On Fri., Jan. 28, 2022, 9:55 a.m. Ralph Versteegen, <[email protected]> wrote:
> > > On Fri, 28 Jan 2022 at 16:46, James Paige <[email protected]> wrote: > >> >> >> On Thu, Jan 27, 2022 at 7:01 PM 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? >>> >> >> No I didn't check everywhere, could have missed other spots too >> >> >>> 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 preference bit. >>> >> >> I think the old behavior was a bug. Definitely unintentional. >> > > I agree, but maybe I'll add a pref bit anyway, since it's easy to do so, > and could be useful. > > That sounds fine to me if you want to. >> >>> 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. >>> >> >> Oop! Yeah, that one sounds important to fix! >> Hmmm. does that mean it would only break when all heroes and all enemies >> jumped at the same time? That would be rare. >> Either way, I have added it to my todo list to test and fix >> > > To hit the issue you only need all enemies to jump. Which is easy if > there's just one. > I don't know how I missed testing that, but I'll try to fix it > Completely separately to .vis vs .hidden, targenemycount also hasn't been > updated for turncoat and defector. In some places it's used to count > allies, in others to count foes. > Ah, thanks! I'll check that. > > >> >> >>> 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. >>> >> >> I didn't realize that transmog used to reset jump. I guess I had never >> tested transmog mid-jump-- but I would consider the new behavior a bugfix. >> I did intentionally avoid resetting hidden on transmogrification, figuring >> that sometimes you would want an enemy to hide, and then return in a >> different form. >> > > I agree that it's better that transmog doesn't unhide. But we should at > least try to document all these changes as bugfixes in whatsnew. > Yes, that is a very good idea > >> >> I better review all of the .vis uses just to be complete. >> >> >>> >>> >>> >>>> >>>> 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 >>>> >>> _______________________________________________ >>> 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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