droozynuu / andors-trail

Automatically exported from code.google.com/p/andors-trail
0 stars 0 forks source link

Have to attack some monsters twice #29

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
I cannot attack some monsters, because they tell me something. (for example "Go 
away")

I have to attack them a second time to actually attack them.
Could you provide a button "attack" to the message of the monster.

Its ok for bosses, but the monsters at the barn are annoying. There are around 
5-7 monsters that have to be attacked twice.

Original issue reported on code.google.com by SamuelPl...@gmail.com on 26 Nov 2010 at 10:34

GoogleCodeExporter commented 8 years ago
Done. I have now made it so that any conversations that end with the monster 
being aggressive also causes the fight to start right after the conversation. 
Just like the player had engaged in combat.

This makes a few quests easier to follow.

Original comment by oskar.wi...@gmail.com on 27 Nov 2010 at 10:17

GoogleCodeExporter commented 8 years ago
I got the first program crash here.
It usually works fine, but one time I attacked a monster and while the message 
box was shown it moved 1 field away from me. So we were not adjacent anymore.

So you should only initiate attack if the player and the monster are still 
adjacent.

There is much asynchronous messaging and moving. Perhaps you should use more 
sync for movement / attacking / messageing.

Original comment by SamuelPl...@gmail.com on 29 Nov 2010 at 1:09

GoogleCodeExporter commented 8 years ago
Great, a FC. Those are the ones I really want to find :)

Was this in combination with a monster showing the conversation dialog?
Is it possible to reproduce it?
1) Move onto monster with conversation
2) Resolve conversation
3) Monster moved
4) Attack bar shows up
5) Player attacks monster
was this the way it happened?

Original comment by oskar.wi...@gmail.com on 29 Nov 2010 at 7:40

GoogleCodeExporter commented 8 years ago
Hm, I think this is similar to the timing issue we saw in issue #20. I've 
placed more safeguards around when new Activities are started, hopefully 
preventing this situation.

I think we should keep the asynchronous messaging. It's harder to do, but very 
elegant when done right. This way should be easier on the overall performence 
(and in effect on battery life).

Original comment by oskar.wi...@gmail.com on 29 Nov 2010 at 8:12

GoogleCodeExporter commented 8 years ago
It was like that: (IIRC)

1) I moved on the field where the monster was.
2) Attacking was initiated and monster moved away at the same time
3) Dialog showed up, although the monster was not adjacent.
4) I confirmed the Message.
5) FC

BTW: Sometimes monsters spawn under me. IIRC happened twice.

Original comment by SamuelPl...@gmail.com on 29 Nov 2010 at 9:10

GoogleCodeExporter commented 8 years ago
Hopefully this is resolved now. Should we close the issue?

Original comment by oskar.wi...@gmail.com on 1 Dec 2010 at 9:43

GoogleCodeExporter commented 8 years ago
Yes close it, I tried to reproduce but failed.
But its hard to reproduce. If it happens again I will tell u.

Original comment by SamuelPl...@gmail.com on 2 Dec 2010 at 6:49

GoogleCodeExporter commented 8 years ago
Thanks for retesting, and thank you again for reporting the issue.

I'm closing the issue.

Original comment by oskar.wi...@gmail.com on 3 Dec 2010 at 9:57