[Ohrrpgce] Pause for attack animations

Ralph Versteegen teeemcee at gmail.com
Sun Oct 1 07:47:33 PDT 2017


Back to "Battle menus wait for attack animations"? And what should the
documentation for it say? I'm not clear on that. And I suppose that the
corresponding script command is actually useless, since it's not something
you would want to switch based on player preferences? If so, we could just
remove the script from the dictionary entirely (a few other deprecated
things like definescript have been removed, and it's only just been added
anyway).

On 30 September 2017 at 02:46, James Paige <Bob at hamsterrepublic.com> wrote:

> Somebody did need this, although I don't remember who. I agree that a
> rename seems appropriate.
>
>
> On Friday, September 29, 2017, Ralph Versteegen <teeemcee at gmail.com>
> wrote:
>
>> I got a complaint that the "set active battle pause for animations"
>> command, which toggles the active-battle bit "Pause for attack animations",
>> didn't work.
>> Turns out that the documentation for this bit:
>> "Pause for attack animations" pauses the battle ready meters whenever an
>> attack is animating."
>> Is totally wrong. It doesn't do that, it actually prevents any hero from
>> starting their turn (opening the menu) while there's an attack active (see
>> battle_check_for_hero_turns). Ready meters always pause during attacks.
>> Is this behaviour actually useful? I'm not that familiar with attack
>> queues and waits and active attacks. Does this just prevent the player from
>> interrupting an attack chain that has a pause inbetween, with no other
>> effect? I notice that enemies have no such check for an active attack, so I
>> guess they always can interrupt chains?
>>
>> This bitset was called "Battle menus wait for attack animations" until
>> r6824. And that name seems a lot more accurate. Maybe (if we keep the bit)
>> it should be renamed back to that. But there's also a script command named
>> after it, which I guess we could alos rename (deprecating the original name)
>>
>
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