Author Topic: OXCE (OpenXcom Extended) main thread  (Read 568473 times)

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #885 on: September 29, 2021, 07:16:02 pm »
Another thing fixed in 7.1.1 is crash when unit with reaction 0 react to attack.
As consequence of this fix y-script hooks for reactions have new argument `reaction_count` where is stored sequence number of current reaction to same event.

How is it possible?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #886 on: September 30, 2021, 01:10:34 pm »
when "action unit" have too zero reaction because of stats of depletion of TU

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #887 on: October 02, 2021, 03:51:47 pm »
In recent version of OXCE 7.1.2 changed logic that now unit can access psi, skill and special item buttons at once, previously only one buttons was visible.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #888 on: October 06, 2021, 04:27:33 am »
I'm sorry, but I'm staying on version 7.0. I'm tired of error messages that were not considered errors before. In addition, this update does not carry any useful functions for my modification. Bug fixes that I've never encountered are also of dubious utility.

I wish you a successful removal of restrictions in the future and not to ruin what works.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #889 on: October 06, 2021, 08:15:16 am »
I'm sorry, but I'm staying on version 7.0. I'm tired of error messages that were not considered errors before. In addition, this update does not carry any useful functions for my modification. Bug fixes that I've never encountered are also of dubious utility.

I wish you a successful removal of restrictions in the future and not to ruin what works.

Just for the record, all those things were considered errors before, and were causing issues and crashes.

We will definitely not remove any validations (unless proven we made a mistake somewhere -- we're only humans too); the number of validations will only grow and grow to ensure we provide the best quality possible.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #890 on: October 09, 2021, 01:38:32 pm »
Encountered possible bug.
When attacking by psi-amp "use", script hook "damageUnit" must know damage type from psi-amp. But both "damaging_type" parameter and "RuleDamageType.getResistType" from "weapon_item" always returns 0.
Or is it work some other way?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #891 on: October 09, 2021, 03:18:48 pm »
Do you correctly set it in psi-amp? Stats for nerd should show what damage type is set for this item.
Rest of code should handle damage types same as any other item in game.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #892 on: October 09, 2021, 03:48:08 pm »
Spoiler:
Code: [Select]
  - type: STR_MENTAL_WEAPON_2 #Mentat master panic
    categories: [STR_SPELLS_WEAPONS, STR_PSI, STR_MENTAL_DAMAGE]
    maxRange: 25
    hitSound: 36
    psiAnimation: 40
    hitAnimation: 176
    battleType: 9
    LOSRequired: false
    power: 1
    manaRequired: true
    manaExperience: 150
    experienceTrainingMode: 26
    accuracyPanic: 30 #bonus equal to Vanilla x2
    accuracyUse: 20
    accuracyMultiplier:
      firing: 0.0
      psiSkill: 1.0   
    damagetype: 13
    damageBonus:
      psiStrength: 0.5
    damageAlter:
      RandomType: 3
      ArmorEffectiveness: 0
      ToWound: 0
      ToArmor: 0
    costUse:
      time: 0
      mana: 0
    tuPanic: 0
    tuMindControl: 0
    tuUse: 0
    flatRate: true
    clipSize: -1
    fixedWeapon: true
    specialUseEmptyHand: false
    recover: false
#    specialIconSprite: 6
    targetMatrix: 7
Maybe a thing is that attack can be done via skill?
Spoiler:
Code: [Select]
  - type: STR_MIND_BLAST_SKILL #mentat master, deal damage.
    tags:
      SKILL_ID: 12
    costUse:
      time: 25
      mana: 25
    flatUse:
      mana: true
    targetMode: 11
    compatibleWeapons: [STR_MENTAL_WEAPON_2]
    checkHandsOnly: false
It does nothing scripted though.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #893 on: October 09, 2021, 04:05:43 pm »
Code: [Select]
damagetype: 13
this is incorrect, `T` should be upper case.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #894 on: October 09, 2021, 04:06:11 pm »
Code: [Select]
damagetype: 13
this is incorrect, `T` should be upper case.
Oh. Shame on me.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #895 on: October 09, 2021, 04:16:36 pm »
This is why I ask you to check SfN as it can detect errors like this

Offline mercy

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Re: OXCE (OpenXcom Extended) main thread
« Reply #896 on: October 09, 2021, 06:00:58 pm »
I would like to request a shortcut to transfer everything from the left to the right (at once on keypress "X") on the Transfer screen, please:


Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #897 on: October 17, 2021, 11:59:51 am »
New OXCE v7.1.3 is up.

2021-10-17
Modding:
- It is now possible to show multiple special buttons at once (psi, special, soldier skill)

Scripting:
- Added reaction count limit (+exposed the counter to scripts)

Bugfixes:
- Fixed missing death and bleedout notifications for unconscious units (to be backpatched into OXC)
- Fixed loot window not displaying any items after a base defense
- Cannot disengage when you and the HK have the same speed anymore
- Fixed issue when unit has Reaction score=0
- Fixed display of unit stats during walking/firing (to be backpatched into OXC)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #898 on: October 17, 2021, 01:19:35 pm »
New OXCE v7.1.3 is up.
Thank you very much !!  :)
« Last Edit: October 17, 2021, 01:21:36 pm by BlackStaff »

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #899 on: October 17, 2021, 09:48:49 pm »
Small question:
When we use "FixRadius: 1" for super-powerful weapon, the explosion animation still showed over whole screen, not just normal blast. Is it intended?