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Ranged Weapon/Circle Bug?
https://shatteredkingdoms.org/forums/viewtopic.php?f=26&t=22737
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Author:  FinneyOwnzU [ Wed Jul 11, 2012 7:24 am ]
Post subject:  Ranged Weapon/Circle Bug?

I am not able to circle someone that is getting hit by ranged attacks - getting the "They aren't fighting right now." message. I also cannot backstab or hamstring them, since they have a racing pulse. Similar to pre-update - can't circle cause it says they're not fighting even though they're getting pelted by arrows and can't backstab/hamstring cause they have a pulse.

Code:
[HP:100%] [ME:100%] [PE:100%]
>
Tolene exclaims to Dinendal 'You stay here, my love!'

[HP:100%] [ME:100%] [PE:100%]
> sayto dine Sorry about this, pal.
You say to Dinendal 'Sorry about this, pal.'

[HP:100%] [ME:100%] [PE:100%]
>
Tolene stops using a spiked, blood diamond bill.

[HP:100%] [ME:100%] [PE:100%]
>
Tolene wields a desert-camouflaged crossbow in her hand.

[HP:100%] [ME:100%] [PE:100%]
> snick
You snicker softly.

[HP:100%] [ME:100%] [PE:100%]
> look

The Gates of Castle Morea
  You stand before the imposing gates of Castle Morea.  A thick, gloomy,
ancient forest can be seen behind these gates with a small but well-defined
road carving its path to the south.  A pair of narrow, grey stone walls loom
up on either side of you, reaching well over a hundred feet into the sky.
From the pinnacle of this barricade you see two fearsome gargoyles staring
down at you dispassionately as only stone figurines could do.  A
cobble-stone road leads north towards the castle.   
   It's snowing lightly, cold, and very windy. 
Obvious exits: n wilderness
     The wilderness lies before you.
A Taslamaran courser is here, chewing impatiently on his bit.
Dinendal (a handsome male elf) is here.
Tolene (a callipygian female elf) is flying here.
(Charmed) A sturdy mule is sleeping here.
(Charmed) A spirit steed is sleeping here.

[HP:100%] [ME:100%] [PE:100%]
>
Tolene flits north.
A Taslamaran courser flits north.

[HP:100%] [ME:100%] [PE:100%]
>
Dinendal asks to you 'Sorry about what?'

[HP:100%] [ME:100%] [PE:100%]
>
An iron round bolt streaks into Dinendal from the north!
Tolene pierces at Dinendal's head, causing a pulsating wound.

[HP:100%] [ME:100%] [PE:100%]
> circle dine
They aren't fighting right now.

[HP:100%] [ME:100%] [PE:100%]
> circle dine
They aren't fighting right now.

[HP:100%] [ME:100%] [PE:100%]
>
An iron round bolt streaks into Dinendal from the north!
Tolene pierces at Dinendal's chest, smashing a small but painful, wound.
An iron round bolt streaks into Dinendal from the north!
Tolene pierces at Dinendal's chest, causing a deep gash.
An iron round bolt streaks into Dinendal from the north!
Tolene pierces at Dinendal's chest, causing a deep gash.

[HP:100%] [ME:100%] [PE:100%]
> circle dine
They aren't fighting right now.

[HP:100%] [ME:100%] [PE:100%]
> circle dine
They aren't fighting right now.

[HP:100%] [ME:100%] [PE:100%]
>
An iron round bolt streaks into Dinendal from the north!
Tolene pierces at Dinendal's chest, causing a gaping wound!

[HP:100%] [ME:100%] [PE:100%]
> y You can stop firing.
You yell 'You can stop firing.'

[HP:100%] [ME:100%] [PE:100%]
> backstab din
Dinendal is still hyper-alert from combat.
>>>>>>> HYPER ALERT <<<<<<<

[HP:100%] [ME:100%] [PE:100%]
>
An iron round bolt streaks into Dinendal from the north!
Tolene pierces at Dinendal's chest, ripping open his stomach!
An iron round bolt streaks into Dinendal from the north!
Tolene strikes suddenly, piercing at Dinendal's chest!  Some GUTS fall!

[HP:100%] [ME:100%] [PE:100%]
> ham din
Dinendal is still hyper-alert from combat.
>>>>>>> HYPER ALERT <<<<<<<

[HP:100%] [ME:100%] [PE:100%]
>
Dinendal asks 'WWWWWWHHHHHYYYYX?!?!?'

