On Fri, Nov 02, 2012 at 11:50:24AM +1300, Ralph Versteegen wrote:
> On 2 November 2012 11:00, James Paige <[email protected]> wrote:
> > On Fri, Nov 02, 2012 at 10:31:26AM +1300, Ralph Versteegen wrote:
> >> On 2 November 2012 04:41, James Paige <[email protected]> wrote:
> >> > On Thu, Nov 01, 2012 at 08:22:23AM -0700, [email protected] 
> >> > wrote:
> >> >> james
> >> >> 2012-11-01 08:22:23 -0700 (Thu, 01 Nov 2012)
> >> >> 64
> >> >> Enemies doing on-death bequest attacks should not be targetable
> >> >
> >> > This feature is not finished yet. It have several problems that I need
> >> > to fix by cleaning up battle code.
> >> >
> >> > * The enemy fades for a few ticks before the bequest attack starts. I am
> >> > not sure exactly why yet, but I think it has to do with triggerfade
> >> > being called both from inflict() and from fulldeathcheck()
> >> >
> >> > * If the last enemy revives itself using a bequest attack, the battle
> >> > ends anyway. No idea why yet. Enemies reviving themselves with bequest
> >> > attacks seems to work fine in all other cases.
> >> >
> >> > ---
> >> > James
> >>
> >> Awesome!
> >>
> >> By "revive itself" do you mean healing itself, or is there some other
> >> way for an enemy to revive itself?
> >
> > Just heal itself.
> >
> >> I assume that the enemy's HP is
> >> capped at 0.
> >
> > No, no special capping happens for on-death bequest attacks
> 
> No I mean it being impossible for an enemy to have less than 0 HP. But
> actually I do know that that's the case. However it's possible for a
> hero to have less than 0 HP...

Oh, yes, Minimum HP should be zero. I think we can fix places where that 
is not already the case without breaking anything.

This is unrelated to the on-death bequest

---
James
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