Here's a list of every possible problem I found. A few may be intentional, and some may have been fixed since I found them(NOTE:I did this before the update right above. They might have been fixed.)
Thanks for the feedback, bug reports are welcome
- I saw at least one interaction which had "IT_MANUAL_INPUT:yourself". If it is only to work on the caster, then it should not have a IT_MANUAL_INPUT.
I actually don't think I knew that you could have interactions that just happen to the caster without further input.
- Change the ocarina, instruments are not that simple anymore. It may even crash the game. No idea if it would, though.
I think that simple instruments like the ocarina are still acceptable, though they do look kinda funny next to the more complicated ones. I have seen ocarinas in-game, as well as musical forms that call for them, so they seem to work at least a little.
However, the mod is having mysterious world gen crashes, and the instrument/musical form tokens are prone to causing crashes when used improperly, so I will have to examine this more closely.
- when a bar is a product, it should probably have "PRODUCT_DIMENSION:150". I saw this problem at pray_shield.
I'll take a pass through to make sure there are no other occurrences. Thankfully, pray_shield isn't in use, so that specific instance won't cause gameplay problems.
- Instead of a reaction having [NAME:X], [SKILL:X] and [BUILDING:NONEXISTANT_BUILDING:X], you can just remove these, and it should work. If the reason you are doing that isn't to just get the entity to use something, then tell me the specific circumstances. I'm not entirely certain that NAME doesn't need to be used.
Ah, that's another thing I didn't know, thanks
- Are you sure the entities that have reactions with adamantium as reagents actually have access to adamantium? They don't seem to have any reactions to get it.
Giving an entity a reaction with adamantium as a reagent would cause them to have access to adamantium, the same as any other reaction involving bars of metal. However, the [SPECIAL] token on adamantium prevents it from showing up in an entity's repertoire.
I'm not sure which reactions specifically you're referring to; however, entities never get access to (for example) weapons generated only through reactions, so you won't be able to trade for (or face enemies that use) the Master Sword-type weapons, even though several entities have reactions that allow them to produce such weapons.
(Note that ADAMANTIUM was retained as the material ID for Holy Steel [out of paranoia that there would turn out to be something hardcoded that assumed a material with that ID exists], so a player-fort can use these reactions by digging down to the Pillars of the World. This is intended to be the only way to use reactions involving ADAMANTIUM, in fact. Most player-forts will first need to trade for digging implements from one of the digging-enabled tribes, which means that it will be at least several years before such a fort can obtain the products of these reactions, which tend to be powerful weapons. Because the ADAMANTIUM's in-game name is Holy Steel, it is the HOLY_WAFERS reaction which is used to convert holy thread to holy wafers)
- Is there a reason the twilight shadowstaff has two of the same attack? After all, multi-attacks can only use one attack per weapon... I also noticed the triblade, quarterstaff, shod quarterstaff, trident, and ninja-to having this problem.
Those are included under the theory that opportunity attacks are checked for on a per-attack-entry basis, such that using a weapon with extra attack entries results in a greater number of opportunity attacks.
I have never bothered to attempt to quantify this and see if it is true, nor have I ever asked other modders if they know if it works like that. If it's not true, then the duplicate attacks could probably be removed, at least in some cases (for stuff like the trident, were you have 1 strong attack and two weaker ones, it would at least influence how often you get an opportunity attack with the main spear vs the side-prongs).
(shadowstaffs, quarterstaffs, and shodden quarterstaffs have two bash attacks to represent the idea that, from a neutral position, the wielder can attack their opponent with either end of the weapon. The tridents and triblades have separate attacks for all three prongs (and both edges for the triblades. I'm not sure why ninja-tos have two stab attacks, possibly to cause the AI to stab more frequently than slashing? It isn't like the other cases, at least)
- I notice that you seemed to put some gaits in c_variation_default, even though you have a c_variation_zelda. Is there a reason the gaits are not in c_variation_zelda instead?(this one isn't really a bug, it's just my inner grammar nazi)
Yeah... I should probably move those. I think what happened there was that I wanted to keep all the gaits in one place, since when I started messing with them they were these strange new things....
- When I was embarking, there were two seeds that didn't seem to have any name. I don't know which two, or whether this is even your fault.
That turned out to be one of the many strange bugs resulting from the duplicate grass entry. Irritatingly enough, the duplicate grass entry doesn't get noted in the error log if you only load the Arena. You have to load a real world before the game notices it.
- Shouldn't the slingshot be a whip, or at least a mace? After all, the sling is a whip... And why is the meteor hammer not a hammer? Also, why is the triblade a spear? Tri'blade' sounds like a sword to me. Of course, this part is almost certaunly my inner grammar nazi talking.
The slingshot is meant to be the 'Y' shaped type of sling, like Link's weapon in OoT (whereas the sling is meant to be the real-world weapon). I'm not sure WHAT melee skill to use for something like that, none of them really seem to fit. Hammer got used simply because that's what crossbows use.
A meteor hammer is a real-world martial-arts weapon, despite the name it's a heavy weight on the end of a rope, which got tossed in with the 'lasher'-type weapons 'cause that's...
sorta how you use one? Hookshots also got tossed in with 'lasher', I've been pretty loose with what I've been putting under that skill....
Your inner grammar nazi more-or-less nailed my own inner debate about what skill to class the Triblade under. It's meant to represent the sharp-edged trident-thing Ganon is sometimes drawn using (
see here for an example). I initially had it as a sword, on the grounds that's how he's shown using it, before switching it to a spear to emphasize the trident aspect (you may notice that it has the attacks of both a trident and a sword).
- Could you, in some cases, use a creature_variation to the effect of
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[CV_NEW_TAG:USE_CASTE:FEMALE_10_ARROW:FEMALE]
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, instead of having it written down for each one?
I could, yeah. My thinking was two-fold: 1) I needed to go through and assign the castes on a case-by-case basis, since some creatures have weirdly-named-castes, and 2) I might at some point want to tweak the frequencies (and thus the probability of the creature dropping a given item) on a per-creature basis.
Also, I was wondering if you could have the male gerudo transform into a giant ganon pig?(well, I actually mean; do you want to? I already know it is possible.)
I don't think all male Gerudo are necessarily Ganondorf, though AFAIK both of the explicitly mentioned cases have, in fact, been Ganondorf (the one in OoT/WW/TP and the one in Four Swords Adventures).
I could do that, yeah. Seems like it would be fun. I have indeed been crediting the male gerudo with Ganondorf's powers, despite the fact that I also don't think all male gerudo were intended to have them.
As it stands, the "wander the world as a friendless monster" curse was intended to be the Ganon-effect (the victim of the curse turns into a Dark Beast during the new moon). Ironically, I have spotted people with that curse hanging out in towns, so I seem to have botched the werewolf-effect somehow. I can't remember if that bug is fixed or not