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Combat Sequence #36

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FakelsHub opened this issue Apr 16, 2020 · 10 comments
Open

Combat Sequence #36

FakelsHub opened this issue Apr 16, 2020 · 10 comments
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Bug Not a priority Проблема незначительная и не в приоритете.

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@FakelsHub
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FakelsHub commented Apr 16, 2020

В боевых встречах при сохранении в первом раунде боя, и последующей загрузке этого же сохранения, происходит переход хода между криттерами, складывается ощущение что меняется/нарушается боевая последовательность(очередность) хода.

@NovaRain
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NovaRain commented Apr 16, 2020

I tried a couple of random encounters, but didn't notice the difference or anything unusual after re-loading the save in first turn. Can you give more details on this or it's just someone "feels" the sequence is off?

@FakelsHub
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This was not a single case for me, any encounter in Sonora causes this situation.

@NovaRain
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NovaRain commented Apr 16, 2020

This was not a single case for me, any encounter in Sonora causes this situation.

Does it only happen on Sonora? From your description I thought it's like:
Random encounter with three enemies with different sequence values -> enemy A sees the player and starts combat -> the player's turn (save game) -> A's, B's, C's turn (order of their seq) -> reload the save -> C's, A's, B's turn?

@FakelsHub
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FakelsHub commented Apr 17, 2020

enter ecnounter > combat start dude turn > save game > next turn enemy a > next enemy b
load game > combat start turn enemy a or b > dude turn
this bug is similar to a bug that I have previously fixed.

@NovaRain
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NovaRain commented Apr 17, 2020

enter ecnounter > combat start dude turn > save game > next turn enemy a > next enemy b
load game > combat start turn enemy a or b > dude turn
this bug is similar to a bug that I have previously fixed.

Did you start the combat first (press A) or an enemy starts it, move closer or attack you then it's your turn (i.e. you have higher seq than enemies)? I tried to reproduce it in RP but I'm not sure if it's because my character has much higher sequence than enemies, or I didn't exactly follow your description.

My test is like this: I (seq 26) take Vic (seq 16) and Sulik (seq 20) with me. Enter a random encounter with floaters (3 normal w/ seq 18 & 3 mean w/ seq 20). I save the game before combat (they didn't see me yet).
I let a floater initial the combat, and it moves closer to me. Then it's my turn so I save the game again (in another slot). From here there are two scenarios:

  • Load the "another slot" save -> pass my turn (do nothing) -> another floater moves closer -> Vic attacks the first one -> the rest of other floaters move closer -> my turn again.
  • Load the "another slot" save -> pass my turn (do nothing) -> Vic attacks the first one -> all other floaters move closer -> my turn again.

I'm not sure if this is the same as the bug you said but happens on Vic (his order in combat is varied between loading).

@FakelsHub
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FakelsHub commented Apr 17, 2020

Yes, this is the bug.

@NovaRain
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NovaRain commented Apr 17, 2020

Yes, this is the bug.

OK, thanks for confirming. At least there is indeed an inconsistency I can reproduce.

@FakelsHub
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Should I fix this feature?
Somewhere there, the combat order between loading is not reset.
Maybe this is done specifically for variety between loads?.

@NovaRain
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NovaRain commented Aug 31, 2020

Should I fix this feature?
Somewhere there, the combat order between loading is not reset.
Maybe this is done specifically for variety between loads?.

I think we should examine the code to see if it's intended first. Personally I'm fine with this 'feature'.

@FakelsHub
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I haven't searched for this code yet. most likely, it will be difficult to determine how the developers wanted it.

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