Comments (4)
Requesting bug be reopened as Lethality still activated against a Lord unit. Granted it missed (perhaps due to Gamble being on):
[RCVE]2 COMMANDMESSAGE::Matthew move (0, 0):[EQUIP, Matthew, 0, ATTACK, Ephraim]
[BATL]0 BATTLESTART::
[BATL]0 HP::Matthew HP38 Ephraim HP31
[BATL]0 ATTACKRECORD::Gamble(a) Miss: Matthew, Ephraim, 0, 0 (drain)
[BATL]0 ATTACKRECORD::Gamble(a) Miss: Ephraim, Matthew, 0, 0 (drain)
[BATL]0 ATTACKRECORD::Lethality(a) Miss: Matthew, Ephraim, 0, 0 (drain)
[BATL]0 HP::Matthew HP38 Ephraim HP31
[BATL]0 BATTLEEND::
[SEND]2 COMMANDMESSAGE::Matthew move (0, 0):[EQUIP, Matthew, 0, ATTACK, Ephraim]
This was observed in the battle I did with myself yesterday when regression testing #83
from femultiplayer-v2.
Skills have approximately three phases: the "did this activate?" phase, the stat-altering phase and the damage-modification phase. Eli's solution was to not touch the "did this activate" phase, but instead check the opponent's lordhood during the damage-modification phase and only increase damage dealt by 999 if the opponent is not a lord.
Had that attack hit, it should have done a normal amount of damage, just with the flashier effects.
I do like my solution better, which modifies the "did this activate?" phase so that the flashy effects don't occur and don't confuse people into saying "Lethality activated! Why is the lord still standing?" I pushed it, but then didn't PR since Eli had already implemented his solution by then.
from femultiplayer-v2.
I do like my solution better, which modifies the "did this activate?" phase so that the flashy effects don't occur and don't confuse people into saying "Lethality activated! Why is the lord still standing?"
You just read my mind, can we apply your solution? Otherwise, like you said, it'd just trigger confusion and look sloppy.
On a sidenote, there should be a "Was the attack successful?" phase, as I've only seen damage modification skills like Sol and Luna and such activate only when they were going to hit in their native games. (Although I'm not sure if this is due to the skill modifying the hit rate to ensure the attack won't miss, or if the series only rolls for damage modification skills after a successful hit has been rolled. Part of me believes it may be the former, that when a damage modification skill activates, the attack is guaranteed to hit) When I first played FEMP, I remember my reaction during a match being, "OMG, Sol activated! Get rekt!" followed by, "What?! It missed? Since when?"
from femultiplayer-v2.
Oh gosh, I didn't even realize that, I'm so sorry Ray. I'll just kinda pull your solution
from femultiplayer-v2.
Related Issues (20)
- Add a detailed character screen
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- Spectators should be able to see mutual fields of vision in FoW HOT 1
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- Desynced ready status when returning to lobby
- app.config is undocumented HOT 3
- Improve Level Editor HOT 2
- Repositioning before the start of a game
- Add unique music option to app.config for battles involving Lords HOT 2
- Rage Mechanic
- Using Give Command crashes Server
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- Dropped rescued enemies are shown grayed out HOT 2
- Spectators are required to be ready to start a match
- Red team's rescue icon is the wrong color
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from femultiplayer-v2.