To get the first bug (see the apple when opening th treasure containing the potion) , I simply opened the first chest, picked up the apples, used them, then manage to go to the potion chest, and open it.
I wish I'd try it again but it seems I've got compilation issues on linux at the moment. (I'll see whether I'm not too lazy and try to fix them myself. ;])
Best regards,
Bertram
P.S.: The compilation errors just in case it'd help you:
(Debian amd64)
In file included from test.cpp:4:0: game.h: In member function ‘void effect::fromScriptObj(object)’: game.h:775:55: error: ‘class effect’ has no member named ‘type’ game.h:783:6: error: ‘newDT’ was not declared in this scope game.h: At global scope: game.h:1423:42: error: expected ‘,’ or ‘...’ before ‘*’ token game.h: In member function ‘void unit::fromScriptObj(object)’: game.h:1318:6: error: ‘newDT’ was not declared in this scope game.h: In member function ‘void unit::rest()’: game.h:1388:82: error: no matching function for call to ‘unit::varyHits(int)’ game.h:1388:82: note: candidate is: game.h:1423:7: note: void unit::varyHits(int, damageType) game.h:1423:7: note: candidate expects 2 arguments, 1 provided game.h: In member function ‘void unit::varyHits(int, damageType)’: game.h:1424:7: error: ‘type’ was not declared in this scope game.h: In member function ‘void unit::applyEffect(effect)’: game.h:1650:24: error: ‘class effect’ has no member named ‘type’ game.h: In member function ‘void unit::tempEff()’: game.h:1670:92: error: no matching function for call to ‘unit::varyHits(int)’ game.h:1670:92: note: candidate is: game.h:1423:7: note: void unit::varyHits(int, damageType) game.h:1423:7: note: candidate expects 2 arguments, 1 provided game.h:1676:27: error: ‘class effect’ has no member named ‘type’ game.h: In member function ‘effect weapon::getEff(unit*)’: game.h:1774:11: error: ‘class effect’ has no member named ‘type’ In file included from test.cpp:4:0: game.h: In constructor ‘battle::battle()’: game.h:3354:28: error: assigning to an array from an initializer list game.h: In function ‘void hpUp_click(control*, mouseEvent)’: game.h:3568:37: error: no matching function for call to ‘unit::varyHits(int)’ game.h:3568:37: note: candidate is: In file included from test.cpp:4:0: game.h:1423:7: note: void unit::varyHits(int, damageType) game.h:1423:7: note: candidate expects 2 arguments, 1 provided In file included from test.cpp:4:0: game.h: In member function ‘int script::exec(campaign*)’: game.h:3900:46: error: no matching function for call to ‘unit::varyHits(int)’ game.h:3900:46: note: candidate is: In file included from test.cpp:4:0: game.h:1423:7: note: void unit::varyHits(int, damageType) game.h:1423:7: note: candidate expects 2 arguments, 1 provided In file included from test.cpp:4:0: game.h: In member function ‘int script::exec(battle*)’: game.h:4128:46: error: no matching function for call to ‘unit::varyHits(int)’ game.h:4128:46: note: candidate is: In file included from test.cpp:4:0: game.h:1423:7: note: void unit::varyHits(int, damageType) game.h:1423:7: note: candidate expects 2 arguments, 1 provided In file included from test.cpp:4:0: game.h: In member function ‘void unit::AI(bool)’: game.h:4407:68: error: ‘class effect’ has no member named ‘type’ game.h:4408:20: error: ‘class effect’ has no member named ‘type’ game.h:4408:20: error: ‘class effect’ has no member named ‘type’ game.h:4412:67: error: ‘class effect’ has no member named ‘type’ game.h:4413:20: error: ‘class effect’ has no member named ‘type’ game.h:4413:20: error: ‘class effect’ has no member named ‘type’ game.h:4417:68: error: ‘class effect’ has no member named ‘type’ game.h:4418:20: error: ‘class effect’ has no member named ‘type’ game.h:4418:20: error: ‘class effect’ has no member named ‘type’ game.h:4422:67: error: ‘class effect’ has no member named ‘type’ game.h:4423:20: error: ‘class effect’ has no member named ‘type’ game.h:4423:20: error: ‘class effect’ has no member named ‘type’ game.h:4441:67: error: ‘class effect’ has no member named ‘type’ game.h:4442:22: error: ‘class effect’ has no member named ‘type’ game.h:4442:22: error: ‘class effect’ has no member named ‘type’ game.h:4458:66: error: ‘class effect’ has no member named ‘type’ game.h:4459:22: error: ‘class effect’ has no member named ‘type’ game.h:4459:22: error: ‘class effect’ has no member named ‘type’ game.h:4475:67: error: ‘class effect’ has no member named ‘type’ game.h:4476:22: error: ‘class effect’ has no member named ‘type’ game.h:4476:22: error: ‘class effect’ has no member named ‘type’ game.h:4492:66: error: ‘class effect’ has no member named ‘type’ game.h:4493:22: error: ‘class effect’ has no member named ‘type’ game.h:4493:22: error: ‘class effect’ has no member named ‘type’ game.h: In function ‘void loadDatabase(object)’: game.h:4625:4: error: ‘newDT’ was not declared in this scope
Found a bug. When you use an item, it disappear from the inventory but not from the window used when opening a box. Thus the two apples are still there when you find the potion.
Second thing, when you try to use an item after selecting an empty slot, the game crashes.
Hi Buch,
To get the first bug (see the apple when opening th treasure containing the potion) , I simply opened the first chest, picked up the apples, used them, then manage to go to the potion chest, and open it.
I wish I'd try it again but it seems I've got compilation issues on linux at the moment. (I'll see whether I'm not too lazy and try to fix them myself. ;])
Best regards,
Bertram
P.S.: The compilation errors just in case it'd help you:
(Debian amd64)
Hi again,
Found a bug. When you use an item, it disappear from the inventory but not from the window used when opening a box. Thus the two apples are still there when you find the potion.
Second thing, when you try to use an item after selecting an empty slot, the game crashes.
Apart from that, it's promising :) Wish you luck!
I meant the commands. Thanks! (I was too lazy to look at the code ;])
Hi,
Btw, how do you play it?
I don't know about you, but it feels like this game could have a life after the LPC. ;)
Specials are working O.O
Woohoo! Keep it on guys :)
Hi,
This is a great idea. I have been thinking about adding birds, walking, pecking and flying for sometimes, too.
Would someone be interested in doing LPC compatible graphics, maybe?
Ah, and team Meoow, here ;)
Hi pennomi,
Nice to see actual first screenshots or orthogonal support from flare (as for me ;]).
The idea is promising. I wish you best of luck.
Woohoo!
Go guys :D
Hi daneeku,
Thanks a lot for those! The palette used is very refreshing, and great to see some variations on it!
The smith element is a formidable addition, too. :)
Speaking of which, I wondered, where and/or when are the new sprites being collected and put in shape for use in the LPC apps?
Best regards,
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