General Category > Starward Rogue Alpha Discussion
[Bug] Missile man gets disabled when it should not be
ptarth:
I haven't worked much with the Modifier and Effect systems, but it seems you could apply the CopyModifiers fix that was made to the RiskyAssasin to set MaxShields in the same way. Or if I'm looking at the right, perhaps just change the NoShields system to set MaxShields to 0?
Hearteater:
The Minemaster wording should be changed from: "Immune to explosive damage." to "Immune to explosive hull damage." It's one thing when something leaves out stuff for you to find (Risky Assassin), another when its wording is straight out wrong from the player's perspective.
Cinth:
--- Quote from: ptarth on February 11, 2016, 06:32:40 am ---I haven't worked much with the Modifier and Effect systems, but it seems you could apply the CopyModifiers fix that was made to the RiskyAssasin to set MaxShields in the same way. Or if I'm looking at the right, perhaps just change the NoShields system to set MaxShields to 0?
--- End quote ---
Copy mods wasn't what I used to fix RA the last time, that was already there. If you set MaxShield = 0 then you basically disabled them until you pick up a +1 shield. It's what RA did before I fixed that.
I'll take a look at it and see if I can come up with a reasonable fix (if I can).
ptarth:
What happens if you set max shields to a negative number?
Cinth:
II don't know. I am trying to fix things, not break more in these cases. I would assume it defaults to 0 though.
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