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SC Lecter
06-04-2008, 04:43 AM
These are the known combat and healing bugs:

Combat:
1. "flee" and "retreat" are non-functional at the moment.
2. It's possible to attack while @hide'ing which is an unfair to the attackee who is unable to target "a shadow"
3. FIXED! When successfully attacking some body parts, the damage is applied to the wrong part. Example: Hitting "belly" damages wrist

Healing:
1. FIXED! Bruises disappear unusually fast.
2. FIXED! Healing and combat are not in sync yet so the system thinks characters are still injured even if their HP (as report by the combat system) is at 0.
3. FIXED! Warning messages to characters about death and needing to see a nurse are sent although death via combat is not possible at this point.

SC Lecter
08-11-2008, 05:03 PM
#3 combat fixed. Target and injury location should be in sync. Assist if there are any cases where this is not true.
#1 healing fixed. Bruises take a few hours to disappear.

SC Lecter
08-11-2008, 10:36 PM
#2 and #3 healing fixed

Oliver White
08-25-2008, 04:06 PM
After getting completely and utterly destroyed by the wild cat today (See my post in the other forum), I've got some bugs to report:

Oops! error. I got this 3 or 4 times in my repeated fights with the cat. I couldn't find any consistent command that seemed to set it off. It went off after an attack cat. I got it after breakcombat. I got it after the cat slunk off a big fat loser. It didn't have any obvious effect on the combat. Not like our previous problems.
edit: It has to do with me fighting and beating the cat, or so my 2nd test seems to suggest. I get no errors if I just let the cat attack me. It was only when I attacked it during the pre-emptive attack delay that the errors seemed to spring up.

Bokken and damage calculation Not so much an error but something that'll need updating. When fighting with a bokken and you do damage, the output doesn't list the weapon, but rather its official prop location. (Maybe this is all weapons for now; not sure)

Retreat Maybe this is premature, but it does work, sorta. Things I found: a) it's really, really hard to retreat from the one monster we have; it follows you everywhere. b) retreat definitely has problems in dark rooms with you not being able to target the exit properly. (I'm imagining this has to do with how the dark room's details are set up and their ability to be targeted in the dark.)

Delayed attacks There's a substantial delay when A attacks B, and B isn't readied for combat. That delay translates into approximately 4 "free" attacks by B, if B quickly goes into @fight mode, and attacks A repeatedly. I @idea'd this, but I think that the delay should be shortened/canceled after B's first attack against A goes off. This is an issue both in PC-PC combat (assuming they're not using strict 'I react / you react' RPing) as well as PC-NPC combat (one can get beaten by an NPC if one attacks before the monster goes into combat mode for example.)

Action points These are another issue that needs some looking at. While repeatedly going after our roving monster, I eventually found myself without any action points. At times I was exploiting the above bug and because I was hitting it 4 times and breaking it from combat before it struck back, and then chasing after it to repeat the process I was quickly depleted of points. Now, I'm assuming the above will get fixed at some time, so perhaps the frequency of action point depletion will be lessened. But consider, that we have a steam tunnel full of angry rats. They're rats, so they're easy to kill. If you start killing them before they attack back, you're going to be on a net slide toward 0 action points. I don't know the frequency at which they refresh out of combat, but it's awfully slow.

Oliver White
09-05-2008, 04:46 PM
Healing is at times weird. Ollie and Evan spar, someone wins (who is not important to this discussion). Ollie has some spar damage to recover.

Over a 5+ minute span, none of Ollie's damage recovered. Once I @rest-ed my points started coming down. I thought healing was automatic now and @rest wasn't needed?

Also, this weirdness happened:
> You sit down.
Evan Davis wipes his smooth forehead, "Alright, I'll remember that. I know in boxing you fall apart if you lose your stance."
You are too tired to continue fighting right now.
You aren't in system combat.
You are too tired to continue fighting right now.
You aren't in system combat.
You are too tired to continue fighting right now.
You aren't in system combat.
You are too tired to continue fighting right now.
You aren't in system combat.
You are too tired to continue fighting right now.
You aren't in system combat.
You are too tired to continue fighting right now.
You aren't in system combat.
> Not fighting - 200/200 actions remaining. You are wielding your fists. You are using your brawling skill. Armor rating of 5 and armor penalty of 1. Damage of 0(6)/5.
> You believe, "You're ready."

The red portion happened in rapid succession. No idea why it emitted that many times at me. It certainly wasn't 1 emit per 1 hp rested, because I started out at 0(9)/5.

Also, as Evan commented, fencing damage seems a bit off. I was hit twice for 9 damage, while I hit Evan 4 times for only 4 damage. Both of us had the full fencing armor of 8. I know Ollie's a weakling and all, but that's a huge difference. (I was almost broken from combat on the 1st hit.)

Oliver White
09-07-2008, 04:48 PM
Ok, I see that Oliver did heal today without using @rest. So that's one less complaint. And if @rest is going away, that awfulness I posted should also be going with it.

One new comment. When we attack we get something like:
Attack roll of 11 and defence of 6
Weapon bonus damage is: 2 and weapon is <[ABN:props:Axton:fencing:rapier-practice]#110993>

Either we should get the full info on our damage (not just the weapon bonus damage) or we should get no info at all. If you're going to show numbers show them all, I say. Or hide them all and say you just hit or miss.