(fixed) Methods bugs (renderer and throw method)
Posted: Thu Nov 15, 2007 12:17 pm
Method throw : (it was already there in DSB 0.22)
- Idle time for method throw is wrong or misplaced in the function :
the hand become available BEFORE the ammo is grabbed, so you can punch/kick/warcry while or after the ammo is grabbed, if you click fast.
I suggest to grab ammo instantly after having set the hand idle, or to get the idle time right if it's not.
Damage pop-up : (new renderer issue)
- After dealing damage, the name of the attacking character pops up for a fraction of a second in the method renderer (like when the method menu of the character is called). It's weird because it often happens when the player is already clicking on the other character's hand to call its attack menu, so you get a display like : damage / iaido (for a fraction of a second) / syra (method menu).
- It doesn't happen when the character deals no damage / attack fails.
Suggestion : aside from that, I would add a "miss" text when an attack fails. It would add some info and "even" the execution time of both failed and succeeded attack. Also, it could lead to new features like "critical miss" etc.
- Idle time for method throw is wrong or misplaced in the function :
the hand become available BEFORE the ammo is grabbed, so you can punch/kick/warcry while or after the ammo is grabbed, if you click fast.
I suggest to grab ammo instantly after having set the hand idle, or to get the idle time right if it's not.
Damage pop-up : (new renderer issue)
- After dealing damage, the name of the attacking character pops up for a fraction of a second in the method renderer (like when the method menu of the character is called). It's weird because it often happens when the player is already clicking on the other character's hand to call its attack menu, so you get a display like : damage / iaido (for a fraction of a second) / syra (method menu).
- It doesn't happen when the character deals no damage / attack fails.
Suggestion : aside from that, I would add a "miss" text when an attack fails. It would add some info and "even" the execution time of both failed and succeeded attack. Also, it could lead to new features like "critical miss" etc.