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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Fri Jul 20, 2012 12:55 pm 
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Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
Something wonky this way comes: apparently retreat, mid-combat, right after a kill, generates a bit of buggy behavior. Here's a quick snippet:
Log wrote:
A life drain vitiates a dignified male elf as he falls lifeless to the ground.
A dignified male elf is DEAD!!
A dignified male elf falls lifeless to the ground.

[HP:100%] [ME: 53%] [PE: 99%] A circle of stones
Bash who?! what?!

[HP:100%] [ME: 53%] [PE: 99%] A circle of stones

The Imperialism... and then some. duo sings: Keep their eyes closed, kept long from their wake,
The Imperialism... and then some. duo continues to move to the music.

[HP:100%] [ME: 53%] [PE: 99%] A circle of stones
Bash who?! what?!

[HP:100%] [ME: 53%] [PE: 99%] A circle of stones
A callipygian female elf sounds the retreat!
A callipygian female elf flits east.
A lanky male human rides a spirit steed east.
A green-eyed female elf flits east.

[HP:100%] [ME: 53%] [PE: 99%] A circle of stones

A resolute female human quickly jumps out of the way as a black wolf kicks dirt into the air.
A black wolf misses a resolute female human.
A black wolf tries to bite at a resolute female human's stomach, but his blow is deflected by a wide belt of etched plates.
Alaric's counterstrike wounds a willowy female elf.
Alaric parries a willowy female elf's attack.
Alaric parries a confident male human's attack.
Alaric dodges a confident male human's attack.
Alaric parries a confident male human's attack.
Alaric dodges a frail female gnome's attack.
A resolute female human misses a black wolf.


A groupmate was killed, but a merc still called for retreat. However, only half of his group made it out -- the others stayed in collapsed formation to die.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Mon Jul 23, 2012 12:52 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
More instances of this happening (with logs if possible) would be appreciated.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Mon Jul 23, 2012 1:32 pm 
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So who's up for some group PK?


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Mon Jul 23, 2012 1:43 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I was going to test this out, but since it requires someone to die I said, "I can't afford another curse"


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Tue Jul 24, 2012 10:55 pm 
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Joined: Fri Jan 17, 2003 5:21 pm
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Location: Dänimarka
Question to anyone who might know the answer. If I'm out dicking about in group pvp, and my group gets hit with a fireball. Does that mean we all have to flee individually to leave the room, quaff word of recall, stand in the fireballs that undoubtedly follow on the first one, retreat or shoot back?

Or is it only the mechanics that put you in combat when you hit stuff that has been changed, not when being hit by stuff?


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Tue Jul 24, 2012 11:43 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Being damaged does not count as fighting. You have to be attacking someone else to be fighting.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 25, 2012 1:07 am 
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Joined: Mon Sep 19, 2011 11:12 am
Posts: 449
Dulrik wrote:
Being damaged does not count as fighting. Your group has to be attacking someone else to be fighting.


I fixed this for you! After all, now just being in the group without doing any damage output holds you accountable for simply being present.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 25, 2012 6:08 am 
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Location: At home. Or work, maybe. Or working from home.
Since there isn't a specific thread for the new update:

Dulrik wrote:
Do not attempt to flee through portals that you cannot see

I'm glad it's fixed to prevent the message spam, but I honestly don't understand why you can't flee / retreat through named exits while dirt kicked.


And I'm not just saying this because of the acid scorpions. :oops:


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 25, 2012 7:21 am 
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Joined: Fri Jan 17, 2003 5:21 pm
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Location: Dänimarka
Dulrik wrote:
Being damaged does not count as fighting. You have to be attacking someone else to be fighting.


So the statement holds true for the ones casting the spells/shooting the arrows. :welp:

:edit: Oh, and does fleeing then take you out of combat? As in, do you only have to flee one room, and then you can resume walking or is it a timed flag of some sort now?


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 25, 2012 7:24 am 
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Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
Yeah I don't think this makes sense either. There are too many rooms with no cardinal exits that will now be death traps. And many named exits are something like "cave.". Why can't you flee out of a cave?


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