Rush improperly triggered
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- Spiderkin
- Posts: 454
- Joined: Sat May 15, 2010 3:09 am
Rush improperly triggered
When using Rush while standing too close to the target, the cooldown is triggered. It should probably just give an error message and not use the talent, just like trying to Rush something too far away.
Re: Rush improperly triggered
I think this deserves a bump, as I had noticed it time ago and it seems to have been in the game for a while.
Also pretty sure I can confirm I saw it in the 29 pre-release.
Also pretty sure I can confirm I saw it in the 29 pre-release.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Rush improperly triggered
I just tried to Rush an orc.
Alas, when I aimed the Rush (from boots), the target moved before the Rush, so I could not hit him any longer.
I pressed Escape, but the cooldown was still triggered.
b30
Alas, when I aimed the Rush (from boots), the target moved before the Rush, so I could not hit him any longer.
I pressed Escape, but the cooldown was still triggered.
b30
Re: Rush improperly triggered
*BUMP*Tom wrote:I just tried to Rush an orc.
Alas, when I aimed the Rush (from boots), the target moved before the Rush, so I could not hit him any longer.
I pressed Escape, but the cooldown was still triggered.
b30
The same thing happened in b31.
Is this how it should be?
I think that if I activate a pair of Rushing boots (and most likely a lot of other items) it should be like
a) The X over the nearest enemy shows up. Now you press <enter> if you want to attack.
b) Else, you change target and press <enter>
after <enter> enemies might do their counter moves, but not before you Rushed.
Today you activate and
a) The enemy acts, perhaps moving close to you fizzling the Rush
b) after the enemy acts, you perhaps change your mind and press Escape, maybe because he moved close or behind an obstacle
c) The cooldown sets in despite Escape.
This is no good. If A and B are how it must be, pls at least change so the cooldown activates first after pressing <enter>
Tom
Re: Rush improperly triggered
This is inherent in the way all activated items work. It has to do with how item activation is handled. As I understand it, the code does this:
First, it spends a turn and subtracts the charges from the item.
Then it checks the item's script to decide what to do.
This means that if the item is targeted, say, the enemy gets to act first, because the turn is spent before the item's script is checked and the game realizes it needs to ask for a target.
This also means that if you cancel, you've still wasted a turn and the charges, since they were already spent by the time the game presented you with the targeting interface.
Both these things are bad and undesirable, I think, and hopefully they'll be fixed eventually. But it's a bigger problem than just boots of rushing.
First, it spends a turn and subtracts the charges from the item.
Then it checks the item's script to decide what to do.
This means that if the item is targeted, say, the enemy gets to act first, because the turn is spent before the item's script is checked and the game realizes it needs to ask for a target.
This also means that if you cancel, you've still wasted a turn and the charges, since they were already spent by the time the game presented you with the targeting interface.
Both these things are bad and undesirable, I think, and hopefully they'll be fixed eventually. But it's a bigger problem than just boots of rushing.
Re: Rush improperly triggered
IMO both theese things are VERY bad and undesirable.Aquillion wrote:This is inherent in the way all activated items work. It has to do with how item activation is handled. As I understand it, the code does this:
First, it spends a turn and subtracts the charges from the item.
Then it checks the item's script to decide what to do.
This means that if the item is targeted, say, the enemy gets to act first, because the turn is spent before the item's script is checked and the game realizes it needs to ask for a target.
This also means that if you cancel, you've still wasted a turn and the charges, since they were already spent by the time the game presented you with the targeting interface.
Both these things are bad and undesirable, I think, and hopefully they'll be fixed eventually. But it's a bigger problem than just boots of rushing.
I just lost a good char because of it, so I am a bit frustrated atm.
Hopefully it will go over during sleep....
This "it's a bigger problem..." sounds bad though.
Also that DG or anyone did not answer to the original post makes it sound even worse.
Is it a HUGE problem?
Will we see a change soon, or should we not hold our breath and find new ways of playing?
My game style depend on a few things and one of those things is Rush. I always wear a pair of those boots, but it is very annoying when they do not work properly.
Tom