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2.6 + 3.7
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"2.6: RM2000 (issue EasyRPG#1102 ): When an enemy dies, a message should be displayed right after the attack inside the same message."
"3.7: RM2000: If an enemy dies with an attack that takes away many stats HP included (or puts conditions), the enemy should die right after the HP damage is done, and the other messages are ignored. This also includes absorb attacks."

Solution: We push that messages after the damage if the enemy is dead, and it skips the rest of result messages.
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Albeleon committed Jun 24, 2018
1 parent 91650f5 commit b779fc3
Showing 1 changed file with 6 additions and 0 deletions.
6 changes: 6 additions & 0 deletions src/game_battlealgorithm.cpp
Expand Up @@ -470,6 +470,12 @@ void Game_BattleAlgorithm::AlgorithmBase::GetResultMessages(std::vector<std::str
}
}

// If enemy is killed, it ends here
if (killed_by_attack_damage) {
out.push_back(GetDeathMessage());
return;
}

//Healed conditions messages
std::vector<int16_t>::const_iterator it_healed = healed_conditions.begin();
for (; it_healed != healed_conditions.end(); it_healed++) {
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