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I don't have it open in front of me, so I'm going off some mental snapshots here, but when the Mutate() method is called it calls ChangeLevel() and they both call their base methods, one of which calls an UpdateBody() method that includes in it calling OnRegenerateDefaultEquipment(), which in combination should build the fists, allocate stats to them, and allocate them at some point after the mutation is added to the GameObject but before the chain of method calls ends.
The current build we might have a little bit of redundancy going on, adding incomplete fists and allocating them then building complete ones and allocating those over the top, but only to ensure that the fists are getting added. The base fist item should have a complete set of Level 1 stats attached to it in its blueprint.
I just checked, it does not, in fact, have its level 1 stats in the Items.xml, I'll go through and make sure each one has at least that, though it won't solve the broader issue you're having.
The current `To Hit` bonus formula should be
At mutation level 8, that should be a +1 To Hit with the fists given
As far as I can tell, the base rapid advancement method should still be telling the targeted mutation to call its ChangeLevel() method, albeit in an indirect way (there's a call to it in the RapidLevel() method that it calls).
How do the fists perform when GigantismPlus is the only mod, or at least when the brainwraiths mod isn't active?
We have a set of debugging options in the the Debug options category to turn on increasingly verbose debugging messages. Not all of the mod is currently set up with logging, and on the maximum setting it's very "loud", but I use it to trace the different parts of the mod that I'm working on, so if you do end up sending through a player.log file, make sure those options are set before you start your run (you can skip the "print to message queue" option if you want to avoid your in-game message log being absolutely strangled).
We're working on getting a little more of the mod filled out with debug entries, but for the stuff that's been long-working, we haven't bothered to retro-fit it, perhaps to our detriment.
As for the rapid advancement I think you misunderstand. I added a logging statement to ChangeLevel where you assign a new base damage according to the mutation level. If you follow the given steps you'll advance to character level 8 with the Gigantism mutation at level 4, however the logging statement reveals that the actual fist modifiers are set when it rapid advances at character level 5 and does not update at character level 6 when the mutation becomes level 4, thus only having the benefits of rank 3 instead of rank 4. You can actually directly see this if you level to 14 with 8 points in gigantism, level to 15 and rapid advance it, and then level again to 16 as your fists will only have 2d5 damage in the equipment screen instead of the 2d6 damage they should have in the mutation tooltip.
It was one of my earliest contributions to the project, and I don't actually "know" C# if that makes sense, so I've learned tons since.
I'll try adjusting that on my local copy and see if it fixes it that bit specifically.
That said, I did find some really weird behavior with Gigantism tinkering. I had the default make gigantic items more common for player and allow player to tinker gigantism options set and somehow I ended up in a state that I couldn't learn the gigantism tinker (I even wished for smartass and it wasn't there). I switched to everyone can tinker gigantism and that fixed things temporarily, but then at some point later all items ended up as not being valid targets for gigantism. I think the first bug might've been related to performing a wish swap back and forth at one point, and possibly could be fixed by just removing the "only player can tinker gigantism" option since there's still some utility for players without gigantism in the form of tinkering gigantic silver/gold nuggets. Second Idk, might've been some sort of strange mod interaction. And if you need any assistance on anything particular lmk, I don't have too much experience with Qud modding but a lot of experience with C#.
Absolutely any help or guidance is welcome as far as I'm concerned, too.
I'm pretty constantly butting up against the limit of my very narrow band of programming experience and even narrower band of experience with C#.
Any opportunity to learn more.
<...>/steamapps/workshop/content/333640/3418224643/HarmonyPatches.cs(165,51): error CS0433: The type 'BurrowingClaws' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
<...>/steamapps/workshop/content/333640/3418224643/HarmonyPatches.cs(170,81): error CS0433: The type 'BurrowingClaws' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
<...>/steamapps/workshop/content/333640/3418224643/HarmonyPatches.cs(169,30): error CS0433: The type 'BurrowingClaws' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
<...>/steamapps/workshop/content/333640/3418224643/ElongatedPaws.cs(149,71): error CS0433: The type 'BurrowingClaws' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
<...>/steamapps/workshop/content/333640/3418224643/ElongatedPaws.cs(176,72): error CS0433: The type 'BurrowingClaws' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
<...>/steamapps/workshop/content/333640/3418224643/GigantismPlus.cs(516,71): error CS0433: The type 'BurrowingClaws' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
<...>/steamapps/workshop/content/333640/3418224643/GigantismPlus.cs(543,72): error CS0433: The type 'BurrowingClaws' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
== Warnings ==
None
There's not a lot we can do about compatibility with it when it, especially considering the mod hasn't been updated since before Qud's own 1.0 release.
I can give it a look, but we're barely touching Burrowing Claws except for a Harmony Patch for additional natural weapons, and checking a few times if the GameObject has it from other mutation.