[Ohrrpgce] [ohrrpgce/ohrrpgce] Target cursors and damage digits appear behind battle menus (Issue #1262)
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. -- Reply to this email directly or view it on GitHub: https://github.com/ohrrpgce/ohrrpgce/issues/1262 You are receiving this because you are subscribed to this thread. Message ID: ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Attack target not immediately cleared on death (#975)
Closed #975 as completed. -- Reply to this email directly or view it on GitHub: https://github.com/ohrrpgce/ohrrpgce/issues/975#event-9372117648 You are receiving this because you are subscribed to this thread. Message ID: ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Attack target not immediately cleared on death (#975)
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. -- Reply to this email directly or view it on GitHub: https://github.com/ohrrpgce/ohrrpgce/issues/975#issuecomment-1567563553 You are receiving this because you are subscribed to this thread. Message ID: ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Self-targetting on-death attacks loop forever (Issue #1261)
Aside, an (active-time) battle with a looping enemy doesn't end, but you can still run away. -- Reply to this email directly or view it on GitHub: https://github.com/ohrrpgce/ohrrpgce/issues/1261#issuecomment-1567552154 You are receiving this because you are subscribed to this thread. Message ID: ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
[Ohrrpgce] [ohrrpgce/ohrrpgce] Self-targetting on-death attacks loop forever (Issue #1261)
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. -- Reply to this email directly or view it on GitHub: https://github.com/ohrrpgce/ohrrpgce/issues/1261 You are receiving this because you are subscribed to this thread. Message ID: ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
[Ohrrpgce] [ohrrpgce/ohrrpgce] Spread attacks that steal items don't show all items stolen (Issue #1260)
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. -- Reply to this email directly or view it on GitHub: https://github.com/ohrrpgce/ohrrpgce/issues/1260 You are receiving this because you are subscribed to this thread. Message ID: ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org