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Metal Slime
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Regarding bug 851 (no need to clog the HotOHR thread) 
 PostWed Dec 08, 2010 7:04 pm
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Hey guys, I promised James a testcase for bug 851, and I've made it, but there's definitely some weird voodoo going down. I'm wondering - has anyone else been using instead chains at all? If you have, obviously they've seemed to be working. Can we see when they work? And of especial importance: is anyone using instead chains that depend on conditionals that CAN CHANGE MID-BATTLE? This seems like it might be a key.

Also, is anyone using instead chains where the new attack targets different targets as opposed to the old attack? This also seems to anger the OHR...
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 PostWed Dec 08, 2010 7:38 pm
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This is really barely tangentially related, but do hero tags get set during battle? If Bob dies, does tag 8 turn off?

And is it possible to make attacks available only if tags are on?

I really should've made my own topic for this, probably
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Metal Slime
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 PostWed Dec 08, 2010 8:12 pm
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I'm using one that seems to be working fine, but it doesn't use something that can change mid battle. I can fiddle with it some and see if I can break it.
Liquid Metal King Slime
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 PostWed Dec 08, 2010 9:38 pm
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I have very high confidence that this has absolutely nothing to do with whether or not the value you are checking can change mid-battle.

This sounds more like memory corruption, or something reading the wrong queue slot, or using a value from the source-chain attack when it should be reading the dest-chain attack's value, or something like that.

Also, I can't remember ever testing if the hero's alive tag gets updated mid-battle, but it SHOULD be updated mid battle. I really need to make the F4 tag debug screen work in battles so battle tags would be easier to examine.

EDIT: Oh! And thank you for the test case msw188! I haven't had time to check it out yet, but I definitely will as soon as I can.
Metal Slime
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 PostWed Dec 08, 2010 10:14 pm
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Confirming that the condition changing mid-battle doesn't seem to be an issue (I screwed up). However, discovered that the ordering of the attacks in the editor is important (as in, their actual attack IDs) - so if your attacks are working AND they are targetting different target-classes, it might be helpful to know the attack ID numbers...?

IT'S SUCH A MYSTERY!!!

PS: Who is that Mogri guy who tried to derail this thread, anyways? Someone get a moderator on him! ...oh wait
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Metal Slime
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 PostWed Dec 08, 2010 10:26 pm
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I've been using instead-chains for the critical hits in Okédoké, and they seem to be working; they're just percentage-based, though, and I don't have any "if stat >/< number" or tag-based ones. I remember having trouble with tag-related instead-chains in Puckamon, but I think I figured out what was wrong with that a while ago and got them working, so it probably isn't the same problem.

Of course, I'm also using a nightly version from months ago, so if this is a new problem I wouldn't have noticed it.
Metal Slime
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 PostWed Dec 15, 2010 9:44 pm
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Just in case anyone was still thinking about this, it appears to have been fixed in the latest nightly.
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