[Ohrrpgce] SVN: james/12684 Add attacker animations "Run and Hide" and "Unhide" that work like "Jump

James Paige Bob at hamsterrepublic.com
Sun Jan 30 06:06:21 PST 2022


On Sat, Jan 29, 2022 at 11:25 PM Ralph Versteegen <teeemcee at gmail.com>
wrote:

>
>
> On Sun, 30 Jan 2022 at 04:12, James Paige <Bob at hamsterrepublic.com> wrote:
>
>>
>>
>> On Fri, Jan 28, 2022 at 9:55 AM Ralph Versteegen <teeemcee at gmail.com>
>> wrote:
>>
>>>
>>>
>>> On Fri, 28 Jan 2022 at 16:46, James Paige <Bob at hamsterrepublic.com>
>>> wrote:
>>>
>>>>
>>>>
>>>> On Thu, Jan 27, 2022 at 7:01 PM Ralph Versteegen <teeemcee at gmail.com>
>>>> wrote:
>>>>
>>>>>
>>>>>
>>>>> On Mon, 17 Jan 2022 at 03:53, James Paige <Bob at hamsterrepublic.com>
>>>>> wrote:
>>>>>
>>>>>>
>>>>>>
>>>>>> On Sat, Jan 15, 2022 at 11:25 PM Ralph Versteegen <teeemcee at gmail.com>
>>>>>> 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:


>
>>
>>>
>>> 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, <subversion at hamsterrepublic.com>
>>>>>>> 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
>>>>>>>> ohrrpgce at lists.motherhamster.org
>>>>>>>>
>>>>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> Ohrrpgce mailing list
>>>>>>> ohrrpgce at lists.motherhamster.org
>>>>>>>
>>>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>>>>
>>>>>> _______________________________________________
>>>>>> Ohrrpgce mailing list
>>>>>> ohrrpgce at lists.motherhamster.org
>>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>>>
>>>>> _______________________________________________
>>>>> Ohrrpgce mailing list
>>>>> ohrrpgce at lists.motherhamster.org
>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>>
>>>> _______________________________________________
>>>> Ohrrpgce mailing list
>>>> ohrrpgce at lists.motherhamster.org
>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>>
>>> _______________________________________________
>>> Ohrrpgce mailing list
>>> ohrrpgce at lists.motherhamster.org
>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>
>> _______________________________________________
>> Ohrrpgce mailing list
>> ohrrpgce at lists.motherhamster.org
>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>
> _______________________________________________
> Ohrrpgce mailing list
> ohrrpgce at lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.motherhamster.org/pipermail/ohrrpgce-motherhamster.org/attachments/20220130/ea1ce4f4/attachment.html>


More information about the Ohrrpgce mailing list