Postmortem temporary effects

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Castler
Thalore
Posts: 153
Joined: Mon Mar 25, 2013 10:09 pm

Postmortem temporary effects

#1 Post by Castler »

While playtesting my module, something similar to the following happened.

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Fire ant takes 3 bleeding damage.
Player killed fire ant!
Fire ant has regained its balance.
In other words, the bleeding temporary effect killed it, then the off balance temporary effect expired.

While I'm happy that the fire ant is well-balanced in the afterlife :), it seems like it would make sense for ActorTemporaryEffects:timedEffects to skip calling on_timeout if self.dead. Or would this cause problems for other temporary effects?
Qi Daozei (QDZ) - an Oriental-themed fantasy game for T-Engine. ToME Tips - auto-generated spoilers for ToME.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Postmortem temporary effects

#2 Post by 0player »

Arcane vortex, for one, explodes when it ends on a dead creature.

Castler
Thalore
Posts: 153
Joined: Mon Mar 25, 2013 10:09 pm

Re: Postmortem temporary effects

#3 Post by Castler »

But that's handled by a special on_die on EFF_ARCANE_VORTEX, not by the regular timeout.

I realized that I can easily avoid this by having Actor:die call self:removeAllEffects(), so while I still think it would be a useful change, it's easy enough to work around.

However, this workaround raises another request: Could ActorTemporaryEffects:removeAllEffects support silent and force parameters, just like ActorTempoaryEffects:removeEffect does?
Qi Daozei (QDZ) - an Oriental-themed fantasy game for T-Engine. ToME Tips - auto-generated spoilers for ToME.

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