wrote:
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 :>
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@Stihdjia |
Yeah it looks interesting, I've been wanting to try it out. I've been
getting some crashes on the main branch though and I would like to narrow
down the cause. In both cases I had a Saal'thul, but that's almost
certainly unrelated. (heartbreaking though)
One crash was after returning to human form after fighting Huang Ming Pong
as a werewolf in New Attnam. I lost control of my character, but I was
still in control of *something else* in the sumo house. My vision was still
based on my human character, but whatever I was controlling was not in
sight. I somehow walked out of town as the mystery creature and saw my main
character on the world map, but crashed as soon as I tried to go back into
town.
The autosave was in the world map, recovery option had no effect. (I think
because my real character was in a different location.)
I haven't been sure where to report this, but it was before you guys were
supposed to have fixed that body switch/mirror/cloning bug. The second time
was after that, but with no unusual conditions so I don't know if it was
related.
…On Sat, Jul 21, 2018, 7:23 PM AquariusPower ***@***.***> wrote:
@Stihdjia <https://github.com/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 :>
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@Stihdjia about the crashes: |
Yeah I tried it with every configuration. No luck.
…On Sun, Jul 22, 2018, 5:29 PM AquariusPower ***@***.***> wrote:
@Stihdjia <https://github.com/Stihdjia>
there is a new option on master, it is an advanced experimental feature to
detect and fix duplicated player, 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).
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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. |
I think these lines from game.cpp are strongly related to the issue
something probably went wrong when it happened, |
Sure, I uploaded it as "Aenech_Enda.tar.gz" on the IVAN branch under my
name.
I suspect the game autosaved on the world map though, while my actual
character is still in New Attnam.
…On Sun, Jul 22, 2018, 10:43 PM AquariusPower ***@***.***> wrote:
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 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 :>
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@Stihdjia
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Yeah, I was controlling something I couldn't see and left the town.
This should already be fixed, don't worry about it too much.
…On Mon, Jul 23, 2018, 5:35 PM AquariusPower ***@***.***> wrote:
the abort message says the player is missing,
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!!!
*/
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oh I do... I dont want it happening again to any of us xD |
I think you may be running not the latest as this .AutoSave duplicity should be fixed already:
so, there are also 3 older files
that you can safely delete. this branch contains the improved fixer (I will create a PR as soon it is fully working) That will let you load on the wilderness. Now on the config, enable the dup player bug fix, 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. |
I just ate a regular mushroom and got levitation, confusion, regeneration, and I think some other effect. Is this intentional?
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