Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Spells not being queued #3153

Open
ErminioLucente opened this issue Apr 18, 2024 · 4 comments
Open

Spells not being queued #3153

ErminioLucente opened this issue Apr 18, 2024 · 4 comments

Comments

@ErminioLucente
Copy link

2024-04-18.03-11-11-1.mp4

Look closely at the skill bar, all available skills are not being utilized. The 2 last spells are also significantly stronger.
Its a minor issue considering all spells have different recharge timers, but the point is, not all skills are being used in sequential order.
There should be a queuing system, as soon the spell is done charging, its queued up and ready.

Here is the script for all 4 of the melee strikes. with different names of course. but mostly identical.

[instance50]
NAME = MELEE_FAST
SYMBOLSPRITES = MELEE_WEAK
TOOLTIPTEXTID = 1200
TIME = 8
ACTIONTIME = 3
RESETTIME = 4

FPTIME = 8
FPACTIONTIME = 3
FPRESETTIME = 4

FORCEVISIBILITY = 100
GRAPHICS = ATTACK
RANGEMIN = 0
RANGEMAX = 300
PROPERTIES = DESTRUCTIVE MELEE_ATTACK DISPLAY_SWIPE REPEAT_TRIGGER
FUNCTION = CREATURE_FIRE_SHOT MELEE_FAST_FUNCTION 0

@walt253
Copy link
Contributor

walt253 commented Apr 18, 2024

I don't think you can have more than 2 melee skills, also I think it was done by design? 🤔

@ErminioLucente
Copy link
Author

ErminioLucente commented Apr 18, 2024

I don't think you can have more than 2 melee skills, also I think it was done by design? 🤔

nope. happens still for ranged attacks too, skills are simply not being queued. so in theory if my creature has 10 skills, with high recharge rates, or slow animations, some skills may never get used. if that's by design, then its bad honestly.

What should happen is, as soon as a skill is ready, be put in a queue, i would even go as far as adding a SHOT property that sets priority of the attack, so the order is adjusted dynamically when a skill is ready.

2024-04-18.17-52-53-1.mp4

@walt253
Copy link
Contributor

walt253 commented Apr 19, 2024

Then I believe the priority system I have on a PR should fix this, can you try the prototype?

@ErminioLucente
Copy link
Author

Then I believe the priority system I have on a PR should fix this, can you try the prototype?

Ofcourse. Always ready to test. Drop a link or @ me on disocrd.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants