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Author Topic: [38c] Adventurers with mortal wounds can travel, in cert  (Read 509 times)

MaxVance

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[38c] Adventurers with mortal wounds can travel, in cert
« on: April 04, 2008, 05:00:00 pm »

Thig bug takes a bit of back story. I had been playing a human hammerman and was attacking a goblin fortress when his when his left hand got shot, ripping off his middle finger and mangling the rest of his hand. I got him back to town and retired him. A while later with another adventurer, I reached the same town and got Mr. Missing Finger to join my party. We headed out to that goblin fortress again, where Mr. Missing Finger had his eye and throat promptly shot out. We got back to town again and retired.

Now curious, I unretired the first adventurer. It seems I can travel using him so long as I don't spend any turns before traveling again. If I do, the lack of throat starts heavily bleeding and I get the "You can't travel until you've stopped the bleeding" message.

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Sean Mirrsen

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Re: [38c] Adventurers with mortal wounds can travel, in cert
« Reply #1 on: April 04, 2008, 05:31:00 pm »

The game won't update your state if you don't move.
Same as you won't travel if you just go back after you press T.
Several bugs I've encountered with my mod are dependant on this stuff, sometimes I get ambushed by a random encounter, and the moment I take a step, the game crashes. Doesn't happen always though..
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MaxVance

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Re: [38c] Adventurers with mortal wounds can travel, in cert
« Reply #2 on: April 04, 2008, 05:39:00 pm »

I understand that. I suppose I should clarify that the problem here is that you can travel even if you have a mortal wound, not not that mortal wounds don't start bleeding immediately if you traveled with them.
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Toady One

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Re: [38c] Adventurers with mortal wounds can travel, in cert
« Reply #3 on: April 04, 2008, 07:47:00 pm »

So when you say "you" traveled with a mortal wound, it was actually the first guy that joined your party that you weren't controlling at the time?  I think it only checks your buddies for KOs/web/paralyze right now.

edit:  I mean, as the genesis of the problem.  You could also travel later when you unretired, but that's a symptom rather than the main issue.

[ April 04, 2008: Message edited by: Toady One ]

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MaxVance

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Re: [38c] Adventurers with mortal wounds can travel, in cert
« Reply #4 on: April 04, 2008, 08:00:00 pm »

Yes, that's exactly it. The character I was controlling at the time the other guy lost his throat was fine.

Also, holy cow, I never expected a response like this so quickly. You all here seem pretty cool.   :)

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FunnyMan

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Re: [38c] Adventurers with mortal wounds can travel, in cert
« Reply #5 on: April 05, 2008, 03:58:00 am »

quote:
Originally posted by MaxVance:
<STRONG>Also, holy cow, I never expected a response like this so quickly. You all here seem pretty cool.    :)</STRONG>

Toady One: A legitimate use for the <blink> tag.

(Think about it for a moment, you'll get it.)

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