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 [Ironfist ver 1.2] Retreat with scripted combats

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Unknown_Hero
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PostSubject: [Ironfist ver 1.2] Retreat with scripted combats   2016-08-27, 11:28

When the hero retreats from a scripted combat on a standard Heroes 2 interactive location, it triggers the standard action although the hero is gone.

Load: "a 0 9995 9199 retreat problem 01.GX1".

Ector moves to Xanadu.
Ector retreats from start of combat with the Skeletons.

The standard message from Xanadu is displayed despite the hero is no more here.

The same occurs with Arena, Graveyard, Magic Well, etc.
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Steven Aus
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PostSubject: Re: [Ironfist ver 1.2] Retreat with scripted combats   2016-08-27, 17:51

What happens if you are defeated?
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Unknown_Hero
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PostSubject: Re: [Ironfist ver 1.2] Retreat with scripted combats   2016-08-28, 00:41

Steven Aus wrote:
What happens if you are defeated?

It also triggers a standard action.
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Darmani
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PostSubject: Re: [Ironfist ver 1.2] Retreat with scripted combats   2016-08-28, 08:26

You mentioned this in an E-mail a couple weeks ago. I had actually just finished sifting through and triaging everything in that E-mail when you posted this. (I am sometimes late doing things, but I make sure they get done.)
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Unknown_Hero
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PostSubject: Re: [Ironfist ver 1.2] Retreat with scripted combats   2016-08-29, 09:37

Yes, I mentioned it when the hero retreats from the combat with the ghosts before entering the graveyard, and as I have made more tests while scripting, it's just more precisions. Smile
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