Removed due to fire TB not supposed to chase by design apparently...
oooooooo... that would be very nice to have. i actually like the idea of the fireballs coming from his hand while moving lol.
so if i change it to wat uve said, then they fix it, what do i do with this change? will it change with the patch to how it shoudl be?
Mmm, when there's a patch available, the best thing to do would be rename or compress the folder, or just this file, and put the dgdata.zip.old back to dgdata.zip, and let the game update that itself, just to be sure.
does this work online or will it cause desyncs.funny that the community can fix stuff faster than the developer ^^
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yeh can someone check it works online and see if it works and report back?
Good catch Cody, I don't play as TB myself, however I know this is a fairly large issue. Glad to see you have the cause of it figured out as well. Hopefully GPG get's a hold of this and we can be rid of this damn glitch once and for all!
Ice TB + Fire TB would actually be a good combo if this was fixed. The 2 auras, frost uses nova, fire uses circle, then nuke
Very interesting stuff. Would love to know if TB was intended not to move and attack, if not great fix.
It's not a bug the fire run animation attack file is Mage_AttackFire_anim.gr2. It work fine at least on my computer.
I don't think the FireTB is susposed to be able to chase. Although it would be better if that is documented somewhere.
Follow the same instruction and do this http://www.4shared.com/file/126875729/c563e4f8/MageFire_Character.html
It exists? Well why did they never finish TB, mmm. He already fires nearly twice as slow as frost, I don't know why you can't chase with him. That anim seems to bug a bit with me, the animation gets interrupted sometimes.
Thanks though, updated original post with the fire animation.
I tried out the mod in the OP, and it definitely seems to work in single player. If I try to go online, it tells me my game doesn't match the current vesion. So no, it doesn't work online.
Also, if this thread is to be believed then it is in fact a bug.
Good catch. I'm going to make sure some questions based on this are asked in the August 2009 - The Monthly Demigod Community Question Thread. I'll look for confirmation that he's supposed to be able to move and attack (referencing Kryo's post with it being a bug) and provide the applicable code required to fix it if Brad agrees its a bug.
Cody (or anyone) - can I get the exact lua code that would need to be changed it this is actually a bug? I'm looking for a block of the old code (unmodified first) and then the new code to compare that to. I haven't tried to view the LUA files so I'm hoping one of you could provide me that info. Thanks!
I am 90% sure he was not meant to run and shoot simply cause fire form get's very powerful when combined with the Aura. The animation was already there or a animation that worked was already there (It doesn't even need a walkcycle so it would be easy to animate)
Pacov use http://www.prestosoft.com/edp_examdiff.asp to see the differences Cody900 made and the tiny differences I made.
They're completely identical. >.>
If you got the first or seocnd one I linked then yeah they would be different, cause I was editing the durations and attack anims just as I went for testing, and forgot to make a clean one, which I then did.
mrappard, I tested the fix that you linked, and it didn't work. When chasing, TB would repeatedly begin the attack animation but wouldn't follow through.
Cody's, on the other hand, worked smoothly.
I think right now the LUA script for Cory and Me are identical. All I did was change the animation name. And it's not really another animation it's the same animation he uses for shooting when he's not moving you just can't tell cause he's walking. It's the same problem that happens with Regulus and the Queen when the charictor moves from Stand and shoot to follow and shoot. Again Cory did like 99% of the work.
That's what I was getting with the fire animation as well Scufo, maybe it is bugged or something. None of the speeds were altered though, strange. You can try changing the AttackRangedMoved Transitions to:
ANIM_DONE = { Duration = 0.1, TargetStateStationary = 'Idle', TargetStateMoving = 'Run', },ANIM_INTERRUPT = { Duration = 0.1, TargetStateStationary = 'Idle', TargetStateMoving = 'Run', },ANIM_STOP_MOVING = { Duration = 0.1, TargetState = 'AttackRanged', CopyClocks = true, },
And his AttackRanged transitions to:
ANIM_INTERRUPT = { Duration = 0.1, TargetStateStationary = 'Idle', TargetStateMoving = 'Run', },ANIM_START_MOVING = { Duration = 0.1,TargetState = 'AttackRangedMove', CopyClocks = true, },
Seems to be less buggy. But yeah, it's not that imbalanced, because of the much longer cast time, you really need +speed to properly take advantage of it with fire.
well doesntthat make his auto attack useless if that was the case. its pretty much deterred ppl from staying in fire mode. it would make fire tb much more viable late game if he could move and attack.
GKRIT:
I think the design rational was the same as the Rook design rational.
The rook is very slow but if you run away from him he can't auto attack you (Cause your faster.) He makes up for it with high auto attack damage and a passive that allows him to hit enemies away from him (His Shoulder abilites)
The TB when he switched forms his attack power goes up 110 points and 15% attack speed if he has Flame Aura maxed. He also get 15% giving him the abilitiy to chase down nearly anyone. Again I'm not sure if it was the right choice. It's just when I played like this in single player he kicked ass quite a bit more then usual. If he couldn't chase you'd have to use fireball which is still a good abilities to kill fleeing enemies.
THE REST OF YOu: Help me me out of the Frogboy mod.
i guess. but doesnt his attack power increase when u switch to ice mode? yeh fire aura increases dmg also (and if u had the ice form benefit at the time ud be doing significant dmg but by the time u switched twice theyd be out of range anyway).
Honestly, I'm amazed that some people are still trying to rationalize against the obvious.
It is a bug, and has even been officially classified as such. Even if it were not, it'd then be a design bug (aka "brain fart"). Come on guys, "Hey, let's make it so that when TB is in fire form and clicks on a moving target he'll just stand there doing nothing, with no feedback to the player - that should balance him nicely !"
Hello ??
Here's what I'm going to post in the community questionaire thread (I'll probably open up a new 1 with just a list of compiled questions).
"Is the fact Fire-TB cannot autoattack and move at the same time intentional? It's listed in Kryo's known/reported issues thread (http://forums.demigodthegame.com/359551). If it is a bug, can we expect to see a fix soon? Here is the exact code that would need to be added to implement a fix if needed (add code later)."
Because it appears that mrappard and cody differ in their solution, I'm not sure EXACTLY what to put in that add code later box. Can we get extremely specific? For instance, open asdasdasd.lua. Change aasdas from asdasd to asdasd. And so on. If it is officially a bug and we provide the exact specifics, I think we might see some action on this sooner than later.
At line 180 in the file MageFire_Character.lua this code was added. And our code is identical now as I stole it from him.
},
AttackRangedMove = {
SoundLoop = 'Forge/DEMIGODS/Torch_Bearer/snd_dg_torch_idle_fire_lp',
BaseAttackLength = 1.5,
Compositions = {
{
Animation = '/characters/Mage/animations/Mage_AttackFire_anim.gr2',
Loop = false,
EventOnCompletion = true,
Events = {
{ name = 'torch_mode2_attack', time = 0.48, }, #sound
{ name = 'FireAttack', time = 0.5, },
{ name = 'attack_effect_01', time = 0.4, },
{ name = 'attack_effect_02', time = 0.6, },
Transitions = {
ANIM_DONE = { TargetState = 'Idle',},
ANIM_INTERRUPT = { Duration = 0.2, TargetStateStationary = 'Idle', TargetStateMoving = 'Run', },
ANIM_STOP_MOVING = { Duration = 0.2, TargetState = 'AttackRanged', CopyClocks = true, },
Agree with this. Confirm it is a bug, then tell them how to fix it, and then it should quickily be fixed. Thanks for your help pacov.
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