On Sat, Jan 29, 2022 at 11:25 PM Ralph Versteegen <[email protected]> wrote:
> > > On Sun, 30 Jan 2022 at 04:12, James Paige <[email protected]> wrote: > >> >> >> On Fri, Jan 28, 2022 at 9:55 AM 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. >>> >>> >>>> >>>> >>>>> 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. >>> >> >> Did you already do something to fix this one? >> I can't reproduce this in either active-time or turn-based combat. When >> there is a single enemy, and it jumps, time flows normally as expected >> > > I should have been more specific. Those functions call targenemycount and > cause time to advance when it would otherwise be paused if there are no > enemies. For active time battles, that means if "Pause on all battle menus > & targeting" or one of the other pause bits is set. I just tested it in > active time and can confirmed it's broken. You can still tap ESC to advance > time. Well, since I went to the trouble of identifying it and adding > is_foe_of and testing I guess I'll fix it too. > > I am still puzzled as to why I can't reproduce this. In Wandering Hamster, I do have the "Pause on all battle menus & targeting" bit on, and I tested a bunch of times with the 1 Jump Knight battle, and I can't get it stuck no matter what I do :shrug: > >> >>> >>> 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. >>> >>> >>>> >>>> >>>>> 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. >>> >>> >>>> >>>> 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 >>> >> _______________________________________________ >> 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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