Lets say I have a monster who has a special attack that has a range from 5-21. This attack can only be used on Giant sized enemy and the "can use on friendly" flag IS NOT checked. Now..lets say this monster can pick up an artifact that has a range of 0-3..this artifact can only be used on giant sized but the "can use on friendly" flag IS checked because this artifact is basically set up to repair your teamates or yourself.
The problem with this is once this monster picks up the artifact... the special set in its monster tag is now able to target friendly.. so when you go to use the "repair" artifact" at a longer range then 0-3 it fires the special attack thats not set to target friendlys. This just doesnt seem right and feels alot like a bug...
If anyone can help me figure thsi out Id really appreciate it...its bascially the one thing holding SF2s release up...
Artifacts and special attacks
I've run into similiar bugs with artifacts using the wrong specials when using artifacts due to range. I'd call it a bug too. Something is just not being overridden the way it should. I had a unit that had a heal attack that had range of 0-4. When he picked up an arti that gives him a special mega melee attack of range .4-1.4 and u clicked on enemey it would heal it. So I guess instead of replacing the default special attack, it's really just adding one.
I've also had it when if you press 't' for a special attack with an artifact and your still recovering from your last attack and you switch artifacts before you fire, it will shoot off the new artifacts special. That's usually not a big deal and can actually help sometimes, but does seem kinda weird. I just changed mine to not have range overlaps and that worked.
If your unit isnt using ammo already, you could try to make the repair special an ammo attack. You could as a last resort make a mons tag that has the attacks u want and just make the artifact a monster switch artifact.
Also another thing I noticed which is more rare. If you have 2 attacks that overlap rangewise but not the exact range. Say mons attack is .4-22 and arti attack is .4-35, if you attack a unit at exatly 22 world units away it will use the default mons attack instead of the artifact attack. This can be VERY bad if its a dispersal dream in the middle of your friendlies.
Maybe Magma can look into this and see if there is a easy way to make artifact attack a bit more reliable .
I've also had it when if you press 't' for a special attack with an artifact and your still recovering from your last attack and you switch artifacts before you fire, it will shoot off the new artifacts special. That's usually not a big deal and can actually help sometimes, but does seem kinda weird. I just changed mine to not have range overlaps and that worked.
If your unit isnt using ammo already, you could try to make the repair special an ammo attack. You could as a last resort make a mons tag that has the attacks u want and just make the artifact a monster switch artifact.
Also another thing I noticed which is more rare. If you have 2 attacks that overlap rangewise but not the exact range. Say mons attack is .4-22 and arti attack is .4-35, if you attack a unit at exatly 22 world units away it will use the default mons attack instead of the artifact attack. This can be VERY bad if its a dispersal dream in the middle of your friendlies.
Maybe Magma can look into this and see if there is a easy way to make artifact attack a bit more reliable .
I was just playing with artifacts using the Inventory command and had something very strange happen as well. I haven't been able to recreate it but roughly it went like this:
* Multiple artifacts on the field
* Mons with "can carry multiple items = 1"
* Picks up artifact which turns him into Mons2 (all Mons having "can carry multiple items = 1"
* Selects inventory and "None" to hide artifact
* Grabs new different artifact which turns him into Mons3
* Selects inventory and "None" to hide artifact
* Grabs new different artifact with Special Attack which turns him into Mons4
* Selects inventory and "None" to hide artifact
* Selects inventory and brings last artifact back out
* Can now Special Attack over and over and over even though the attack "tosses" the item!
As I said, I have not been able to recreate this, but it was extremely odd and related to a Special Attack artifact. I ended up removing the ability to holster anything to avoid the possibility of this situation as it would destroy the game playability if exploited.
The information you two mentioned above does indeed sound like a bug. Do you need to post it in the beta testers forum?
* Multiple artifacts on the field
* Mons with "can carry multiple items = 1"
* Picks up artifact which turns him into Mons2 (all Mons having "can carry multiple items = 1"
* Selects inventory and "None" to hide artifact
* Grabs new different artifact which turns him into Mons3
* Selects inventory and "None" to hide artifact
* Grabs new different artifact with Special Attack which turns him into Mons4
* Selects inventory and "None" to hide artifact
* Selects inventory and brings last artifact back out
* Can now Special Attack over and over and over even though the attack "tosses" the item!
As I said, I have not been able to recreate this, but it was extremely odd and related to a Special Attack artifact. I ended up removing the ability to holster anything to avoid the possibility of this situation as it would destroy the game playability if exploited.
The information you two mentioned above does indeed sound like a bug. Do you need to post it in the beta testers forum?
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