Jump Back not negating obliteration chop damage?

Discussion in 'Bugs' started by Pengw1n, Mar 20, 2013.

  1. Pengw1n

    Pengw1n Moderately Informed Staff Member

    Code:
    BATTLE LOG: Scenario=Gnome Rift,Room=GNO2 (pengw1n),RoomID=1692,Msg=The active player is now Gary
    BATTLE LOG: Player=Gary,Scenario=Gnome Rift,Room=GNO2 (pengw1n),RoomID=1692,Event=PlayAction,Action=Obliterating Chop,Instigator=Hixy,Targets=Phyzzle,Styrkur
    BATTLE LOG: Player=Gary,Scenario=Gnome Rift,Room=GNO2 (pengw1n),RoomID=1692,Event=TriggerSucceed,Trigger=,TriggeringActor=Hixy,AffectedActors=,TriggerType=Action,TriggerLocation=Hand
    BATTLE LOG: Player=Gary,Scenario=Gnome Rift,Room=GNO2 (pengw1n),RoomID=1692,Event=TriggerSucceed,Trigger=Jump Back,TriggeringActor=Styrkur,AffectedActors=,TriggerType=Action,TriggerLocation=Hand
    BATTLE LOG: Scenario=Gnome Rift,Room=GNO2 (pengw1n),RoomID=1692,Player=pengw1n,Actor=Styrkur,Event=Move,Origin=(12, 3),StartFacing=(-1, 0),Destination=(14, 3),EndFacing=(-1, 0)
    BATTLE LOG: Scenario=Gnome Rift,Room=GNO2 (pengw1n),RoomID=1692,Msg=Phyzzle took 11 damage
    BATTLE LOG: Player=Gary,Scenario=Gnome Rift,Room=GNO2 (pengw1n),RoomID=1692,Event=TriggerSucceed,Trigger=Reliable Mail,TriggeringActor=Styrkur,AffectedActors=,TriggerType=PreDamage,TriggerLocation=Hand
    BATTLE LOG: Scenario=Gnome Rift,Room=GNO2 (pengw1n),RoomID=1692,Msg=Styrkur took 9 damage
    BATTLE LOG: Scenario=Gnome Rift,Room=GNO2 (pengw1n),RoomID=1692,Msg=The active player is now pengw1n
    [​IMG]

    "Hixy obliterates Phyzzle and Styrkur
    Hixy moved.
    Gnome Berserkers reacts!
    *…and does extra damage!*
    (unknown actor) tries to jump back…
    and succeeds!
    Styrkur moved.
    Phyzzle took 11 Slashing damage.
    Styrkur is wearing armor -
    Reliable Mail reduced damage to Styrkur by 2.
    Styrkur took 9 Slashing damage.
    Phyzzle moved."

    Jump Back did not negate the damage from the Obliterating Chop, even though it took me out of the reach of the chop before applying the damage. Also, my character was halted by Pinning Spear Toss during this - so should he have been able to move at all - and maybe it's that bit that caused the damage to go through?
     
  2. Jon

    Jon Blue Manchu Staff Member

    Have you noticed this with any other attacks and Jump back?
     
  3. Phaselock

    Phaselock Bugblatter

    yes, I have...Are these bugs not related to the whole movement vs effects thingy which has yet to be decided on ?
     
  4. Jon

    Jon Blue Manchu Staff Member

    No, I don't think so. I'm guessing that somewhere the code that checks target validity after the jump back got broken. Possibly, it's related to Chops having two targets.
     
  5. Jayce

    Jayce Hydra

    Ahh, I think I've noticed this before (Although unfortunately, I can't quite recall specifics) - I assumed that I was getting it confused with Hard To Pin Down, and that Jump Back couldn't actually stop damage. It's entirely possible I imagined my oddities - I'd filed it under "Cards I don't understand yet" until I'd used it a bit more.

    As an aside - I like the card name, it reminds me of a ridiculous line in "Footloose".
     
  6. Pengw1n

    Pengw1n Moderately Informed Staff Member

    Not noticed it as obvious as this - as sometimes Jump Back doesn't stop damage - as it shouldn't, when you don't get out of the actual range. This is the first really obvious time it doesn't work like it should.
     
