Shield only works when assigned power id=11 #856

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makrohn opened this Issue Aug 23, 2012 · 6 comments

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makrohn commented Aug 23, 2012

Which threw me for a total loop in Poly where it's been 3. Seems to have broken about a week ago.

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dorkster Aug 23, 2012

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This is probably related to #260. When we make status effects more arbitrary, we'll try to get rid of silly restrictions like this one.

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dorkster commented Aug 23, 2012

This is probably related to #260. When we make status effects more arbitrary, we'll try to get rid of silly restrictions like this one.

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clintbellanger Aug 23, 2012

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There's a constant POWER_SHIELD=11 which is currently used for displaying the shield art. Shields should still be working, but not displayed properly if set to another index.

This will all get fixed in v0.18's work to completely revamp the buff/debuff system.

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clintbellanger commented Aug 23, 2012

There's a constant POWER_SHIELD=11 which is currently used for displaying the shield art. Shields should still be working, but not displayed properly if set to another index.

This will all get fixed in v0.18's work to completely revamp the buff/debuff system.

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makrohn Aug 23, 2012

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Well, I also noticed that shield no longer works without a gfx defined. So maybe what happened is that shield requires gfx to be set in order to not crash the game, and since graphics are only loaded if shield id=11, that's why the crash?

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makrohn commented Aug 23, 2012

Well, I also noticed that shield no longer works without a gfx defined. So maybe what happened is that shield requires gfx to be set in order to not crash the game, and since graphics are only loaded if shield id=11, that's why the crash?

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clintbellanger Aug 23, 2012

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Sounds like a possibility. In that case we need some error checking to make sure we're not drawing null image pointers.

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clintbellanger commented Aug 23, 2012

Sounds like a possibility. In that case we need some error checking to make sure we're not drawing null image pointers.

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stefanbeller Sep 8, 2012

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drawing null image points is checked in SDL, you can safely pass a null pointer to sdl and it will return having the SDL_ERROR() being able to report the exact problem. It will not crash, but only draw nothing.

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stefanbeller commented Sep 8, 2012

drawing null image points is checked in SDL, you can safely pass a null pointer to sdl and it will return having the SDL_ERROR() being able to report the exact problem. It will not crash, but only draw nothing.

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stefanbeller Sep 8, 2012

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Also see 015cf2d

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stefanbeller commented Sep 8, 2012

Also see 015cf2d

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