Patch 1616 Heretic spell changes

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Patch 1616 Heretic spell changes

Postby Kakuri » Tue May 12, 2009 3:45 am

Yemla, or anyone, can you explain why these checks were removed from HereticDamageLostOnPulse.cs?
Code: Select all
m_caster.IsBeingInterrupted || m_caster.IsSitting
I don't play live so I don't know for certain, but I doubt this spell is supposed to be able to be cast even while the caster is being attacked, which was the case before I added the check for IsBeingInterrupted.

I think I also added the IsSitting check - I'm not entirely sure that's necessary; I guess I should test it.

A check for the caster being interrupted is important - if it shouldn't be done at this point in the code, it needs to be done somewhere. Previously, it was not, and this spell could be cast non-stop.
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Re: Patch 1616 Heretic spell changes

Postby sio » Tue May 12, 2009 11:40 am

please remember - the tic is able to have a cast which can´t be interrupted by ranged attacks - it only interrupts when the tic gets any melee damage or for sure - he sits down - or the target is dead - or out of LOS or or or .... :)
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Re: Patch 1616 Heretic spell changes

Postby Sand » Tue May 12, 2009 12:51 pm

There is one spell line that a tic has that is not interupted by ranged attacks, but still should be interupted by sitting/movement/mele attack.

I am thinking the code for interuption probably should be in a different spot and maybe that why it was removed, though don't know why it wasn't put elsewhere as yes the tic spells do need interupt checks.

I don't think they were being interupted properly before the checks were removed though either so don't think it was working right.
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Re: Patch 1616 Heretic spell changes

Postby Kakuri » Tue May 12, 2009 2:22 pm

Anyone know if all ranged attacks are ignored, including bows, archery, and thrown weapons, or just spells?

And is it just the "Damage (Focus)" group of spells as listed on the herald? Glistening Blaze, Whirling Blaze, Torrential Blaze.
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Re: Patch 1616 Heretic spell changes

Postby Kakuri » Tue May 12, 2009 4:12 pm

I've tested this a bit, and I think it's OK, though I don't know why! Maybe some other changes were made in another patch that fixed the problem the way it should be fixed. The reason I made my fix was because the spells could be cast even when the caster was being attacked in melee.

One thing to be aware of: I know the herald has a lot of incomplete and missing information, but it currently does not indicate that the "Damage (Pulse, Focus)" group of spells (Arawn's Inferno etc) are uninterruptible by ranged attacks, but in DOL they share the same spellhandler as the uninterruptible Blaze spells so they are also uninterruptible.
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Re: Patch 1616 Heretic spell changes

Postby Graveen » Tue May 12, 2009 4:36 pm

Concerning the "why" the patch is in, it is simply because it is in contribution section and seems correct.

I invite everyone to comment the contributions, and to commit if they sound correct. The goal is to benefits at most of the user's work, in any way it stands, if they match our criterias.
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Re: Patch 1616 Heretic spell changes

Postby Kakuri » Wed May 13, 2009 3:46 pm

When someone removes code, especially if the code being removed is from a somewhat recent patch, they should explain it.

The heretic spells had a serious problem where they could be cast even when the heretic was being attacked in melee. I did my best to patch it, and it worked, but unfortunately I wasn't aware that the spells should not be interrupted by ranged attacks, which my fix caused.

I looked at the recent patch and saw that my patch had been removed without explanation, and looked through the whole patch to see if anything else had been added, but didn't see anything related to the problem.

Now, oddly enough, it seems that the code is in an OK state (I haven't tested extensively, but even though my patch is removed, it seems the spell is cancelled if the heretic is attacked in melee). This kind of code is fun - when changes work, but who knows why! I can only guess that perhaps some other patch affected the problem and fixed it.
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Re: Patch 1616 Heretic spell changes

Postby Graveen » Wed May 13, 2009 5:06 pm

Perhaps it collapses with your fixes, idk.

