[Not a bug] Monsters attack diagonally
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- Gambit37
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[Not a bug] Monsters attack diagonally
You can't fight homer, he's hidden behind two walls. These long-range wall-breaking attacks are really unfair!
I'm back at the secret place with Homer and can't open the metal door....
I'm back at the secret place with Homer and can't open the metal door....
- Sophia
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You're right, it IS unfair, but don't blame me, it's a bug in RTC. There is absolutely no way this monster should be attacking you.Gambit37 wrote:You can't fight homer, he's hidden behind two walls. These long-range wall-breaking attacks are really unfair!
"Homer" is at a diagonal from the party (in a completely unrelated room), and there are two walls in the way.
For example, if the party is at 1, "Homer" is at 2, and X's are walls, the situation would be something of this sort:
X1
2X
- George Gilbert
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- Gambit37
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Actually, I'm not sure about the diagonal issue now. I may simply have been a matter of perception.
In an earlier part of the dungeon, I came to an area with a gold scorpion and a cross of pits with some armour in the middle. I was attacked remotely when it was clearly diagonally positioned to my left. However, later solving this part I discovered a red scorpion hiding a magic boulder -- it may have been this attacking my directly straight on but through several walls.
As for homer and his diagonal attack, it isn't, it's straight on:
Given what you've said Sophia, is it the case that monsters shouldn't have these 'remote' attacks at all? I thought that was quite a cool feature, but maybe it's a new bug then!
In an earlier part of the dungeon, I came to an area with a gold scorpion and a cross of pits with some armour in the middle. I was attacked remotely when it was clearly diagonally positioned to my left. However, later solving this part I discovered a red scorpion hiding a magic boulder -- it may have been this attacking my directly straight on but through several walls.
As for homer and his diagonal attack, it isn't, it's straight on:
Given what you've said Sophia, is it the case that monsters shouldn't have these 'remote' attacks at all? I thought that was quite a cool feature, but maybe it's a new bug then!
- George Gilbert
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Hmm - yes; I've caught one of these attacks in a debugger now and can see what's happening - specifically, it is doing a remote "ranged" attack, not a diagonal.
One could easily argue that this is a feature rather than a bug though!
Sophia - what was your intention / expectation for the ranged attacks of this creature?
One could easily argue that this is a feature rather than a bug though!
Sophia - what was your intention / expectation for the ranged attacks of this creature?
- George Gilbert
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BTW - The logic currently in the RTC engine is that "ranged" attacks that involve some kind of projectile (physical item, spell etc) won't get fired unless there's a clear path through (or a path that might become clear - for example, if there's a destroyable door in the way and the attack is a fireball one, then thats OK).
Other ranged attacks however, always occur no matter what's in the way. Whilst this was originally the correct behaviour (for example, monsters that had a ranged attack of "heal self" should do so regardless of whether there's a wall in the way!), perhaps this type of use has been superceded by the new "movement" attack method slots and the new behaviour for ranged attacks should always check for a (potentially) clear path.
Other ranged attacks however, always occur no matter what's in the way. Whilst this was originally the correct behaviour (for example, monsters that had a ranged attack of "heal self" should do so regardless of whether there's a wall in the way!), perhaps this type of use has been superceded by the new "movement" attack method slots and the new behaviour for ranged attacks should always check for a (potentially) clear path.
- Sophia
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Ah, ok. I was confused as to where exactly where you were standing. As is clear from that magic map, though, those monsters should have no way to get at the party.
I am not sure of the version history, but I believe SS was compiled before there was an even a distinction between ranged attacks and close attacks.
In any case, it was my design intention that this monster was to have no range attacks at all. This is just the standard ATTACK_METHOD_MONSTER_* method.
It seems like a bug with the backward compatibility, because when I load the .txt file into the editor, the monster's attack method shows up in the right place.
I am not sure of the version history, but I believe SS was compiled before there was an even a distinction between ranged attacks and close attacks.
In any case, it was my design intention that this monster was to have no range attacks at all. This is just the standard ATTACK_METHOD_MONSTER_* method.
It seems like a bug with the backward compatibility, because when I load the .txt file into the editor, the monster's attack method shows up in the right place.
- Sophia
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On second thought, no, the attack methods don't show up in the right place. There is no conclusive evidence of anything, here, because the editor produces a ton of errors when loading sstrike.txt (it's designed for 0.37ish and hasn't been updated), and the attack methods of a lot of other monsters are not set to what they ought to be, either. So, for all I know, it could be clobbering it and doing something strange.Sophia wrote:It seems like a bug with the backward compatibility, because when I load the .txt file into the editor, the monster's attack method shows up in the right place.
- George Gilbert
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OK - I understand what's going on now. The monster in question doesn't *just* have ATTACK_METHOD_MONSTER_ methods; only the 1st and 3rd one - it's 3rd attack method activates a relay.Sophia wrote:In any case, it was my design intention that this monster was to have no range attacks at all. This is just the standard ATTACK_METHOD_MONSTER_* method.
It seems like a bug with the backward compatibility, because when I load the .txt file into the editor, the monster's attack method shows up in the right place.
The backwards compatibility is done in the engine by duplicating the 3 basic attack methods (which were the only ones in early versions) into the 3 ranged ones. This works perfectly for all "normal" attacks (ATTACK_METHOD_MONSTER, spell attacks etc); all are available at close range (as before) and the ranged ones work at range (and the ATTACK_METHOD_MONSTER has no effect because the monster isn't next to the party).
The problem is that it doesn't know what to do with the relay attack method - it could be anything (close, ranged, healing or whatever).
So, in conclusion, there's a flaw in how the backwards compatibility works. Unfortnately, it's not clear how (or even if) it can be fixed. So I think the thing to do is to recompile SS with the latest version of RTC and all the problems will go away
- George Gilbert
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- George Gilbert
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