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|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0006936||[DCSS] Bug Report||minor||have not tried||2013-04-19 22:49||2013-09-19 05:19|
|Status||resolved||Product Branch||0.13 ancient branch|
|Summary||0006936: Hit twice by distortion, the 2 disto effects happened after the 2nd hit|
Sonja hits you with a short sword of distortion. (2x)
_You are cast into the Abyss!
The expected behavior is for the first distortion effect to happen after the first hit, and then the 2nd hit to not happen at all because I got blinked away by the 1st one. Brand effects not being applied at the same time as the hit sounds really wrong.
|Tags||No tags attached.|
|but if we change this pan lord distortion monks won't be so frightening...|
First, let me explain why this was happening, and then what the fix was.
Up until just now, monsters would take turns one at a time, using up all of their available turns immediately, and then firing final effects (including distortion hits) just before handing off control to the next monster.
As what may be the first step towards a greater overhaul of the monster acting system, as of 0.13-a0-419-g27b33f2, monsters now only take one turn at a time (firing final effects after their turn) before checking to see who gets the next turn. Thus, faster monsters might get a turn before mid-speed monsters and a turn after, as opposed to the fast monster getting two turns before the mid-speed monster gets one (or perhaps the mid-speed monster getting a turn before the fast monster getting two, depending on where they were in the monster list!).
Anyway, this issue has gone away with that change.
Sonja hits you with an uncursed short sword of distortion. x2
Your surroundings suddenly seem different.
You are cast into the Abyss!
|Sonja actually has multiple attacks a round, so merely changing how monster TURNS are scheduled would not make each attack into a separate event here. But I sort of assume there are other issues with final effects being fired after each attack instead of an attack round, since wasn't that the problem they were introduced to solve in the first place?|
Without final attacks, we would have to re-evaluate validity of everything after nearly every line of code. That's the problem they're supposed to fix. There's nothing wrong with firing them after each attack, as long as you can handle things becoming invalid.
. Both attacker and defender still being alive, being within weapon range, not incapacitated, on the same level, etc.
|This should finally have gone away with 0.13-a0-3104-gb5885e9, which fires fineffs after individual monster attacks.|
|2013-04-19 22:49||Wahaha||New Issue|
|2013-04-19 23:09||LexAckson||Note Added: 0022352|
|2013-04-22 02:39||sgrunt||Note Added: 0022373|
|2013-04-22 02:39||sgrunt||Assigned To||=> sgrunt|
|2013-04-22 02:39||sgrunt||Status||new => resolved|
|2013-04-22 02:39||sgrunt||Resolution||open => done|
|2013-04-22 02:39||sgrunt||Fixed in Branch||=> 0.13 development branch|
|2013-04-26 00:11||rchandra||Note Added: 0022446|
|2013-04-26 00:20||sgrunt||Status||resolved => new|
|2013-04-26 00:20||sgrunt||Resolution||done => reopened|
|2013-04-26 00:21||sgrunt||Status||new => confirmed|
|2013-04-26 09:39||DracoOmega||Note Added: 0022448|
|2013-04-26 12:18||KiloByte||Note Added: 0022449|
|2013-09-19 05:19||sgrunt||Note Added: 0024054|
|2013-09-19 05:19||sgrunt||Status||confirmed => resolved|
|2013-09-19 05:19||sgrunt||Resolution||reopened => done|
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