FORUM ARCHIVED

The Great Hall bug

Discussion in 'Bugs' started by LionsDen, May 10, 2012.

  1. LionsDen

    LionsDen Member

    There is a loot bug in the great hall. I have been playing DoD since v1.0.9b and never once have I gotten loot at position 1 or position 2. Supposedly there is some there every time but never anything. I have posted the code for the room from the main game below.

    Code:
    <room width="28" height="22" name="30x22, The Great Hall">
      <row text="  #####D########D#########  "/>
      <row text="######...######...########  "/>
      <row text="#3#5.......^....^.......6#  "/>
      <row text="#2#.@..................@.#  "/>
      <row text="#!#......................###"/>
      <row text="#!P...##WWWWWWWWWWWW##...P##"/>
      <row text="#.....##WWWWWWWWWWWW##.....#"/>
      <row text="d..^....................^..d"/>
      <row text="#......###.................#"/>
      <row text="#....#####........#####....#"/>
      <row text="###..###1#........#####..###"/>
      <row text="###..###!#..^..^..#####..###"/>
      <row text="  #..###!#........8WWW...#  "/>
      <row text="###...WW...........WWW...#  "/>
      <row text="##P...WWW.@......@.......#  "/>
      <row text="#.7......................d  "/>
      <row text="d.^......................#  "/>
      <row text="#.......####...#####.....#  "/>
      <row text="###.....#####D######.....#  "/>
      <row text="  #..^..#          #..^..#  "/>
      <row text="  ##...##          ##...##  "/>
      <row text="  ##D###          ###D##  "/>
      <flags minLevel="0" maxLevel="0" special="1" />
      <loot at="1" />
      <loot at="2" />
      <element type="dredmorstatue" at="3" />
      <customengraving name="Candles" at="5" percent="60" pngSprite="dungeon/candles_floor_sw/candles_floor_sw" pngFirst="0" pngNum="3" pngRate="150" passable="1" pngAnimate="1" description="The candles flicker in a draft." can_push="0" />
      <customengraving name="Candles" at="6" percent="60" pngSprite="dungeon/candles_floor_nw/candles_floor_nw" pngFirst="0" pngNum="3" pngRate="150" passable="1" pngAnimate="1" description="The candles flicker in a draft." can_push="0"/>
      <customengraving name="Candles" at="7" percent="60" pngSprite="dungeon/candles_floor_ne/candles_floor_ne" pngFirst="0" pngNum="3" pngRate="150" passable="1" pngAnimate="1" description="The candles flicker in a draft." can_push="0"/>
      <customengraving name="Candles" at="8" percent="60" pngSprite="dungeon/candles_floor_se/candles_floor_se" pngFirst="0" pngNum="3" pngRate="150" passable="1" pngAnimate="1" description="The candles flicker in a draft." can_push="0"/>
      </room>
    
    It always bugged me that there was nothing in the hidden area at 1. I always thought the statue in the hidden area at 3 was all there was supposed to be. If someone knows how to change the code to get something random, let me know. That way until it's fixed, I can fix my own copy. :)
     
  2. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    I'm pretty sure I told David Baumgart about this back when the DLC was top-secret. I could have swore he said the change had been implemented for DLC.

    If not, I should go check to see if the rest of the list I sent him at that time got implemented or lost.


    EDIT: My bad. While I pointed out another room in the files that had this issue, I did not identify the Great Hall as needing a fix. In fact, reading my old correspondence to him, I actually seemed to think the Great Hall was working at the time.
     
  3. LionsDen

    LionsDen Member

    Is there a way to get it to spawn random loot until the fix is in? :(
     
  4. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Most reliable solution would be to assign a type to it. Probably type="armour" since that has the most variety to it, and thus would be closest to the spirit and intent.

    Part of the email I referred to was me telling dbaumgart about another room that had a different phrasing to generate a random item that wasn't working. When I made the notes that eventually became that email, this one was working, so it seems like that functionality probably broke between 1.0.8 and 1.0.9 rev B.

    You could try type="random". That's the code that was used in the place I was writing about and saying wasn't working. Maybe I just swapped which room was and which wasn't working? More than a month went by between me making the note and the conversation where it actually came up, so I could have screwed up the details. Nevermind, I'm pretty sure type="random" isn't working currently, either.
     
  5. LionsDen

    LionsDen Member

    I will try and see what happens. :)
     
  6. LionsDen

    LionsDen Member

    It didn't work, will have to temporarily have to do the type="something" until it's fixed.
     
  7. dbaumgart

    dbaumgart Art Director Staff Member

    (Fixed for next RC.)
     
    r_b_bergstrom likes this.
  8. LionsDen

    LionsDen Member

    Cool!! :D