On Sun, Jan 30, 2022 at 9:06 AM James Paige <[email protected]> wrote:
> > > 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: > Oh! Wait! I see! I had forgotten that Wandering Hamster's "Defend" attack avoids this situation. If I don't use defend, then yes, I think I can get stuck as you described afterall. > >>> >>>> >>>> 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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