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Author Topic: [0.9.9.6] Shot fired after getting Dualgunner  (Read 4092 times)

Klear

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[0.9.9.6] Shot fired after getting Dualgunner
« on: April 22, 2012, 11:38 »

This is a very minor thing with negligible impact on gameplay, but what the hell:

If you have two pistols equipped, kill a monster and pick dualgunner, the prepared pistol will go off immediately after.
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Arch-Vile Mjr General [24/19/18/8/2] (0.9.9.7)

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Napsterbater

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Re: [0.9.9.6] Shot fired after getting Dualgunner
« Reply #1 on: April 22, 2012, 11:46 »

Happens with Trigger Happy too.
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Zecks

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Re: [0.9.9.6] Shot fired after getting Dualgunner
« Reply #2 on: April 22, 2012, 11:47 »

vampyre also does a similar thing iirc
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Klear

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Re: [0.9.9.6] Shot fired after getting Dualgunner
« Reply #3 on: April 22, 2012, 12:13 »

So I guess Bullet Dance is affected too and that's it as far as I can tell.
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ih8regin

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Re: [0.9.9.6] Shot fired after getting Dualgunner
« Reply #4 on: April 22, 2012, 23:35 »

all of these are implications of on-shot mechanics, you first get a monster killed, that triggers exp/level gain, and only then you are checked for any and every skill, including those you had none before but have now.
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Klear

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Re: [0.9.9.6] Shot fired after getting Dualgunner
« Reply #5 on: April 23, 2012, 02:29 »

Yeah, I figured so much. I just think that it shouldn't happen.
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shark20061

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Re: [0.9.9.6] Shot fired after getting Dualgunner
« Reply #6 on: April 23, 2012, 10:33 »

Most of these problems would be fixed if the game would set up delayed events.  Delay the level up until the end of the turn, for instance.  Delay knockback until after damage is calculated, then apply both.  Delay applying shotgun effects until after all cells are checked for overall effect.  Little things like this.
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tehtmi

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Re: [0.9.9.6] Shot fired after getting Dualgunner
« Reply #7 on: April 23, 2012, 21:35 »

Most of these problems would be fixed if the game would set up delayed events.

Indeed, this could make a lot of things cleaner.  Probably not something I'm going to tackle at the moment, but I'll keep it in mind.

That said, I don't consider these interactions bugs...  Delaying the level-up bonus would be cleaner and more intuitive, so I'd change it if it was trivial, but the current behavior is at least self-consistent.

So, I wouldn't expect these to change anytime soon, but we'll be keeping them in mind.
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Creaphis

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Re: [0.9.9.6] Shot fired after getting Dualgunner
« Reply #8 on: April 27, 2012, 22:16 »

I often notice that when a monster shoots me and misses I'll hear a barrel exploding in the distance before the missile even leaves the monster's hand. I guess this is the same issue?
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Kg

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Re: [0.9.9.6] Shot fired after getting Dualgunner
« Reply #9 on: April 28, 2012, 02:12 »

I think it's because the game is calculating damage before animation, or something like that.
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Klear

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Re: [0.9.9.6] Shot fired after getting Dualgunner
« Reply #10 on: April 28, 2012, 05:28 »

Yeah... stupidest thing? I throw a knife, monster dies, I go up a level, choose my next trait, press enter - and only then the knife flies.
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tehtmi

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Re: [0.9.9.6] Shot fired after getting Dualgunner
« Reply #11 on: April 28, 2012, 16:37 »

The animation part is a separate issue.  This has also been around for a while, but I think we're inclined to fix it (although it is somewhat complicated).
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