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Hi, @Abendlied !
This looks more like a hack then a real fix. Why do you refer explicit spell names in engine code? Is there any evidence that original game also handle pyrokinesis as hack-in? |
Agree, putting the explicit spell resource name in engine code was indeed hacky. I have no evidence supporting this either. So I tried to generalise more.
Verification: Known gap 1: Pyrokinesis does not kill NPCs at 0 HP, it only strikes NPC down, repeatedly. NPC death state handling can likely be fixed in a separate PR. Known gap 2: XP is granted after each strike down, not respecting that XP was already granted. This is a separate bug - Not sure if this also existed in the original game. |
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Regarding failed linux check, case sensitivity? |
This is verified in opengothic only, right? I'm considering to wait for Spacer first, and them it would be possible to easily conduct mini-mod tests - this should be much more efficient than a guess work
My bad, sorry |
Refers to Pyrokinesis Issue: #1052
Added spell Pyrokinesis handling for Gothic I
Verification:
Tested Pyrokinesis against NPCs, monsters and Orcs.
Verified damage against targets with different magic protection values.
Checked for regression on other AOE spells such as Gothic I Fire Rain, Ice Wave as well as Gothic II Fire Rain.
Known gap: Pyrokinesis now does not kill, it only strikes NPC down, also after multiple attempts. XP is granted after each strike down, infinitely. I aim to fix this in a separate PR.
Note: Possible additional cleanup case:
Npc::closeWeapon()resets spell-casting state without callingstopSpellTargetEffect(). This can potentially and by chance happen when entering water (falling from an edge, tripping while casting?) and closing the spell wielding weapon state. I could not reproduce this in a normal gameplay but it might be possible by chance. I have therefore left this out of the PR. @Try Let me know if you think it should also be handled incloseWeapon().