I don't know if we speak about the patch i submitted recently (changes from Yemla), but the process is the following:

* contribution is posted, with a diff patch.
* the patch is discussed
* the patch is committed if valuable

Of course, for this little patchs i consider as bugfixes, my read 'll be mainly related to code structure. I'm unable to evaluate the patch, mainly because i don't know the exact behaviour.

For some patchs (ie archery) i tend to state they are not structurally good; for others (ie this one), i tend to think they can only be benefits, rather than not being reviewed.

As a DoL dev Kaku, really feel free to revert a version, simply because i can't everytime guarantee the total pertinence of the bugfixes. The best is to catch the discussion, but i can understand this is not ever possible.
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Re: Patch 1616 Heretic spell changes

Postby Aredhel » Wed May 13, 2009 5:11 pm

That is exactly what SVN is for, explain what has been changed and why.
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Re: Patch 1616 Heretic spell changes

Postby stephenxpimentel » Wed May 13, 2009 11:52 pm

i think the reason that it works is because maybe when u commited your patch (kakuri) there was no uninturruptable flag on spells? and since this has been added now, maybe the being inturrupted code isnt needed anymore? I'm not positive tbh the spell that is "Uninturruptable" from heretics is in fact ONLY uninturruptable in PvP/RvR, Not PvE. Although as it stands right now i think its uninturruptable in PvE.
Lets have some fun.
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Re: Patch 1616 Heretic spell changes

Postby Sand » Thu May 14, 2009 2:59 am

i think the reason that it works is because maybe when u commited your patch (kakuri) there was no uninturruptable flag on spells? and since this has been added now, maybe the being inturrupted code isnt needed anymore? I'm not positive tbh the spell that is "Uninturruptable" from heretics is in fact ONLY uninturruptable in PvP/RvR, Not PvE. Although as it stands right now i think its uninturruptable in PvE.
There are 3 spells the tic has the *Blaze line of spells of the heretic are the only ones that uninteruptable by ranged attacks (which I am pretty sure means all types of ranged), they can be interupted by mele, and it applies in rvr and pve. I know of a person that likes to use their tic on a particular encounter that only exists on gaheris because they can stand back and blast away and not be interupted like other casters by his spells. The only other tic spell that is uninteruptable isn't really a spell it is the effect on the monster rez, which isn't interupted at all but does prevent the person from casting spells.

By the sounds of what I am reading, looks like maybe someone made a changed that addressed the interupt issue elsewhere in previous patch so then they removed this code because it was redundant so a note to say "removing redundant code, ...", but unfortunately note on this was someting along lines of "various tic/warlock fixes". I can understand when writing these one can think it is self evident what it does and what has changed is more self evident due to the log feature but the notes it is good to have a little on the why as that tends not to be as evident.
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Re: Patch 1616 Heretic spell changes

Postby Yemla » Thu Jun 04, 2009 9:30 pm

Id like to clearify that i wasnt exactly finished with heretics to begin with my lil add was just to make it where melee would intrupt heretics/and check LOS cast atm why i worked on a new methid to make it work...

Damage (Focus)
Deals the listed damage to the target per pulse. This spell is uninterruptable by ranged attacks. Caster may not do anything else while spell is in effect.
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
36 Glistening Blaze Enemy 2s/33/0s 1500 range 90/pulse (Heat) 24 + 16/pulse
42 Whirling Blaze Enemy 2s/33/0s 1500 range 104/pulse (Heat) 29 + 22/pulse
48 Torrential Blaze Enemy 2s/33/0s 1500 range 120/pulse (Heat) 31 + 24/pulse

wouldnt be intruped by archery/xbows/spell damage/ ect. but my internet has been off the last 1month or so...so i couldnt really send the finish in....
Yemla, or anyone, can you explain why these checks were removed from HereticDamageLostOnPulse.cs?

Code: Select all
m_caster.IsBeingInterrupted || m_caster.IsSitting
as for that idk why Kakuri it was never changed by me nor did change them in my warlock/heretic patch (clearly u can check x])
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