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

Monster special attacks' cooldown is randomised on first use #64907

Open
ProAtWorkHere opened this issue Apr 7, 2023 · 2 comments
Open

Monster special attacks' cooldown is randomised on first use #64907

ProAtWorkHere opened this issue Apr 7, 2023 · 2 comments
Labels
<Bug> This needs to be fixed Monsters Monsters both friendly and unfriendly. (P4 - Low) Low priority issues: things which are e.g exotic, minor and/or hard to encounter (S2 - Confirmed) Bug that's been confirmed to exist

Comments

@ProAtWorkHere
Copy link

Describe the bug

When a monster is spawned in, when it first uses it's special attack, the cooldown value appears randomised between 1 and the actual cooldown value specified in the json. Every subsequent special attack is given the correct cooldown value.

Attach save file

N/A, easily reproducible.

Steps to reproduce

  1. Use debug menu or an EOC function to spawn a monster with a defined special attack.
  2. Activate debug mode filtering for MATTACK and check monster cooldown value.

Expected behavior

The cooldown value should be respected on the first usage by that monster.

Screenshots

randomcooldownbug

Versions and configuration

Win 10 64-bit
cdda-windows-tiles-sounds-x64-2023-04-06-1455 (tested across multiple experimentals, this is the latest I have tried)
Graphical Tiles
Default mods, clean install

Additional context

This was tested with various different monsters with both spell and regular special attack definitions. In the attached screenshot, 9 Vigilant Amalgamations were spawned at the same time within their sight range to me, and one turn has passed. Note also the messages showing some of the monsters attempting to use the special attack multiple times at once.

@ProAtWorkHere ProAtWorkHere added the (S1 - Need confirmation) Report waiting on confirmation of reproducibility label Apr 7, 2023
@github-actions
Copy link
Contributor

github-actions bot commented May 7, 2023

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@github-actions github-actions bot added the stale Closed for lack of activity, but still valid. label May 7, 2023
@Venera3 Venera3 added <Bug> This needs to be fixed (S2 - Confirmed) Bug that's been confirmed to exist Monsters Monsters both friendly and unfriendly. (P4 - Low) Low priority issues: things which are e.g exotic, minor and/or hard to encounter and removed (S1 - Need confirmation) Report waiting on confirmation of reproducibility stale Closed for lack of activity, but still valid. labels May 10, 2023
@Venera3
Copy link
Member

Venera3 commented May 10, 2023

Confirmed while grab-testing, forgot to update the issue.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
<Bug> This needs to be fixed Monsters Monsters both friendly and unfriendly. (P4 - Low) Low priority issues: things which are e.g exotic, minor and/or hard to encounter (S2 - Confirmed) Bug that's been confirmed to exist
Projects
None yet
Development

Successfully merging a pull request may close this issue.

2 participants