#Pause causes glitches

6 messages · Page 1 of 1 (latest)

wide ocean
#

Issue: Pausing the game causes some items and actions to take longer than they should.
To replicate: Run this code. Deadwood is a good place.

equip heavy
?foe.distance<15 //good enough
 activate R
?item.GetCooldown("hammer")<647 //perfectly timed
^&item.GetCooldown("hammer")>0
 equipR shield
?item.GetCooldown("hammer")=650 //a time during the attack
 loc.Pause()

Expected behavior: The hammer strikes, damaging the foe.
Actual behavior: The hammer strike is prevented and the foe is unharmed.

undone palm
#

pause takes 1 frame of gametime, so cooldown goes down, but anything releated to the player, including stonescript and attack animation, does not run on that frame.

wide ocean
#

is that intentional behavior?

undone palm
#

standardcombo would have to answer that, but its written so that when you trigger pause either manually or with stonescript, it defers it until the start of the next frame, right after it runs the logic for the level, but before it does player or stonescript logic.

unborn gazelle
#

Been known for multiple years so I would assume yes intentional

wide ocean
#

interesting