URL:
  <http://gna.org/bugs/?14789>

                 Summary: Right click during [kill] animation can cause
target unit to be [kill]ed
                 Project: Battle for Wesnoth
            Submitted by: ken_oh
            Submitted on: Tuesday 11/17/2009 at 23:28
                Category: Bug
                Severity: 3 - Normal
                Priority: 5 - Normal
              Item Group: None
                  Status: None
                 Privacy: Public
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
                 Release: 1.6.x-1.7.8
        Operating System: winxp

    _______________________________________________________

Details:

To reproduce:

Insert this set_menu_item code below into a scenario. 


[set_menu_item]
        id=release_hench
        description=_ "Release Henchman"
        [filter_location]
                [filter]
                        side=$side_number
                        [not]
                                canrecruit=yes
                        [/not]
                [/filter]
        [/filter_location]
        [command]
                [message]
                        side=$side_number
                        canrecruit=yes
                        message=_ "You are dismissed."
                [/message]
                [kill]
                        x,y=$x1,$y1
                        animate=yes
                [/kill]
        [/command]
[/set_menu_item]


Once in the scenario right click on a unit that's on your side (I created
Skeletons, since their death animation is fairly long), left or right click
once to clear the message, then right click on a unit that is east of the
dying unit. There's no need to chose an option; just click elsewhere to
continue the actions. The dying unit must still be in its death animation, so
click fast or set the animation slower if need be. The second unit chosen can
even be your canrecruit=yes unit. 

2 interesting things about this:
-The second unit must be between 6 o'clock and 12:01 of the first unit.
Killing a unit at 1,10 and then right clicking on one at 1,2 will kill the
second unit, but it won't work the same in reverse order. 

-The effect can chain. Make line of Skels heading south-east, kill the first
one, right click on the next one, left click off of the menu to clear it,
then right click on a third one before the second one's animation is done.
The [message] only shows on the first unit, but the deaths can keep going
like dominoes as long as you act faster than the death animations. 

I suppose this problem isn't unique to [kill], but I wasn't able to think of
any other commands with animations that I could test in a similar manner. 




    _______________________________________________________

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  <http://gna.org/bugs/?14789>

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