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		| msw188 
 
 
 
 Joined: 02 Jul 2003
 Posts: 1041
 
 
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				|  Posted: Mon Oct 02, 2006 7:34 pm    Post subject: Mute broken for enemies? |   |  
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				| I think that the mute register is broken for enemies.  Has anyone else experienced this (or even messed with it)?  I have an enemy muted, and it still uses attacks that are clearly marked 'mutable' in custom.  But when my hero is muted, he/she cannot use these attacks. 
 Is it possible that I am just missing something?  Or is this ready to enter into Bugzilla?
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		| Valigarmander Bye-Bye
 
 
 
  
 Joined: 04 Mar 2006
 Posts: 750
 Location: Nowhere
 
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				|  Posted: Mon Oct 02, 2006 7:42 pm    Post subject: |   |  
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				| The mute bitset isn't exactly recent (new as of Serendipity (February)), but I haven't experienced this problem yet. But then again, I haven't put the feature to much use. I'll see if the problem applies to me. |  | 
	
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		| msw188 
 
 
 
 Joined: 02 Jul 2003
 Posts: 1041
 
 
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				|  Posted: Mon Oct 09, 2006 4:55 pm    Post subject: |   |  
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				| Okay, I think that I ought to post this.  What all should I include in a test case?  I'm thinking: One hero with a mutable and a non-mutable attack.
 One enemy with same attacks.
 One enemy with only mutable attack.
 A mute attack that can target anyone for the hero.
 
 Is this enough?  Any other ideas about it?
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		| Bob the Hamster OHRRPGCE Developer
 
 
 
  
 Joined: 22 Feb 2003
 Posts: 2526
 Location: Hamster Republic (Southern California Enclave)
 
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				|  Posted: Tue Oct 10, 2006 6:47 am    Post subject: |   |  
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				|  	  | msw188 wrote: |  	  | Okay, I think that I ought to post this.  What all should I include in a test case?  I'm thinking: One hero with a mutable and a non-mutable attack.
 One enemy with same attacks.
 One enemy with only mutable attack.
 A mute attack that can target anyone for the hero.
 
 Is this enough?  Any other ideas about it?
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 Yes, that sounds like a good testcase.
 
 If you vould put it in bugzilla that would be cool.
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		| msw188 
 
 
 
 Joined: 02 Jul 2003
 Posts: 1041
 
 
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				|  Posted: Sat Oct 21, 2006 9:45 am    Post subject: |   |  
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				| Oops, I forgot about this, but seeing the latest bugwork reminded me about it, so I just made a test case and uploaded it into bugzilla.  Hopefully this can get fixed fairly easily and fairly soon.  Here's a question that maybe we should answer about it: if an enemy's attack is muted, and it tries to 'select' it, what should happen?  Should the enemy have to select a different attack right away, or should it waste a whole turn?  Should there be a bitset to affect this behavior?  To me, this is the same as an enemy not having proper MP (and we have the MP idiot bitset for that).  Any other thoughts? |  | 
	
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