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 _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
