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0002550SphereServerexecutable - windows buildpublic18-08-15 13:0016-09-15 05:57
Artyk 
XuN 
normalminoralways
acknowledgedopen 
 
 
Automated (specify build number)
Item_Strict_Comparison
Command_Sysmsgs, NoHouseMuteSpeech
2413
0002550: Wrong/missing triggers on attacks
On a miss it triggers:
@SkillAbort/@Abort for the skill concerning the current weapon

It shouldn't trigger @SkillAbort, but @SkillFail
It should also trigger @SkillUseQuick with argn3 = 0 for tactics

On an hit it triggers:
@SkillSuccess/@Success for the skill concerning the current weapon
@SkillUseQuick/@UseQuick for Tactics
@SkillAbort/@Abort for the skill concerning the current weapon

It shouldn't trigger @SkillAbort
[EVENTS e_skilltest]
ON=@SkillSuccess
    src.say SkillSuccess <ARGN1>

ON=@SkillFail
    src.say SkillFail <ARGN1>

ON=@SkillUseQuick
    src.say SkillUseQuick <ARGN1>
    
ON=@SkillAbort
    src.say SkillAbort <ARGN1>
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Issue History
18-08-15 13:00ArtykNew Issue
28-08-15 18:36XuNNote Added: 0002952
28-08-15 20:47ArtykNote Added: 0002954
28-08-15 20:49ArtykNote Edited: 0002954bug_revision_view_page.php?bugnote_id=0002954#r904
15-09-15 10:32XuNNote Added: 0002971
15-09-15 10:32XuNAssigned To => XuN
15-09-15 10:32XuNStatusnew => acknowledged
16-09-15 05:57CorujaNote Added: 0002974

Notes
(0002952)
XuN   
28-08-15 18:36   
Is it mandatory to use these triggers instead of @Hit (for @Success), @HitMiss (for @Fail),@UserWarMode/@SkillStart(for @Abort) etc?

I say that because the combat skills behave slightly different and they are based on their own triggers, altough that skill* triggers does exists and so, and the fact that if they do they should work, doing that would require a full rework on the combat engine.
(0002954)
Artyk   
28-08-15 20:47   
(edited on: 28-08-15 20:49)
As you said, they should work.
Supposing it was working I placed a function under @SkillFail for each player and i found that bug, btw i "fixed" it for the moment using:

ON=@HitMiss
    local.temp_hitmiss=<argn1>
    argn1=<qval (<weapon>)? <weapon.skill> : 43>
    FullTrigger @SkillFail
    argn1=<local.temp_hitmiss>

Overyone who'll use @SkillFail will get stuck and have to use tricks to fix it.

But it also doesn't fire @SkillUseQuick when tactics is failing (haven't tested it deeply, but i think it's the same for parrying) and it always fires @SkillAbort that i don't think it's really how it should works.

(0002971)
XuN   
15-09-15 10:32   
I'll flag it as accepted because you are right in your points and maybe someone someday fix it, but it's not needed nor a priority since combat has it's own triggers which makes this ones to do not be as much important as for other skills.
(0002974)
Coruja   
16-09-15 05:57   
if we trigger @SkillFail instead @SkillAbort on failure -maybe- this will raise combat skills even when miss.
But we must check others non-combat skills too, to make sure that this will match these others skills because there's no sense some skills raise on failure and some others skills not

also the correct behavior is really trigger @SkillUseQuick on tactics/anatomy/lumberjack passively on combat. But calling this trigger will also raise the skill, and I think it's not a good idea make it hardcoded because some ppl think that it's weird gain these 3 skills in a row so easily