[Ohrrpgce] Pause for attack animations

James Paige Bob at hamsterrepublic.com
Fri Sep 29 06:46:15 PDT 2017


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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