Author Topic: Possible Bug - Dying From Poison  (Read 188 times)

Offline ProphetSword

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Possible Bug - Dying From Poison
« on: July 19, 2017, 07:59:36 PM »
I have been tooling around in DC again, thanks to some lively conversations going on in the community.  During a run through a test module, I had the default character (Super Spud) fight a group of 4 Centipedes.  They have a poison bite.  Whenever they bite the character and kill him with poison, DC gives the errors that appear in the screenshots below.  This happens every time.


This does not break the game, though.  If you hit ENTER twice, it will continue.


Is this a known bug?


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Offline ProphetSword

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Re: Possible Bug - Dying From Poison
« Reply #1 on: July 19, 2017, 08:02:34 PM »
I forget what might be needed during these bug reports.  Is it one of the "record" log files?  I'll include the most recent one if it helps.  If not, let me know what file you need...



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Offline Paul R. Stevens

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Re: Possible Bug - Dying From Poison
« Reply #2 on: July 19, 2017, 09:54:25 PM »
I would say that there are two bugs here:

1) Manikus' script appears to have attempted to
use $CharacterContext() inappropriately.
2) The diagnostic appears not to have displayed the
script name properly.

I need sufficient information to cause the error
on my machine.

In general, we need the 'data' folder and the 'saves'
folder.  We can probably get along with those if the
data folder contains the log of the session that
caused the error.  We prefer a more structured
bug report but for beginners we can try to
make do with that.

You might want to wait for Manikus to return.  He
is the official bug processor and may have different
ideas about how to proceed.  And, it is his script
that caused the initial failure.

Offline ProphetSword

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Re: Possible Bug - Dying From Poison
« Reply #3 on: July 19, 2017, 10:09:25 PM »
Okay.  Thanks for the feedback.  I'll wait until he tells me how to proceed.
LANDS OF ADVENTURE: An Old-School Style CRPG

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Offline steve_mcdee

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Re: Possible Bug - Dying From Poison
« Reply #4 on: July 20, 2017, 12:08:45 AM »
I think I can see what the problem is here. The centipedes are poisoning the game, rather than the target.

Offline Mechanaut

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Re: Possible Bug - Dying From Poison
« Reply #5 on: July 20, 2017, 12:26:31 AM »
It's ironic that some of the Gold-Box games also had a bug - dying from poison... But that was instantaneous PC death on a successful poisoning, instead of the PC receiving delayed damage per round, as intended. It made neutralize poison a useless spell.
« Last Edit: July 20, 2017, 12:29:02 AM by Mechanaut »

Offline ProphetSword

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Re: Possible Bug - Dying From Poison
« Reply #6 on: July 20, 2017, 07:45:58 AM »
Actually, Neutralize Poison will bring a character killed by poison back to life in those games, so I wouldn't call it useless.
LANDS OF ADVENTURE: An Old-School Style CRPG

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Offline Mechanaut

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Re: Possible Bug - Dying From Poison
« Reply #7 on: July 20, 2017, 08:25:08 AM »
Actually, Neutralize Poison will bring a character killed by poison back to life in those games, so I wouldn't call it useless.
Is that intentional?  I'll have to try that out; but it would have never occurred to me to cast that spell on a dead PC.

Offline ProphetSword

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Re: Possible Bug - Dying From Poison
« Reply #8 on: July 20, 2017, 09:52:07 AM »
I believe it is intentional. Slow Poison will also bring them back to life, but only for a short time. You are supposed to utilize that time to get a Neutralize Poison spell cast in them before they die again.
LANDS OF ADVENTURE: An Old-School Style CRPG

More Information Here: http://landsadventure.blogspot.com/

Offline Mechanaut

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Re: Possible Bug - Dying From Poison
« Reply #9 on: July 20, 2017, 12:50:54 PM »
In most games that I've played (and of their games most memorably "Eye of the Beholder"), the Slow-Poison spell lessened the rate of damage dealt by poison, while Neutralize Poison stopped all further damage from existing poison in the PC; (both only on a living PC).   I had always taken Gold-Box games where poison kills on the spot as having been bugged, because neither spell seemed to matter before a poisoning, and neither seemed suitable after they were dead.


