Open Terrorforge opened 1 month ago
The UNANNY_DODGE flag does not seem to be applied. You can tell, because when your character performs an uncanny dodge, they move to a nearby tile, and this does not happen with Trick of the Light.
...this makes me think the UNCANNY_DODGE flag flat-out doesn't work because that has never happened on anything I've applied UNCANNY_DODGE to.
The CBM works like that, as does Magiclysm's "Mirror Displacement" mutation.
There may be problems applying through effects specifically? There's been issues with that in that past I believe.
The code checks directly for presence of CBM or mutation, AFAIK it doesn't look through effects (at least I noticed a piece of code apparently doing that some time ago).
You can tell, because when your character performs an uncanny dodge, they move to a nearby tile, and this does not happen with Trick of the Light.
There is some code where "uncanny dodge = do two dodge checks, pick the best result" -- I don't know if the 'move a tile' has been removed or if it still/also exists (plus the "two dodge checks").
Edit: or maybe I was misremembering HARDTOHIT, dunno.
I tested it for this, so I can confirm that the CBM and mutation do in fact have you hopping around when you dodge.
Okay I think the UNANNY_DODGE effect is actually applied, at least partially. I was doing some testing to see if I could figure out if and how much Trick of the Light and/or Blinding Radiance actually work, and I couldn't really make heads or tails of the debug messages, EXCEPT that these "Dodge roll 999999" are what should be happening when the code detects the UNCANNY_DODGE flag. It's not triggering the sidestep, though, and don't seem to cost more stamina than a regular dodge.
e: well now I can't replicate this. I'm not seeing dodge roll 999999 any more and the zombie can definitely hit me. so what the fuck
Those "Dodge roll 999999" can happen when `EVASION``>0, best make sure you don't have the Spacial Recalibration mutation before testing.
I didn't, but Trick of the Light does have an Evasion component
Describe the bug
The photokinetic power Trick of the Light (photokinetic_light_dodge) doesn't seem to be applying all of its intended effects. I've struggled to outline which ones are and aren't working since they all work on the same mechanic, but here are my observations:
"blocks_effects": [ "grabbed" ]
part of the effect. It appears a successful grab counts as getting hit and dispels the effect, so it's possible the grab removes the effect before the effect can remove the grab.Attach save file
trivially reproducible
Steps to reproduce
Expected behavior
The power has all of its intended effects
Screenshots
No response
Versions and configuration
Additional context
No response