[HP:100%] [ME:100%] [PE:100%]
> look

The Gates of Castle Morea
  You stand before the imposing gates of Castle Morea.  A thick, gloomy,
ancient forest can be seen behind these gates with a small but well-defined
road carving its path to the south.  A pair of narrow, grey stone walls loom
up on either side of you, reaching well over a hundred feet into the sky.
From the pinnacle of this barricade you see two fearsome gargoyles staring
down at you dispassionately as only stone figurines could do.  A
cobble-stone road leads north towards the castle.   
   It's snowing lightly, cold, and very windy. 
Obvious exits: n wilderness
( 2) An iron bolt lays here.
     The wilderness lies before you.
Dinendal (a handsome male elf) is here.
(Charmed) A sturdy mule is sleeping here.
(Charmed) A spirit steed is sleeping here.

[HP:100%] [ME:100%] [PE:100%]
> laugh
You laugh.

[HP:100%] [ME:100%] [PE:100%]
>
Dinendal starts to pluck out bolts from his torso.

[HP:100%] [ME:100%] [PE:100%]
> tell dinendal OOC Testing the new combat change :D  Sorry!
You tell Dinendal 'OOC Testing the new combat change :D  Sorry!'

[HP:100%] [ME: 98%] [PE:100%]
>
An aura of spiritual blessing surrounds you.
You are not favored by a god.
The snow has let up a little.

[HP:100%] [ME:100%] [PE:100%]
>
Dinendal tells you 'ooc: Scased the [REDACTED] outta me!'

[HP:100%] [ME:100%] [PE:100%]
> laugh
You laugh.

[HP:100%] [ME:100%] [PE:100%]
> reply OOC ROFL - thought Tolene told you. HAHAHAHA.
You reply to Dinendal 'OOC ROFL - thought Tolene told you. HAHAHAHA.'

Author:  Dulrik [ Wed Jul 11, 2012 7:27 am ]
Post subject:  Re: Ranged Weapon/Circle Bug?

Someone in the group being attacked has to either be in melee or actively engaged in shooting. If not, they are not considered to be fighting.

Author:  ninja_ardith [ Wed Jul 11, 2012 7:30 am ]
Post subject:  Re: Ranged Weapon/Circle Bug?

Why can I not move around then?

Quote:
Life 100 Mana 100 Move 94
skirmish maelgrim
You are set to skirmish with maelgrim.
You load your weapon with an iron round bolt.

Life 100 Mana 100 Move 93
l e

You spot your target to the east!
You fire a desert-camouflaged crossbow to the east!
Maelgrim yells 'Guards! Tolene is trying to murder me!'
You pierce at Maelgrim's forehead, causing a small gash.
You load your weapon with an iron round bolt.
You fire a desert-camouflaged crossbow to the east!
You pierce at Maelgrim's chest, smashing a small but painful, wound.
You load your weapon with an iron round bolt.
You fire a desert-camouflaged crossbow to the east!
You pierce at Maelgrim's head, causing a pulsating wound.
You load your weapon with an iron round bolt.

Life 100 Mana 100 Move 93
You see The Guard House.
Maelgrim is not too far off east from here.

Life 100 Mana 100 Move 93
e
No way! You are still fighting!

Life 100 Mana 100 Move 93
e
No way! You are still fighting!

Life 100 Mana 100 Move 93

You fire a desert-camouflaged crossbow to the east!
You pierce at Maelgrim's chest, causing a deep gash.
You load your weapon with an iron round bolt.
You fire a desert-camouflaged crossbow to the east!
You pierce at Maelgrim's head, carving a bleeding hole in it!
You load your weapon with an iron round bolt.
You fire a desert-camouflaged crossbow to the east!
You pierce at Maelgrim's chest, causing a deep gash.
You load your weapon with an iron round bolt.

Life 100 Mana 100 Move 92
l w
You see The Castle Wall.

Life 100 Mana 100 Move 92
ret e
You no longer feel stealthy.
You sound the retreat!
You flit east.

The Guard House
You are standing in the guard house of castle Morea. Large iron bars
protect the windows from intruders and thin slits line the wall from which,
you have no doubt, a deadly volley of arrows could be loosed at any
intruder. Along the western wall, an iron ladder is embedded into the wall,
allowing the guards to gain the upper levels of the wall quickly in the
event of a siege.
Obvious exits: n e s w
A Taslamaran courser flits in from the west.

Life 100 Mana 100 Move 90

You fire a desert-camouflaged crossbow to the east!
You pierce at Maelgrim's chest, causing a gaping wound!
You load your weapon with an iron round bolt.
You fire a desert-camouflaged crossbow to the east!
You pierce at Maelgrim's head, cutting him a new eye socket!
You load your weapon with an iron round bolt.

Life 100 Mana 100 Move 90
l w
You see The Castle Wall.

Life 100 Mana 100 Move 90
ret w
You sound the retreat!
You flit west.

The Castle Wall
High above you loom the red walls of the castle Morea. Easily double
the height of any giant, these smooth walls have very few means of
being scaled. Several ladders do travel steeply up the side of the
wall, providing a means for the castle to be defended. Along the base
of the wall runs a dirt cart path, wide enough for two carts to pass
by one. Flanking this path to the other side is a moat which
surrounds the inner keep of the castle.
It's raining lightly, mild, and windy.
Obvious exits: e w
A Taslamaran courser flits in from the east.

