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Mute broken for enemies?

 
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Oct 02, 2006 7:34 pm    Post subject: Mute broken for enemies? Reply with quote

I think that the mute register is broken for enemies. Has anyone else experienced this (or even messed with it)? I have an enemy muted, and it still uses attacks that are clearly marked 'mutable' in custom. But when my hero is muted, he/she cannot use these attacks.

Is it possible that I am just missing something? Or is this ready to enter into Bugzilla?
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Valigarmander
Bye-Bye




Joined: 04 Mar 2006
Posts: 750
Location: Nowhere

PostPosted: Mon Oct 02, 2006 7:42 pm    Post subject: Reply with quote

The mute bitset isn't exactly recent (new as of Serendipity (February)), but I haven't experienced this problem yet. But then again, I haven't put the feature to much use. I'll see if the problem applies to me.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Oct 09, 2006 4:55 pm    Post subject: Reply with quote

Okay, I think that I ought to post this. What all should I include in a test case? I'm thinking:
One hero with a mutable and a non-mutable attack.
One enemy with same attacks.
One enemy with only mutable attack.
A mute attack that can target anyone for the hero.

Is this enough? Any other ideas about it?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Tue Oct 10, 2006 6:47 am    Post subject: Reply with quote

msw188 wrote:
Okay, I think that I ought to post this. What all should I include in a test case? I'm thinking:
One hero with a mutable and a non-mutable attack.
One enemy with same attacks.
One enemy with only mutable attack.
A mute attack that can target anyone for the hero.

Is this enough? Any other ideas about it?


Yes, that sounds like a good testcase.

If you vould put it in bugzilla that would be cool.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sat Oct 21, 2006 9:45 am    Post subject: Reply with quote

Oops, I forgot about this, but seeing the latest bugwork reminded me about it, so I just made a test case and uploaded it into bugzilla. Hopefully this can get fixed fairly easily and fairly soon. Here's a question that maybe we should answer about it: if an enemy's attack is muted, and it tries to 'select' it, what should happen? Should the enemy have to select a different attack right away, or should it waste a whole turn? Should there be a bitset to affect this behavior? To me, this is the same as an enemy not having proper MP (and we have the MP idiot bitset for that). Any other thoughts?
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