[Ohrrpgce] [ohrrpgce/ohrrpgce] Target cursors and damage digits appear behind battle menus (Issue #1262)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
The draw order of some battle UI (battle cursors/names, the battle menu, damage 
digits, and possibly more, needs checking) has changed, causing bugs like this 
Axe cop screenshot. A release blocker and needs fixing very soon. Introduced by 
battle slicification. See r12859 (cef934facc) which removed the old code to see 
how things used to be.

![AxeCop0021](https://github.com/ohrrpgce/ohrrpgce/assets/1165449/44ff20ce-d36b-4d7e-bc4f-3a123e108828)


I see two options for fixing this:
-instead of drawing the root slice, draw subtrees of it interspersed with 
drawing parts of the non-slicified UI
-add a ClassSlice to draw a MenuDef (the battle menu) so it can be put in the 
right place in the slice tree. I strongly prefer this option because it's quite 
easy, andrather than being a workaround is the first step towards slicifying 
menus, and can be used outside of battle too to finally allow people to display 
slices above menus.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Attack target not immediately cleared on death (#975)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
Closed #975 as completed.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Attack target not immediately cleared on death (#975)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
This is fixed. I had left it open only because:

>  I think there should be a global bit to cause extra hits to stop. So maybe 
> we should leave this open as a feature request.

If anyone wants that they can ask for it; I won't clog the bug tracker with my 
own unimportant feature suggestions.

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Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Self-targetting on-death attacks loop forever (Issue #1261)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
Aside, an (active-time) battle with a looping enemy doesn't end, but you can 
still run away.

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Self-targetting on-death attacks loop forever (Issue #1261)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
Give an enemy an on-death bequesting attack that's self-targeted and neither 
heals nor transmogrifies itself (either damaging or doing no damage), and it 
will get stuck in an infinite loop, with the on-death attack retriggering. 
Interesting, even if there are no delays, the player can continue to act, at 
least in active-time mode battles.

See bug #43 which discusses the commit (r8084, 8327bb033) which I am guessing 
introduced this bug.

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[Ohrrpgce] [ohrrpgce/ohrrpgce] Spread attacks that steal items don't show all items stolen (Issue #1260)

2023-05-29 Thread Ralph Versteegen via Ohrrpgce
Reading the source, I see that if an attack has multiple targets and steals 
from them, a steal attempt is made indpendently on each target. But the 
Stole/Cannot Steal/Has Nothing message from the last target overwrites all the 
previous messages. It should list all items stolen instead.

That's a bug, but it would also be good to have an attack bit or two to make it 
steal at most one item (stop when any attempt succeeds), or from just one of 
the targets randomly. Not sure which would be better, and whether it's worth 
adding both.

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