  7. Gabbek

    Gabbek Orc Soldier

    Dodge / Jump back vs ANY Chops - damage does not get cancelled when you move back / jump back. This always happens.

    Edit: 99% sure of it, need someone to confirm it with me, please. (damage does not get cancelled when there are 2 targets - that's what I'm sure of, if you're 2nd target and you move back with dodge you still get damage)
     
  8. LightPhoenix

    LightPhoenix Orc Soldier

    Just jumping in (haha...er) to say that I've noticed Jump Back not cancelling some attacks as well. Now that Gabbek mentioned it, it does seem like it was usually Chops or multi-target cards, but I can't 100% confirm it. I always assumed it was me missing something.
     
  9. Jon

    Jon Blue Manchu Staff Member

    Logged and will look into this.
     
  10. Jayce

    Jayce Hydra

    Just to add some further info to this one on the off chance it's useful, noticed two different areas of strange behaviour with Jump Back, the first of which may be intended. I've attached a hilariously scribbled on picture.

    RoomID = 5104

    Log:
    First Section:
    Code:
    BATTLE LOG: Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Msg=The active player is now Jayce
    BATTLE LOG: Player=Jayce,Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Event=PlayAction,Action=Powerful Bludgeon,Instigator=Jennifer,Targets=Deadeye
    BATTLE LOG: Player=Jayce,Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Event=TriggerSucceed,Trigger=,TriggeringActor=Deadeye,AffectedActors=,TriggerType=Action,TriggerLocation=Hand
    BATTLE LOG: Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Player=Karen,Actor=Deadeye,Event=Move,Origin=(8, 8),StartFacing=(-1, 0),Destination=(9, 8),EndFacing=(-1, 0)
    BATTLE LOG: Player=Jayce,Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Event=TriggerSucceed,Trigger=,TriggeringActor=Deadeye,AffectedActors=,TriggerType=Action,TriggerLocation=Hand
    BATTLE LOG: Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Player=Karen,Actor=Deadeye,Event=Move,Origin=(9, 8),StartFacing=(-1, 0),Destination=(11, 8),EndFacing=(-1, 0)
    BATTLE WARNING: Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Msg=Invalid action: Powerful Bludgeon, played by Jennifer - too few target actors (0/1)
    BATTLE WARNING: Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Msg=Invalid action: Powerful Bludgeon, played by Jennifer - too few target actors (0/1)
     
    Second section:
     
    BATTLE LOG: Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Msg=The active player is now Jayce
    BATTLE LOG: Player=Jayce,Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Event=PlayAction,Action=Massive Chop,Instigator=Jennifer,Targets=Deadeye,Scopes
    BATTLE LOG: Player=Jayce,Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Event=TriggerSucceed,Trigger=Jump Back,TriggeringActor=Deadeye,AffectedActors=,TriggerType=Action,TriggerLocation=Hand
    BATTLE LOG: Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Player=Karen,Actor=Deadeye,Event=Move,Origin=(11, 8),StartFacing=(-1, 0),Destination=(13, 8),EndFacing=(-1, 0)
    BATTLE LOG: Player=Jayce,Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Event=TriggerFail,Trigger=Jump Back,TriggeringActor=Deadeye,AffectedActors=,TriggerType=Action,TriggerLocation=Hand
    BATTLE LOG: Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Msg=Deadeye took 10 damage
    BATTLE LOG: Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Msg=Scopes took 10 damage
    BATTLE LOG: Scenario=Batford's Ballroom,Room=BATF (Jayce),RoomID=5104,Msg=The active player is now Karen
    [​IMG]

    Firstly (in blue), when I attack the archer with Powerful Bludgeon, he succesfully triggers both of his Jump Back cards, first hopping back one, then two spaces. Is that intended behaviour? I'm assuming it happens because of the order the card checks are performed (and he may not have removed himself from range). The double hop just looked a tad odd.

    The second (in red) is the same as the issue described above, I chopped both archers using Massive Chop, and the one which managed to successfully Jump Back still received damage.
     
