On Fri, 28 Jan 2022 at 13:01, Ralph Versteegen <[email protected]> wrote:
> > > On Mon, 17 Jan 2022 at 03:53, James Paige <[email protected]> wrote: > >> >> >> On Sat, Jan 15, 2022 at 11:25 PM Ralph Versteegen <[email protected]> >> wrote: >> >>> Nice! Just what was always missing. >>> >>> I think that the name "Run In (unhides attacker)" which you used at >>> first was better than "Unhide", because it does more than just unhiding. >>> Plus I think that when the attack editor gets cleaned up the Always >>> Hide/Unhide options would be placed right below the attack animation >>> option, so "Attacker animation: Unhide" "Unhide attacker: YES" would be odd. >>> >> >> Good point. I'll rename it back to "Run In" >> >> >>> >>> I noticed some glitches (bug #1234) but they're shared with Jump, so no >>> new problem there. >>> >>> I was hoping that adding BattleSprite.hidden meant some code cleanup >>> occurred, but I see you dodged the issue (something I should learn to do) >>> and just added it in addition to the .vis mess. Which means that the >>> following comment change you made is not correct (or at least, removes >>> truth) >>> >> >> You caught me! Okay, I went back and did the bare minimum of cleanup to >> make my change to that comment accurate :D >> > > This (r12690) really is some nice cleanup, disentangling .hidden from > .vis. But did you check everywhere that .vis was used to see they should > check .hidden? In particular, I noticed that targenemycount checks just > .vis, so that has some significant consequences: previously if all an > enemies jumped it would count as being Alone, now not. I'm not sure if > that's a bug or a feature, maybe it needs a backcompat or > * if all an enemy's allies jumped > preference bit. More significantly battle_meters_can_advance and > turn_mode_time_passage now don't advance time if all targets are hidden, > which is game breaking. Also I noticed reset_enemy_state doesn't reset > .hidden, so transmog used to undo Jump, but now it doesn't. Also a > bug-feature? I didn't go through all uses of .vis. > > > >> >> vis as bool 'Roughly, but not exactly, visibility: >>> 'For combatants: Is alive (or dying interruptted) and >>> visible (didn't jump). >>> ' Gets set to YES while an enemy is performing an >>> on-death attack. >>> - ' Gets set to NO while it's dissolving or fleeing >>> after death, or >>> - ' or if jumped off-screen >>> + ' Gets set to NO while it's dissolving or fleeing >>> after death >>> >>> On Sun, 16 Jan 2022 at 04:15, <[email protected]> wrote: >>> >>>> james >>>> 2022-01-15 07:15:33 -0800 (Sat, 15 Jan 2022) >>>> 279 >>>> Add attacker animations "Run and Hide" and "Unhide" that work like >>>> "Jump" and "Land" >>>> >>>> Add bitsets that allow other attacks to hide/unhide attackers, >>>> regardless of their attacker animations >>>> >>>> Add a .hidden member to the BattleSprite type, instead of overloading >>>> the meaning of .vis >>>> --- >>>> U wip/attackedit.bas >>>> U wip/battle_udts.bi >>>> U wip/bmod.bi >>>> U wip/bmod.rbas >>>> U wip/bmodsubs.bas >>>> U wip/loading.rbas >>>> U wip/udts.bi >>>> >>>> _______________________________________________ >>>> Ohrrpgce mailing list >>>> [email protected] >>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>>> >>> _______________________________________________ >>> Ohrrpgce mailing list >>> [email protected] >>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>> >> _______________________________________________ >> Ohrrpgce mailing list >> [email protected] >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> >
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