On Mon, 17 Jan 2022 at 03:53, James Paige <[email protected]> wrote:
> > > On Sat, Jan 15, 2022 at 11:25 PM Ralph Versteegen <[email protected]> > 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? 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. 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. 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. > > 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, <[email protected]> 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 >>> [email protected] >>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>> >> _______________________________________________ >> Ohrrpgce mailing list >> [email protected] >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> > _______________________________________________ > Ohrrpgce mailing list > [email protected] > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >
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