flamer, crits, jinxed questions

guzer

First time out of the vault
Modder
while fiddling around with my mod i came across some issues id like you to ask.

1. the bigflamer and flamepistol get this annoying "has been hit for 0 damage" 2nd notification all the time. when turning "has projectile" to off, the message is gone but then the flamer looks shitty without its flame burst animation. any way to solve this ?

2. and crits: alot seems to be unaffected by the critical value. tested entering alot of values from -9 to -95/-100 but most weapons do crits anyways. especially bursts, flamedamage, meleeattacks and explosions of all kinds are not affected somehow. It feels like it only works correctly when using single shots.
I read somewhere that for knockover the correct value to enter is from 1 (10%) to 9 (90%) which really works fine.
Any idea what the correct values for critical hits are ?
does minus (-...) work ?

3. Does appliying "jinxed" to armors (Effect - optional traits) work ? so you get jinxed when wearing one with that option ticked ?

4. (maybe a noobish question but) Hit the Deck perk - 50% less damage taken from area attacks and splash damage. What does this actually affect ?
 
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I don't remember, you installed and tried FTSE? I'm quite sure it solves many burst related problems. Maybe even crit problems.

As far as I know, Jinxed just do nothing at all. I would recommend you patch it with FTSE and give this trait a whole new effect.
 
hey thx for your answer. i tested FTSE some years ago and in the end came to the conclusion that for my mod i wanna stay vanilla. just using the existing entities & sprites and figuring out how to make stuff look pleasant with these was kind of my relaxational fun. With ftse i remember placing so much foreign sprites into the Turnbasedmod maps that it somehow felt like its not mine anymore. so i decided to return to normal hehe. i guess i wont implement it therefore.
 
I still recommend you to install FTSE as you can simply install it (2 minutes of your time :P), flag to true all the fixes (hex patches) you want in the config file (FTSE_Config.json), and then continue editing your mod in the exact way you where doing before. You'll have some fixes in bonus, like some perks.

Here what my file looks like :
Code:
{
  "patches": [
    {
      "name": "Sniper fix",
      "apply": "true"
    },
    {
      "name": "Music blocked fix",
      "apply": "true"
    },
    {
      "name": "Tag name fix",
      "apply": "true"
    },
    {
      "name": "Team Player/Loner fix",
      "apply": "true"
    },
    {
      "name": "Color character portraits",
      "apply": "true"
    },
    {
      "name": "High res patch",
      "apply": "true"
    },
    {
      "name": "Encounter color fix",
      "apply": "true"
    },
    {
      "name": "Fix melee and unarmed crit tables",
      "apply": "true"
    },
    {
      "name": "Fix Bonus H2H Damage perk",
      "apply": "true"
    },
    {
      "name": "Special encounter crash fix",
      "apply": "true"
    },
    {
      "name": "Old burst bug fix",
      "apply": "true"
    },
    {
      "name": "doNightPerson fix",
      "apply": "true"
    },
    {
      "name": "No starting inventory mod",
      "apply": "true"
    },
    {
      "name": "Quartermaster is free",
      "apply": "true",
      "changes": [
        {
          "offset": "5542dc",
          "patch": "ee9090"
        }
      ]
    }
  ]
}
 
So you motivated us to check it out again. First impression was really nice. Especially that changing handslot doesnt reload the gun anymore is something definately needed. However sadly it was the return of out of sync bug. we tried playing 3 maps with ftse installed and they all went out of sync after the usual while like after 30-40 turns. Then repeated it just for testing reasons without ftse and the bug was gone again.
maybe ftse didnt care about turnbased like FT in general did ? no idea what to do now. hehe., all that techie/programming stuff isnt my cup of coffe, thats more like Hadacks buisness and he maybe asking around on github he said. he thinks it may have something to do with the linux OS were running.
well anyways thanks for your suggestion and maybe you got a clue ?
 
Hi!

I will admit that FTSE isn't really designed with multiplayer in mind - I don't think I've played the multiplayer mode once. But even though I don't plan on having targeted multiplayer fixes, I also want to try to make sure FTSE doesn't explicitly break multiplayer modes.

I have an idea for where the problem might be. Can you try the following change on all machines?

In ftse_base.lua, change the following line:

function OnBurstAttack(attacker,shots,target_table)

To:

function OnBurstAttack_Disabled(attacker,shots,target_table)

I think part of the issue may be that this function uses the Lua RNG instead of the in-game one. This could certainly cause sync issues in a multiplayer game. If this change fixes things, then I'll look into how to ensure the burst bug fix uses the built in RNG.

And re: above questions:

Flamer extra message issue: I haven't looked into this yet, but it sounds like something (maybe hardcoded) causes that weapon to use two CombatMessage structs for each attack. Maybe that's necessary in order for the projectile to work like it does. I can look into seeing if there's any unused byte in the struct, and maybe add a way to flag certain messages that should never be displayed.

Re: traits and perks on items, this doesn't work (yet). The in-game routine which updates stats for equipment explicitly excludes some sections of the stat array (optional traits, perks, and tags). I will try to add a FTSE patch that will fix the FOT code to handle this, but I need to get a new feature in FTSE first - many mods use the temporary perk values as a parameter storage since they're currently non-functional, so I need to provide an explicit feature than can meet this need.

Re: jinxed trait, so far I've only seen (maybe) two places that use it. One is the partially-working "critical miss" logic, where a character with the trait has a higher chance of having their attack auto-miss. The second is a hidden +20% critical hit chance if either attacker or target has the trait (and I don't fully remember if both having the trait would stack - I think it did not).

Re: Hit the deck. I don't recall if this just counted as a damage resistance to explosion type, or if it was a hardcoded reduction in damage to any area-of-effect source.

Re: negative critical modifiers, unsure if these work or not. I can check the FOT code path when I get a chance. One way to force this would be to use the FTSE OnCriticalChance1 and OnCriticalChance2 scripts to force critical chance to zero for the weapons or situations desired.
 
we did as you told and hell yes. hehe, now it works. we played some maps using most high tier weapons of our mod and no out of sync occured. hehe thanks alot for your help. we will surely implent ftse into our next update if it keeps beeing stable like this.
So great one can edit perks now and all the bugfixes! you really made us happy. thumbs up!
 
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