I took a double-take the first time I saw that too. Making already-dead 
enemies never appear would be a balance problem for some games which use 
them for rewards, or a cosmetic problem for games like WH.

But in the specific case of spawned enemies that would die instantly due 
to untargetability, it is not a problem, since any battle that did that 
already would have been broken due to bug 639. So I don't forsee any 
compatability problems arising from this change.

---
James

On Mon, Jun 16, 2008 at 09:22:22PM -0700, Adam Perry wrote:
>    Wandering Hamster used already-dead enemies. Those blue plips? I know one
>    of Shaede's old games also used already-dead ants to show... dead ants.
> 
>    I don't think this is an entirely unreasonable change, just one that
>    deserves thinking twice about.
> 
>    On Mon, Jun 16, 2008 at 1:10 PM, James Paige <[EMAIL PROTECTED]>
>    wrote:
> 
>      On Mon, Jun 16, 2008 at 12:19:21PM -0700, [EMAIL PROTECTED]
>      wrote:
>      > teeemcee
>      > 2008-06-16 12:19:21 -0700 (Mon, 16 Jun 2008)
>      > 517
>      > Fix bug 639: now enemies that should die immediately on spawning are
>      not created at all. I'm assuming that spawning the already-dead enemies
>      just to immediately fade out (and give rewards) is not desired behaviour
>      since it didn't used to work.
>      >
>      > I still can't understand quite how the battle death code works. I had
>      to move most of rest of it into subs before I found an alternative
>      bugfix. Subifying gosubs while we have so many different local variables
>      is crazy: why don't we just make them all module-level shared?
> 
>      I think that is reasonable. With some code, subifying gosubs is a good
>      step towards cleaning up the code-- but I think in the case of enemy
>      death condition checking, the code is currently so messy, that we don't
>      gain much from doing that.
> 
>      death checking needs a rewrite, but not before werewaffle.
> 
>      ---
>      James
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> 
>    --
>    "When playing a game the goal is to win, but it is the goal that is
>    important, not the winning" -Reiner Knizia.

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