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Absurdly small code changes
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=313897&th=20659#msg_313897
First entry (Exe r5763 &GameDir 1583): the option NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT in the ini allows the following small change:
If we are in turnbased combat and are moving to a location, we do not change our animation to standing/crouching/prone. This way, we do not have to spend additional APs if we get moving again. This is similar to what happens if we are interrupted while running; we can simply 'pick off' where we left.
This allows the player to move in smaller sections, for example, if we want to move a long way but the game pathing is not to our liking.]]>Flugente2013-01-04T20:49:02-00:00Re: Absurdly small code changes
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=313902&th=20659#msg_313902
Thank you. ]]>Uriens2013-01-04T23:18:12-00:00Re: Absurdly small code changes
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=313916&th=20659#msg_313916
Sam Hotte2013-01-05T14:21:21-00:00Re: Absurdly small code changes
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=313946&th=20659#msg_313946
multi-turn actions. It is basically a system that allows a coder to set an action to be performed over multiple turns. Once you start the action, a few APs are deducted, a small icon signifies that the emrc is now performing an multi-turn action. He can still do anything as usual, but:
At the end of the turn, we look at his remaining APs. If has any left, we deduct these from the total AP cost of the action he is performing. Once he ha fully paid the cost, the action will be finished. If he is not able to do the action, it is cancelled, but we do not regain any spent APs for it.
As a demonstration, building/removing/filling sandbags is now a multi-turn action.
Boss demonstrates mulit-turn actions. He begins building a sandbag barricade, but continues to fire at enemies. At the end of the turn, he has switched position, but is still facing the same tile on which he originally started building. After a few turns, he is finished, the sandbag barrier stands.
Had he not looked at the same tile at the end of his turn, or had he not had a sandbag in his main hand, or had the tile been occupied, he would have stopped building (a message will appear in that case).
If in realtime and not in combat, actions are still performed instantly. No need to wait 15 seconds for building a sandbag there.
It was previously criticized that building sandbags is too fast, thus giving an unfair advantage to the player. With this feature, building takes multiple turns (governed by the AP cost in APBPConstants.ini). So you can now build sandbags in turnbased mode, but it will keep you occupied for several turns. You can still defend yourself, but you must return to the building site every turn.
This feature was added to th trunk in r5778 and requires GameDir of revision >= 1589 (due to the added constants and the icon). It is a new savegame version but does NOT break savegame compatibility.]]>Flugente2013-01-06T03:16:37-00:00Re: Absurdly small code changes
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=313947&th=20659#msg_313947
How is suppression/cowering and taking damage handled in all of this? I imagine any small thing cancels the action?]]>Slax2013-01-06T04:15:07-00:00