IRRC, this was fixed (or changed) in latter GB games? (or am I not remembering it correctly?)
« Last Edit: July 20, 2017, 12:57:12 PM by Mechanaut »

Offline manikus

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Re: Possible Bug - Dying From Poison
« Reply #10 on: July 20, 2017, 01:54:07 PM »
I forget what might be needed during these bug reports.  Is it one of the "record" log files?  I'll include the most recent one if it helps.  If not, let me know what file you need...

Her you go, ProphetSword.
http://ua.reonis.com/index.php?topic=2588.0

Offline manikus

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Re: Possible Bug - Dying From Poison
« Reply #11 on: July 20, 2017, 02:02:23 PM »
I would say that there are two bugs here:

1) Manikus' script appears to have attempted to
use $CharacterContext() inappropriately.
2) The diagnostic appears not to have displayed the
script name properly.

This script is attached to a spell in "savingThrowFailedScript". The rest of the script is using $TargetContext(). I wrote this years ago, but I would guess I used $CharacterContext() because even though this is being used in combat, it needs to effect the character, too.

Her eis the spell:
Code: [Select]
\(BEGIN)
name = monsterPoisonCentipede
casting sound = none
cast msg = /c poisons /t.
missile sound = none
coverage sound = none
hit sound = none
linger sound = none
cast art = none
missile art = none
target cover art = none
target hit art = none
target linger art = none
school = Monster
cast by = magicUser
can target friend = no
can target enemy = yes
cumulative = yes
can memorize = no
allow scribe = no
auto scribe = no
in camp = no
in combat = yes
can be dispelled = yes
lingers = no
linger affects once = no
save versus = Par/Pois/DM
save result = negates
Special Ability = DamageNonMagical,poison
Special Ability = StandardDisplaySpellEffect
Special Ability = monster_Poison
targeting type = selectByCount
target quantity = 1
target range = 0
level = 1
casting time = 0
casting time units = initiative
duration = 0
duration units = instantaneous
target duration = 0
price = 0
priority = 500
spell effect 1 = $CHAR_AC,-1,delta,target,yes
savingThrowScript =
savingThrowSucceededScript = $SET_HOOK_PARAM(5,"/t is unaffected.");
savingThrowFailedScript = $SkillAdj($CharacterContext(), "Save Vs PP", "monsterPoisonCentipede", "-","4");$SET_CHAR_HITPOINTS($IndexOf($TargetContext()), $GET_CHAR_HITPOINTS($IndexOf($TargetContext())) -# 30);
begin script =
end script =
\(END)


Offline Paul R. Stevens

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Re: Possible Bug - Dying From Poison
« Reply #12 on: July 20, 2017, 02:50:32 PM »
1) Is the use of this script documented anywhere?

2) No context is defined whatsoever.  Neither Character
nor Target. It appears to only expect that the script
will modify the text that is displayed as a result of the
saving throw failure.

3) Ditto for "savingThrowSucceeded".



Offline manikus

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Re: Possible Bug - Dying From Poison
« Reply #13 on: July 20, 2017, 03:07:51 PM »
I have no documnetation for either one of these keywords. The hehlp at the start of the spells.txt file ends like this...
Code: [Select]
//  Activate Script
//
//  Modify Script
//
//  Saving Throw Script
//
//  Saving Throw Failed Script
//
//  Saving Throw Succeeded Script
//
//  Begin Script
//
//  End Script
//

I don't see any of these terms defined in the web Help, either.

I would appreciate being able to sue Attacker, Target, as well as both Combatant and character

Offline ProphetSword

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Re: Possible Bug - Dying From Poison
« Reply #14 on: July 20, 2017, 03:16:45 PM »
I forget what might be needed during these bug reports.  Is it one of the "record" log files?  I'll include the most recent one if it helps.  If not, let me know what file you need...

Her you go, ProphetSword.
http://ua.reonis.com/index.php?topic=2588.0


I will try to get this to you later tonight. On my tablet at the moment.
LANDS OF ADVENTURE: An Old-School Style CRPG

More Information Here: http://landsadventure.blogspot.com/