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New combat initiation code

Posted: Wed Aug 29, 2012 9:13 pm
by Laroremas
First of all, I really like it, good job Mask.

However, is there a way to give priority to the person initiating combat in a group?
kill kobold
You approach a kobold and prepare to engage it in combat!

<100%hp 98m 99%mv>
Your crush beats a kobold to a bloody pulp.
Erlo joins the battle!
Erlo pulls his blow aimed at a kobold.
Erlo's slash nearly bisects a kobold's right leg.
A kobold is stunned, but will probably recover.

<100%hp 98m 99%mv>
kill kobold
You approach a kobold and prepare to engage it in combat!

<100%hp 98m 99%mv>
You sidestep a kobold's piercing attack.
Erlo joins the battle!
Erlo pulls his blow aimed at a kobold.
Erlo's slash nearly bisects a kobold's abdomen.
A kobold is mortally wounded, and will die soon, if not aided.

<100%hp 98m 99%mv>
kill kobold
You approach a kobold and prepare to engage it in combat!

<100%hp 98m 99%mv>
You sidestep a kobold's piercing attack.
Erlo joins the battle!
Erlo goes to strike a kobold then stops.

<100%hp 98m 99%mv>
kill kobold
You approach a kobold and prepare to engage it in combat!

<100%hp 98m 99%mv>
You sidestep a kobold's piercing attack.
Erlo joins the battle!
Erlo goes to strike a kobold then stops.

<100%hp 98m 99%mv>
kill kobold
You approach a kobold and prepare to engage it in combat!

<100%hp 98m 99%mv>
You sidestep a kobold's piercing attack.
Erlo joins the battle!
Erlo goes to strike a kobold then stops.

<100%hp 98m 99%mv>
kill kobold
You approach a kobold and prepare to engage it in combat!

<100%hp 98m 99%mv>
You sidestep a kobold's piercing attack.
Erlo joins the battle!
Erlo goes to strike a kobold then stops.

<100%hp 98m 99%mv>
kill kobold
You approach a kobold and prepare to engage it in combat!

<100%hp 98m 99%mv>
Your crush beats a kobold to a bloody pulp.
A kobold is DEAD!
My groupmate, who was on stun, kept bringing an end to combat before I could finish off the kobold. I hope I was able to sufficiently explain the (very small) problem here. Thanks for reading.

New combat initiation code

Posted: Fri Aug 31, 2012 10:29 am
by Raona
Attack order is set by actual initiative calculations, which I think is preferable to having the one who types KILL SONSO attack alone in the first round?

In any case, this isn't really a bug, so I'm moving it to suggestions.

Re: BUG: New combat initiation code

Posted: Fri Aug 31, 2012 12:51 pm
by Hrosskell
A small enhancement request would be (if possible) to check killmodes against stunned targets and make them priority of kill over stun.

What Laro is saying is: he can't kill something because Elo, who wouldn't even attack because his deed is done, is attacking. This could cause issues with quests (bleeding out mobs not rewarding completion).

Re: BUG: New combat initiation code

Posted: Fri Aug 31, 2012 6:41 pm
by Laroremas
Thanks, Raona and Hrosskell.

Sorry for posting it in bugs. I just figured that what is happening may have been an oversight in the code itself (that is, what Hrosskell detailed).

Re: BUG: New combat initiation code

Posted: Sat Sep 01, 2012 10:46 am
by Raona
Ah, that makes more sense. Does this really break quests, or just force the killmode changes to deal with the issue? (That'll be the difference between a bug and an enhancement request.)

Re: BUG: New combat initiation code

Posted: Sat Sep 01, 2012 10:53 am
by Tarven
As a temp fix until this is looked at, could the party member go killmode nofight after the mobs are stunned? I know, still a pain, but an option?

Re: BUG: New combat initiation code

Posted: Sat Sep 01, 2012 3:58 pm
by Lirith
Raona wrote:Ah, that makes more sense. Does this really break quests, or just force the killmode changes to deal with the issue? (That'll be the difference between a bug and an enhancement request.)
It would break a quest if the NPC in question bled out while the person doing the killing was repeatedly typing kill NPC and the other person in the group was consequently stunning again. Tarven's suggestion of the person on stun going to nofight could work, but that still relies on someone remembering to change their killmode manually. I think Hross' suggestion for a fix is a good one.

Re: BUG: New combat initiation code

Posted: Sat Sep 01, 2012 4:42 pm
by Gwain
One thing I've noticed is that if you are flying over ground-based enemies now there is no single round to flee the room. However I've mostly encountered this with giants or larger creatures so it may be intentional.

Re: BUG: New combat initiation code

Posted: Sat Sep 01, 2012 8:32 pm
by Atheliyan
Its not just with larger creatures, its with all the creatures that could not attack you before. Even the bandits can attack immediately. The trolls on Corwell that you use to be able to fly over, hill giants, llamas, bandits, all the creatures that could not attack you while flying can now attack, and kill you.

Re: BUG: New combat initiation code

Posted: Sat Sep 01, 2012 8:38 pm
by Laroremas
Gwain wrote:One thing I've noticed is that if you are flying over ground-based enemies now there is no single round to flee the room. However I've mostly encountered this with giants or larger creatures so it may be intentional.
I think that disallowing that was likely one of the main features of the new initiation code, whether they be giant or otherwise.

Re: BUG: New combat initiation code

Posted: Sat Sep 01, 2012 11:14 pm
by Nearraba
viewtopic.php?f=51&t=15883

From this post, looks like they're on it with reguards to the flying thing! =)

Re: BUG: New combat initiation code

Posted: Sun Sep 02, 2012 1:35 am
by Gwain
I missed that posting, thank you :)

Re: BUG: New combat initiation code

Posted: Sun Sep 02, 2012 8:39 am
by Tarven
Better temp fix:

Have the person not doing the quest set config -autoassist

Can still manually assist, but will stop them from doing so after the first stun, and also stop you from having to switch back and forth.