PDA

View Full Version : Some tarot cards not functioning correctly?



Boksha
07-31-2005, 08:08 PM
I'm using PK + BooH and patched all the way up to v1.64.

I noticed that Greed only doubles the gold found counter in the levels. At the end of the level you still end up with only half the amount of gold this counter displays: the amount of gold you would've had without Greed. Is Greed supposed to work like this? That would seem pretty useless to me, especially considering it costs a whopping 2000 gold to place and besides a higher counter for each level you get nothing in return. (it does make it easier to get the tarot card in Cathedral :p)

Another thing I noticed is Double Time Bonus not working properly. When I have no time bonus cards equipped, the golden cards remain 30 seconds. With single Time Bonus card I clocked 40 seconds. With double time bonus it's 30 seconds again? Placing both cards also gives 40 seconds. (while it should be 50, as the best card of the two is supposedly used)

Finally I noticed an annoying thing about the Health Stealer card that didn't pop up until the amount of health this card gives you was limited to 250. Normally there's no limit to how much health you can get by collecting souls (I haven't found one anyway). When you have the Health Stealer card equipped however, instead of stopping the stealing above 250 health, your health gets RESET to 250 whenever you hurt an enemy if your health is already above 250! I'm not sure if this is done on purpose, but it would seem more logical to me if the card just doesn't affect your health at all once it's above the limit because in it's current form it can even make things harder for the player. (although, admittedly, you can still take quite a beating if you have 250 health anyway :p)

Can anyone confirm these things? (I may have caused them myself somehow breaking open all sorts of files)

kalme
08-01-2005, 04:45 AM
Hi Boksha,

these are some nice observations. I wonder why no one else noticed these things before (including myself). Here is what I found:


I noticed that Greed only doubles the gold found counter in the levels. At the end of the level you still end up with only half the amount of gold this counter displays: the amount of gold you would've had without Greed. Is Greed supposed to work like this? That would seem pretty useless to me, especially considering it costs a whopping 2000 gold to place and besides a higher counter for each level you get nothing in return. (it does make it easier to get the tarot card in Cathedral :p)
You are right, the money the player receives isn't modified by the Greed card at all. I'm not sure about whether this is intended or not. The lines that increase the game's gold counter and the player's gold counter are next to each other in the scripts. Additionally, there are two places where this counter modification happens. Still the player's counter is not affected by the Greed card, so this may indeed be intended.


Another thing I noticed is Double Time Bonus not working properly. When I have no time bonus cards equipped, the golden cards remain 30 seconds. With single Time Bonus card I clocked 40 seconds. With double time bonus it's 30 seconds again? Placing both cards also gives 40 seconds. (while it should be 50, as the best card of the two is supposedly used)
Rofl... the line that sets the extended time is commented out in the scripts without further explanation. Single time bonus is untouched. Did this ever work? I looked at the scripts of 1.64 -- disabled. 1.62 -- disabled. 1.5, 1.3.5 and even 1.0! -- disabled. And no one ever noticed?? Wow :D


Finally I noticed an annoying thing about the Health Stealer card that didn't pop up until the amount of health this card gives you was limited to 250. Normally there's no limit to how much health you can get by collecting souls (I haven't found one anyway). When you have the Health Stealer card equipped however, instead of stopping the stealing above 250 health, your health gets RESET to 250 whenever you hurt an enemy if your health is already above 250! I'm not sure if this is done on purpose, but it would seem more logical to me if the card just doesn't affect your health at all once it's above the limit because in it's current form it can even make things harder for the player. (although, admittedly, you can still take quite a beating if you have 250 health anyway :p)
Yes, very annoying! I encountered this bug myself. Especially in Leningrad when you brought yourself to a higher healthpoint count using souls and then get kicked back to 250 as soon as you hurt the next enemy. That's an error in the scripts, they should have made one verification the other way round.

Something else to be fixed by Powermad... :P

Mr. Q
08-01-2005, 06:20 AM
Seems you got work to do kalme, bring out a patch witch fix those bugs. :)

Boksha
08-01-2005, 08:51 AM
To be honest they aren't exactly observations from in-game... I didn't notice these until I started browsing the code myself either (I frequently used Double Time Bonus and Greed without noticing). I did confirm them in-game. :)

The fixes would be just a few lines of change. For example, in Game.lua



-- time bonus (Golden Cards last 10 seconds longer)
if Game.CardsSelected[cards[11].index] then
self.GoldenEnableTime = self.GoldenEnableTime + 10
end

-- double time bonus (Golden Cards last 20 seconds longer)
if Game.CardsSelected[cards[12].index] then
--self.GoldenEnableTime = self.GoldenEnableTime + 20
end
to


-- double time bonus (Golden Cards last 20 seconds longer)
if Game.CardsSelected[cards[12].index] then
self.GoldenEnableTime = self.GoldenEnableTime + 20
else
-- time bonus (Golden Cards last 10 seconds longer)
if Game.CardsSelected[cards[11].index] then
self.GoldenEnableTime = self.GoldenEnableTime + 10
end
end


and in CActor.lua



if Game.StealHealth then
to


if Game.StealHealth and Player.Health < 250 then


I'm still baffled at Greed though. As you said the lines for adding gold are right next to each other, which makes it look like it's really intended to work like this. Ah well, greed is evil I guess. :)