forceAttack / Defence Rolls

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StepoKedur
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Looking at the last part you posted Jonny (was easier than looking at my github pages as you have your personal comments here too) and I notice something:

65 animationCRC = hashCode("force_knockdown_1_particle_level_1"),
66
67 combatSpam = "forceknockdown1",
68
69 poolsToDamage = NONE,
70
71 attackType = FORCEATTACK,
72
73 range = 32


line 71 has it as FORCEATTACK
Is this how you saw it or was it a typo? I have only noticed it as forceAttack

Image

Could it be a typo in the code? It DOES seem to be case sensitive...

Image
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jonnyfurious
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StepoKedur wrote:Looking at the last part you posted Jonny (was easier than looking at my github pages as you have your personal comments here too) and I notice something:
line 71 has it as FORCEATTACK
Is this how you saw it or was it a typo? I have only noticed it as forceAttack
Could it be a typo in the code? It DOES seem to be case sensitive...
This is how it is listed in Gerrit:

Image

And here it is with the most recent build pulled down to my server:

Image

It is 100% cases sensitive, but also shows that the code has changed significantly. One can only wonder when this was changed/fixed. It is a good catch and an interesting change. I don't have enough time tonight to run any tests, but I am very interested in everything brought up here and the discussion makes me want to see what adjustments could be made. I'm curious to see where all this may lead and would be glad to help out where I can.
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davej30
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You could just rename this thread developers corner,i'm dropping a hint here guys.
If by only what you consider a small way to help awakening it may be prudent to tell the staff what you can do and what you are willing to do.
Because in my eyes just pouring over a section of code (although to my disgust its jedi related :P) may be of more benefit and help to the server then you realise.
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We had a code section before, but almost no one contributed to it. :(
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StepoKedur
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Oh hello there Cynar! :)

Well this started out as (and continues to be) a thread trying to work out where the root of the issue was for force 'attacks' (and continues to be) and currently the cause seems to be coding for forceAttack or FORCEATTACK or whatever the spelling and coding term etc. being off somehow.

I am on the iPad currently and THINK there may have been fiur versions of 'force attack' flagging seen here.

When TC pops up we will soon see what it is like, as the github stuff seems a little out of date somehow from what has been said on this page.

It does seem to be rather more crippling to powers when these skills are heavilly mitigated when one also knows that the subjugate line is weak.

Hopefully we can confirm exactly where the issue is, and provide a way to correct it so it can be submitted to the dev team :)
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StepoKedur
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...so if pub 9 on TC has not already fixed it it can be fixed before pub 9 is live ;)
/jediMindTrick2 ;)
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StepoKedur
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jonnyfurious wrote:
It is 100% cases sensitive, but also shows that the code has changed significantly. One can only wonder when this was changed/fixed. It is a good catch and an interesting change. I don't have enough time tonight to run any tests, but I am very interested in everything brought up here and the discussion makes me want to see what adjustments could be made. I'm curious to see where all this may lead and would be glad to help out where I can.
Any further thoughts Jonny?
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skyhunter11
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I am unsure for force intimidate's position is in the rolls, but force knockdown is totally resisted by food and non-jedi Knockdown defense.

Narrk
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jonnyfurious
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This issue looks to be resolved in the current code so all we need to do is confirm that on the test center. The best thing we can all do is get on the test center as soon as it is live. The more testing we do, the more likely it is that we catch and fix these issues. We have a lot more Jedi/BH experience here than they do over on Bas. They are still waiting for the first Jedi babies to hatch, and even though they test on Nova, it isn't like we test here with our fully equipped characters.

I'm also not completely sure how it should work. This is where it is hard to separate what I want personally as a player from what will be the best long-term for our server. And the truth is I don't know.

Incognito is probably pretty swamped and I feel like my code "help" would do more to hinder his progress. However, if there is a list of Pub 9 code goals there may be a few of smaller tasks we could help with.
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StepoKedur
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jonnyfurious wrote:This issue looks to be resolved in the current code so all we need to do is confirm that on the test center. The best thing we can all do is get on the test center as soon as it is live. The more testing we do, the more likely it is that we catch and fix these issues. We have a lot more Jedi/BH experience here than they do over on Bas. They are still waiting for the first Jedi babies to hatch, and even though they test on Nova, it isn't like we test here with our fully equipped characters.

I'm also not completely sure how it should work. This is where it is hard to separate what I want personally as a player from what will be the best long-term for our server. And the truth is I don't know.

Incognito is probably pretty swamped and I feel like my code "help" would do more to hinder his progress. However, if there is a list of Pub 9 code goals there may be a few of smaller tasks we could help with.
Totally agree with you there mate. Hopefully the issus have been addressed on emu but there simply isn't enough testing there. I'm not even sure how any feedback from other servers reaches them! Maybe they have forum accounts on the other servers like this one to monitor issues? Who knows!

I don't see any reason why we cannot reinvigorate the coding corner channel. Simple tweaks with an explanation / reasoning behind thise tweaks included. Of course most of us are mature enough to understand the strive for balance, and not make things overpowered but useful. To open up toolboxes and attempt to, within reason, improve upon the failings that pre CU had and indeed make this pre CU +.
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StepoKedur
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skyhunter11 wrote:I am unsure for force intimidate's position is in the rolls, but force knockdown is totally resisted by food and non-jedi Knockdown defense.

Narrk
I really hope this will be addressed somewhere down the line ;) Test centre will show us it has I hope! :)
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skyhunter11
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I was reading past replies in this thread about a coder's corner. I think it would be a cool idea to bring that back. My experience is with C++, but only in college. In the electrical engineering world I work in, I don't deal with programming at the level.

Finding the faulty line of code is a pain with out a map or block diagram from the original writer. In college , I remember writing subroutines, routines, strings, and arrays. Class assignments were by today's standards writing simple bank programs. Building your own library of subroutines to drop into your project. This back in the mid 1990s where we were using DOS. As a matter of fact, I still use DOS now and then on old but still used by your government (s) communication equipment. When the SHTF, we can survive on old and proven 1980s systems.

Anyways, love to see what a coder's corner looks like. Nothing wrong with solving a problem with a fresh set of eyes.

Narrk
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StepoKedur
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Well said Narrky lad! :)

Now that we have a better rough date (maybe a fortnight's time) for pub 9 to hit TC, we can then check things out to see if the coding that we have hopefully identified here is indeed fixed.

Until then we cannot look at Bas forums to see if it has changed/been fixed as there are not many full temp jedi if any yet, so therefore not a lot of feedback!

Someone wrote earlier that there is no better place to test things out than on Awakening. We have passion for our professions, knowledge about them and a capacity to fix and submit coding in order to take the burden from the dev team's shoulders.

We can add some coding suggestions based on the ones above to coding corner quite easilly. However I wonder if there should be some kind of coding debate sub forum in each profession, or should that just be seperate coding threads within say jedi, BH, creature handle, bioengineer etc.?

I suppose it may be best to create threads in profession pages for discussion and chat about coding and ideas, then pop them into coding corner with a link to the discussion page to give context to the devs.

A lot of people have some very good ideas for simple tweaks to various professions, ie Twi lek entertainer action cost and creature handler tweaks. Neither of which would be overpowered.

It's people like Narrk here (and others who I will not mention but know who they are) that I commend as they have viable suggestions to increase fun (Cynar has recently mentioned the purpose for an MMO and fun and relaxation is a main part) yet, and this is important and very telling of the calibre of people here, are mindful of not making something overpowered.


So, coding corner. Let's get it running again while we await pub 9. Hopefully tweaks that are agreed by the dev team will be introduced in the future by the team in simple viable coding tweaks :)
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