Life 100 Mana 100 Move 88

You fire a desert-camouflaged crossbow to the east!
You pierce at Maelgrim's mouth, knocking out a few of his teeth!
You load your weapon with an iron round bolt.
You fire a desert-camouflaged crossbow to the east!
You pierce at Maelgrim's chest, causing a gaping wound!
You load your weapon with an iron round bolt.
You fire a desert-camouflaged crossbow to the east!
You pierce at Maelgrim's mouth, knocking out a few of his teeth!
You load your weapon with an iron round bolt.

Life 100 Mana 100 Move 88
w
No way! You are still fighting!

Life 100 Mana 100 Move 88
ret w
You sound the retreat!
You flit west.

The Castle Wall
High above you loom the red walls of the castle Morea. Easily double
the height of any giant, these smooth walls have very few means of
being scaled. Several ladders do travel steeply up the side of the
wall, providing a means for the castle to be defended. Along the base
of the wall runs a dirt cart path, wide enough for two carts to pass
by one. Flanking this path to the other side is a moat which
surrounds the inner keep of the castle.
It's raining lightly, mild, and windy.
Obvious exits: e w
A Taslamaran courser flits in from the east.

Life 100 Mana 100 Move 86

You fire a desert-camouflaged crossbow to the east!
You miss Maelgrim.
An iron round bolt sails far into the distance.
You load your weapon with an iron round bolt.
You fire a desert-camouflaged crossbow to the east!
You pierce at Maelgrim's chest, causing a gaping wound!
You load your weapon with an iron round bolt.
They are out of range.
You stop firing.

Life 100 Mana 100 Move 85

You hear foot steps nearby.

Life 100 Mana 100 Move 100

Maelgrim runs in from the east.

Life 100 Mana 100 Move 100

Maelgrim frowns.

Life 100 Mana 100 Move 100

Maelgrim says 'Seems I'm unhindered by your bolts and can move about freely.'

Author:  FinneyOwnzU [ Wed Jul 11, 2012 7:32 am ]
Post subject:  Re: Ranged Weapon/Circle Bug?

Dulrik wrote:
Someone in the group being attacked has to either be in melee or actively engaged in shooting. If not, they are not considered to be fighting.


Alright, thanks for the clarification. Seems odd that rogues are still left with no way to "open" on someone in this situation other than dirt kick. Won't be able to start combat with a kill command, since it is likely you will be in the second or third rank.

Author:  Dulrik [ Wed Jul 11, 2012 7:41 am ]
Post subject:  Re: Ranged Weapon/Circle Bug?

ninja_ardith wrote:
Why can I not move around then?

It's the distinction between "My party is engaged in doing damage to someone" vs "My party is just receiving damage". From my point of view, I only thought the first should be considered fighting.

But if you were the one shooting, then you ought to be able to be circle stabbed now. Are you saying it doesn't work?

Author:  ninja_ardith [ Wed Jul 11, 2012 7:50 am ]
Post subject:  Re: Ranged Weapon/Circle Bug?

No, I can clearly be circle stabbed, but since I just rebooted I lost the log snippet I could have posted. And this is a really huge nerf to ranged combat in general considering you cannot skirmish and move around now. This is a huge nerf to the scout class in particular since mercenaries still get retreat.

I wanted to wait to see what the code change would bring as popular opinion is that it was going to lock down both parties, and I think that would have been a hugely unddeserved buff to ranged combat, but it has been my experience that I generally use ranged combat in situations where my character is vastly outnumbered, and as it works now, it's pretty much a death sentence to utilize ranged combat.

Author:  Dulrik [ Wed Jul 11, 2012 7:55 am ]
Post subject:  Re: Ranged Weapon/Circle Bug?

Skirmish has not been finalized. Give your opinion in the other thread on how it should work.

Author:  jhorleb [ Wed Jul 11, 2012 8:41 am ]
Post subject:  Re: Ranged Weapon/Circle Bug?

Yeah I agree with Ardith. Both parties should be able to move if ranged combat is the only fighting happening, but it looks like that's not the way it's currently working. Skirmishing in SK before was a very cool feature.

Author:  Dulrik [ Wed Jul 11, 2012 3:03 pm ]
Post subject:  Re: Ranged Weapon/Circle Bug?

Leaning toward allowing movement if the only fighting taking place is shooting, but you'd have to succeed at skirmish check.

Author:  jhorleb [ Wed Jul 11, 2012 3:15 pm ]
Post subject:  Re: Ranged Weapon/Circle Bug?

That seems fair enough on the attacking side since skill is required to move and fire at the same time. I assume the party receiving the damage could move at will as before?

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