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[bug] meta: test and extract remaining issues from the pst spell list #587

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lynxlynxlynx opened this issue Jan 7, 2020 · 3 comments
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bug game: pst janitorial build system, cleanups, project mgmt research needed usually means testing in the original, to see how it behaved

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@lynxlynxlynx
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It's now here:
https://github.com/gemrb/gemrb/wiki/PST-spells

It still contains plenty of complaints and stuff marked for testing. Concrete problems need separate issues, but keeping notes on the wiki is a good idea too, so it's easier to identify the common problems (like the timing modes).

@lynxlynxlynx lynxlynxlynx added bug game: pst janitorial build system, cleanups, project mgmt research needed usually means testing in the original, to see how it behaved labels Jan 7, 2020
@chilvence
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I will be happy to take ownership of this issue as well, seeing as I didn't get much further than a bunch of shorthand notes previously

I am going to upload this save here, as it seems more sensible to use github than some transient file hosting service. TNO has been hacked to know 9 of every spell and a clean instance of a 'Hard' Modron maze dungeon is ready to be played:

000000252-PST A Mage and a Dungeon!.zip

@chilvence
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I've now made reports for all of the general issues with PST spells :

#454 Certain spells should stop all actors
#455 Targeting of 1 or more creatures
#523 No Actor casting stances are used
#637 Timing of most spells is incorrect
#639 Front/back spell animations
#640 Bonuses are stacking when they shouldn’t
#641 Bonuses that should be temporary are permanent

The other side of the coin is stuff that is unimplemented or only partially implemented. There is clearly a start looking at the data in /unhardcoded/pst/, but it seems a long time has passed without any attention there :)

Which would be more helpful, does it make any sense to add a bug tracker item for every single non working spell, or should I just update the wiki page with more detailed notes? Or would a single tracker item with a list of non working/unimplemented/not fully implemented spells be useful to refer to?

Whatever the case, my next goal is to hold each spell under a microscope and compile detailed information about which resources they use, durations, special effects etc, basically anything I can think of that will help dissect them.

@lynxlynxlynx
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Great job, thanks! Seeing all these systemic issues, I don't think it's worthwhile to test individual spells any more. We need to fix the timing mode mess, which will then affect most of the spells, so much of the work could go down the drain.

I think it would be most useful if you looked at the spells in #641. Are the durations in the descriptions accurate (vs real time, maybe autopause on round end can help), does changing the duration in the effects do anything and so on.

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