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The_Game_Master

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Posts posted by The_Game_Master

  1. The problem appeared in 9701, not 9702, just tested to make sure.

    I'm not an expert, but maybe this cause the problem?

        float basePointsPerLevel = spellProto->EffectRealPointsPerLevel[effect_index];
    -    int32 basePoints = int32(effBasePoints + level * basePointsPerLevel);
    +    int32 basePoints = effBasePoints ? *effBasePoints - 1 : spellProto->EffectBasePoints[effect_index];
    +    basePoints += int32(level * basePointsPerLevel);
        int32 randomPoints = int32(spellProto->EffectDieSides[effect_index]);
        float comboDamage = spellProto->EffectPointsPerComboPoint[effect_index];
    

    Looks like i was right,

    chaning that to,

        int32 basePoints = effBasePoints ? *effBasePoints /*- 1*/ : spellProto->EffectBasePoints[effect_index];
       basePoints += int32(level * basePointsPerLevel);

    solved the problem.

    But this is not the proper way to fix it.

  2. Vladimir, any chance of the problem continuing here?

       if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false))
       {
           i_destinationHolder.ResetUpdate(50);
           if(i_nextCheckTime.Passed() && i_destinationHolder.HasArrived())
           {
               _setTargetLocation(owner);
               return true;
           }
       }
       return true;

    FleeingMovementGenerator.cpp

    "So as i understand it more seldom now but happens at same line" looks like it. I'll repost when i'll have a full backtrace.

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