RenechCDDA
RenechCDDA
All right the final credits are in! Courtesy notification for those who'll be on them: Whales (credited but not mentioned to avoid bothering them) @anoobindisguise @GuardianDll @irwiss @Maleclypse @anothersimulacrum @akrieger...
Just to be clear, the order of evaluation for attacks is not an issue. Alphabetical, reverse alphabetical, fixed, randomized, it really doesn't matter. The issue here is cooldowns.
They shouldn't have a zero cooldown attack unless it's intended that they use it every turn. At which point... that's exactly what it's doing. Kevin sums up my opinion on...
@tenehea Please refrain from whatever your last comment was supposed to be. If you do not have anything useful to add in solving a **confirmed issue** you do not need...
Yes huge agree
I don't think that's necessary, there's only one call to the item `=` operator in that function. https://github.com/CleverRaven/Cataclysm-DDA/blob/576d6396cc205edb38a8eb63f9c76d8eb35cfdc4/src/vehicle.cpp#L7636-L7638 I assume that the `base` part accessed from the `parts` vector is...
You'll want a `character_melee_attacks_monster` event EOC which checks if the attacked monster is the snail. If so, player dies.
A reminder to those coming from off-site that [our gun policy](https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/GUN_NAMING_AND_INCLUSION.md) (the one which allows us to have 300+ separate firearms and hundreds more variants) is the result of years...
I like the approach, good luck on shaking out the cobwebs 👍
Can you zip your /config/ folder and upload it here? You're not the first one to experience mysterious imgui assertion failures, but they really *shouldn't* be possible.