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Glitch, or feature?

 
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Wed Dec 09, 2009 2:03 pm    Post subject: Glitch, or feature? Reply with quote

Um, when an attack is set to random targeting, the target randomly zips around between enemies.

Is this supposed to happen?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
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Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Dec 09, 2009 2:16 pm    Post subject: Re: Glitch, or feature? Reply with quote

Bagne wrote:
Um, when an attack is set to random targeting, the target randomly zips around between enemies.

Is this supposed to happen?


Yes. Maybe I should rename target setting "random focus" to something like "roulette"?

If you want a hero to automatically pick a random target without using the roulette cursor, you should use target setting "focused" and prefer target "random"
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Wed Dec 09, 2009 5:13 pm    Post subject: Reply with quote

Ok. S'cool.

What about this:

My attack animation is set to scatter and the number of hits is set to 3.
When the attack animates, the second and third scatter animation originate from the previous attack's ending position.

Is *that* intentional?

If not, it's kinda cool. You may want to keep it...
It might look neat when there's many of them going off at once.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
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PostPosted: Wed Dec 09, 2009 5:28 pm    Post subject: Reply with quote

I can only assume it's intentional, it's been around for ages. I remember encountering that back in Quaternion.
Even so, it gets weird when you have lots and lots of hits and they start going off the screen.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Thu Dec 10, 2009 6:38 am    Post subject: Reply with quote

Aha!
There's a bitset named "automaticaly choose target".
It lets me randomize my targeting without needing to do the roulette.

If I set target to "focus" and preferred target to "random"
It randomly selects an enemy and then prompts me to hit enter ... but, if I want to, I can just pick a different enemy.

Ok, on to PROBLEM #2:

I can't figure out a way to chain together 4 random attacks together, and have each one target a different enemy.
So far, I can only manage to hit the same enemy 4 times in a row (poor shmuck).
I've tried putting their target settings to random, their preferred target to random, flipping the "automatically choose target" bitset, and any combination thereof. It won't work.

Btw, what is "preferred target" supposed to do? Is this the first enemy the arrow points to when you choose an attack (although you can change it)?

Edit:
Ok, I've developed a workaround. If I buffer my 4 randomized attack chain with 3 dummy attacks that target only the casting hero, a new random number is generated for the next random enemy-targeting attack.

If there's an easier way to do this, I'd like to know :-)
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Bob the Hamster
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PostPosted: Thu Dec 10, 2009 9:34 am    Post subject: Reply with quote

Bagne wrote:
My attack animation is set to scatter and the number of hits is set to 3.
When the attack animates, the second and third scatter animation originate from the previous attack's ending position.

Is *that* intentional?

If not, it's kinda cool. You may want to keep it...
It might look neat when there's many of them going off at once.


Interesting. That might be intentional, but I wrote that animation Sooo long ago, I can't remember if it was intended or not.

Bagne wrote:
Aha!
There's a bitset named "automaticaly choose target".
It lets me randomize my targeting without needing to do the roulette.

If I set target to "focus" and preferred target to "random"
It randomly selects an enemy and then prompts me to hit enter ... but, if I want to, I can just pick a different enemy.


You are right! I forgot about that part.

Bagne wrote:

I can't figure out a way to chain together 4 random attacks together, and have each one target a different enemy.
So far, I can only manage to hit the same enemy 4 times in a row (poor shmuck).
I've tried putting their target settings to random, their preferred target to random, flipping the "automatically choose target" bitset, and any combination thereof. It won't work.


Hmmm.... You know what I think this is? Way back from the ancient days when I first added chaining there was a special targetting rule for single-target chains. If I remember correctly, it was something like that if the old target was still valid, and both attacks were "focused" that it would skip the randomization. I need to isolate that rule, and add an attack bitset to turn it off, because it is really non-intuitive and only still exists for backcompat with old games that rely on it (which is not a rare thing. I think a handful of attacks in wandering hamster even expect it still)

I'll look into it and let you know what I find out.

Bagne wrote:
Btw, what is "preferred target" supposed to do? Is this the first enemy the arrow points to when you choose an attack (although you can change it)?


For heroes it lets you control where the cursor starts. For enemies it controls who they attack. (And for heroes "default" means first target, and for enemies "default" means random target.)