  11. Phaselock

    Phaselock Bugblatter

    BATTLE LOG: Scenario=Tree Forts King,Room=TFGK (phaselock),RoomID=17359,Msg=The active player is now Gary
    BATTLE LOG: Player=Gary,Scenario=Tree Forts King,Room=TFGK (phaselock),RoomID=17359,Event=PlayAction,Action=Strong Chop,Instigator=Guztuk, Goblin King,Targets=HW_test1,DWiz_test1
    BATTLE LOG: Player=Gary,Scenario=Tree Forts King,Room=TFGK (phaselock),RoomID=17359,Event=TriggerSucceed,Trigger=Reflexive Teleport,TriggeringActor=DWiz_test1,AffectedActors=,TriggerType=Action,TriggerLocation=Hand
    BATTLE LOG: Scenario=Tree Forts King,Room=TFGK (phaselock),RoomID=17359,Player=phaselock,Actor=DWiz_test1,Event=Move,Origin=(2, 5),StartFacing=(1, 0),Destination=(2, 6),EndFacing=(0, 1)
    BATTLE LOG: Player=Gary,Scenario=Tree Forts King,Room=TFGK (phaselock),RoomID=17359,Event=TriggerSucceed,Trigger=Reliable Mail,TriggeringActor=HW_test1,AffectedActors=,TriggerType=PreDamage,TriggerLocation=Hand
    BATTLE LOG: Scenario=Tree Forts King,Room=TFGK (phaselock),RoomID=17359,Msg=HW_test1 took 4 damage
    BATTLE LOG: Scenario=Tree Forts King,Room=TFGK (phaselock),RoomID=17359,Msg=DWiz_test1 took 6 damage
    BATTLE LOG: Scenario=Tree Forts King,Room=TFGK (phaselock),RoomID=17359,Msg=The active player is now phaselock

    Story: Strong Chop triggered Reflexive Teleport, I moved out of range and still got hit. I believe this bug is the same family as Jump Back's.
     
  12. Bane

    Bane Mushroom Warrior

    Jump Back works about 75% of the time for me. Sometimes the rolls don't even come up, such as here:

    I would have provided a log but the 'clip' command is not working for me at present.

    Edit: Figured out that ctrl+a can sometimes get to the bottom of the log file.

    BATTLE LOG: Scenario=Swamp King Dungeon,Room=SWKG (Bane),RoomID=42700,Msg=The active player is now Karen
    BATTLE LOG: Player=Karen,Scenario=Swamp King Dungeon,Room=SWKG (Bane),RoomID=42700,Event=PlayAction,Action=Bash,Instigator=Kwchl,Targets=Candalele
    BATTLE LOG: Scenario=Swamp King Dungeon,Room=SWKG (Bane),RoomID=42700,Msg=Candalele took 4 damage
    BATTLE LOG: Scenario=Swamp King Dungeon,Room=SWKG (Bane),RoomID=42700,Player=Karen,Actor=Candalele,Event=Move,Origin=(4, 3),StartFacing=(0, 1),Destination=(3, 4),EndFacing=(0, 1)
    BATTLE LOG: Scenario=Swamp King Dungeon,Room=SWKG (Bane),RoomID=42700,Msg=The active player is now Bane

    -------

    BATTLE LOG: Player=Karen,Scenario=Swamp King Dungeon,Room=SWKG (Bane),RoomID=42700,Event=TriggerSucceed,Trigger=Solid Mail,TriggeringActor=Candalele,AffectedActors=,TriggerType=PreDamage,TriggerLocation=Hand
    BATTLE LOG: Scenario=Swamp King Dungeon,Room=SWKG (Bane),RoomID=42700,Msg=Candalele took 6 damage
    BATTLE LOG: Scenario=Swamp King Dungeon,Room=SWKG (Bane),RoomID=42700,Player=Karen,Actor=Candalele,Event=Move,Origin=(3, 6),StartFacing=(1, 0),Destination=(4, 7),EndFacing=(1, 0)

    -------

    Question, is it pretending the ability is a 'shield'? It is not colored Green at all, so I'm assuming facing isn't important, however that would be how I could imagine it is working.
     

    Attached Files:

  13. Jon

    Jon Blue Manchu Staff Member

    Yes, Jump back requires that the attacker be in front of you. I'll note that on the card.
     
  14. Jon

    Jon Blue Manchu Staff Member

    Found the problem with this and should be fixed in next build.
     
    Pengw1n and Zalminen like this.

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