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BattleFixes #826

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merged 15 commits into from Mar 18, 2016

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Tondorian commented Mar 17, 2016

#821

fixes #820
Items: Consuming SP
Items: crit
Items: Conditions
Items: Ignore Dogerate
Items: Attributes increase/decrease Damage
Defending/Charged: On Dead stoped
Interpreter: ConditionChange Dead reduces HP to 0 now
Spells: Attributes increase/decrease Damage
Conditions: Silence and Hit fixed

Show outdated Hide outdated src/game_actor.cpp
Show outdated Hide outdated src/game_enemy.cpp
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fixes index-shift
Execute is non Permanent again
Weapons consumes sp only if they are used
@@ -764,7 +758,7 @@ void Game_BattleAlgorithm::Skill::Apply() {
}
else {
if (first_attack) {
source->SetSp(source->GetSp() - source->CalculateSkillCost(skill.ID));
source->ChangeSp(- source->CalculateSkillCost(skill.ID));

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Ghabry Mar 18, 2016

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You can do it like here in the first_attack-if instead (but in Normal::Apply ^^)

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You can do it like here in the first_attack-if instead (but in Normal::Apply ^^)

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Otherwise your PR looks okay. I can't test it currently but by just looking over it is fine.

I'm curious how magic weapons behave in RPG_RT, have to test this ^^

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Ghabry commented Mar 18, 2016

Otherwise your PR looks okay. I can't test it currently but by just looking over it is fine.

I'm curious how magic weapons behave in RPG_RT, have to test this ^^

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I tested it .. my version of rpg2k3 says: you will not be able to attack if sp is to low but tests shows it consumes sp to 0 and attacks allways works ...

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Tondorian commented Mar 18, 2016

I tested it .. my version of rpg2k3 says: you will not be able to attack if sp is to low but tests shows it consumes sp to 0 and attacks allways works ...

@Tondorian Tondorian closed this Mar 18, 2016

@Tondorian Tondorian reopened this Mar 18, 2016

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Imo it would be very stupid if you could not attack normally anymore when SP are 0 so this makes sense ^^

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Ghabry commented Mar 18, 2016

Imo it would be very stupid if you could not attack normally anymore when SP are 0 so this makes sense ^^

@@ -193,6 +193,9 @@ int Game_Enemy::GetDropProbability() const {
}
bool Game_Enemy::IsActionValid(const RPG::EnemyAction& action) {
if(action.kind == action.Kind_skill) {
return IsSkillUsable(action.skill_id);
}
switch (action.condition_type) {

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Maybe this is not the best way to check
need feedback

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Maybe this is not the best way to check
need feedback

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@Ghabry Ghabry added this to the 0.4.1 milestone Mar 18, 2016

fixes compiler warning
fixes IsSkillUsable bug
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1st row RPG_RT
2nd row old code
3rd row your new code

unbenannt

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Ghabry commented Mar 18, 2016

1st row RPG_RT
2nd row old code
3rd row your new code

unbenannt

Reverting redundant silence check
sorry for stealing your time and delaying 0.4.1 :(

Ghabry added a commit that referenced this pull request Mar 18, 2016

@Ghabry Ghabry merged commit 1bc6244 into EasyRPG:master Mar 18, 2016

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@Tondorian Tondorian deleted the Tondorian:feature/Battle branch Mar 23, 2016

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