Bagne wrote:
Edit:
Ok, I've developed a workaround. If I buffer my 4 randomized attack chain with 3 dummy attacks that target only the casting hero, a new random number is generated for the next random enemy-targeting attack.

If there's an easier way to do this, I'd like to know :-)


That makes sense. By targetting the hero, you change the target class of the chain, so that silly old rule does not come into play.
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Raekuul
Delicious!




Joined: 31 Mar 2004
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PostPosted: Thu Dec 10, 2009 11:39 am    Post subject: Reply with quote

You mean spells like... oh... all the chained ones, with exception of Megabubble step 1?
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Thu Dec 10, 2009 12:43 pm    Post subject: Reply with quote

I looked through the source, and realized I had cleaned it up more than I remembered. here is how the chaining rule works.

If the target class and the target setting are exactly the same, then the old target will be used.

Which is pretty reasonable, I think.

Here is the problem. I forgot that target setting "random focus" starts on the first target and cycles rapidly. I should change it so that it starts on a random target and then cycles rapidly. This will make it behave correctly when used in the chaining situation that Bagne is working on.

I can make that fix pretty easily, and no backwards-compatibility attack bitsets will be required :)

EDIT: Fixed! Early nightly build forced. I discovered that this bug affected Gisli's Berzerk skill too, I had just never noticed it because I was mostly testing Gisli on enemies that die in one or two hits.

I renamed "Random Focus" to "Random Roulette"

I made sure that Random Focus is now always really random when used in a chain.

I also fixed a bug where "preferred target" was not respected in a chain if the previous attack had the same target class and target setting.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
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Location: Halifax

PostPosted: Thu Dec 10, 2009 3:00 pm    Post subject: Reply with quote

Sweet - I think that last bug you fixed should make my task much less complicated ( although I've already done it the complicated way :-D )

Now, had I actually wanted to randomly target one enemy, and chain a bunch of stuff to the same dude, could I have...

... set the "target setting" of all of the attacks to "focus", with the first attack having a "preferred setting" of random (and the rest as "default")?
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Bob the Hamster
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PostPosted: Thu Dec 10, 2009 3:27 pm    Post subject: Reply with quote

Bagne wrote:
Now, had I actually wanted to randomly target one enemy, and chain a bunch of stuff to the same dude, could I have...

... set the "target setting" of all of the attacks to "focus", with the first attack having a "preferred setting" of random (and the rest as "default")?


Exactly! :)
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FnrrfYgmSchnish
Probably the Grand Poobah or something




Joined: 19 Jul 2003
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PostPosted: Fri Dec 11, 2009 12:06 pm    Post subject: Reply with quote

Quote:
EDIT: Fixed! Early nightly build forced. I discovered that this bug affected Gisli's Berzerk skill too, I had just never noticed it because I was mostly testing Gisli on enemies that die in one or two hits.

I renamed "Random Focus" to "Random Roulette"

I made sure that Random Focus is now always really random when used in a chain.


Whoa, random targeting is fixed! Now Señor Death's Heck Flame will finally work right (and the enemy attack Smoker, once I change it to be three chained attacks instead of one three-hit attack.)

There aren't any significant bugs in this nightly, are there? If not, I'll probably be switching to this one for the rest of my work on Okédoké (assuming that the next stable release doesn't come out before I finish the game, anyway.)
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Sat Dec 12, 2009 1:59 pm    Post subject: Reply with quote

Dark Blubber wrote:
There aren't any significant bugs in this nightly, are there? If not, I'll probably be switching to this one for the rest of my work on Okédoké (assuming that the next stable release doesn't come out before I finish the game, anyway.)


Actually, release candidates or the release will happen in the next couple days.
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mjkrzak




Joined: 24 Nov 2009
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PostPosted: Sat Dec 12, 2009 11:23 pm    Post subject: Reply with quote

The Mad Cacti wrote:
Actually, release candidates or the release will happen in the next couple days.


Hunger!

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NeoSpade
Of course!




Joined: 23 Sep 2008
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PostPosted: Sun Dec 13, 2009 1:04 am    Post subject: Reply with quote

Quote:
Actually, release candidates or the release will happen in the next couple days.


/me Dies
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