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Old 10-08-2017, 11:06 PM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Lightbulb I think I see the problem here...

Quote:
Originally Posted by MattCaspermeyer View Post
This could be something for me to check.

Since Cold Resistance is not an actual resistance category in TL, the game designers sort of used Fire Resistance as a pseudo Cold Resistance. I made a change such that effect durations are affected by the unit's resistance. So, for example, if a poison resistant unit is poisoned, then the duration is reduced by the resistance (so if poison lasts 3 turns and their resistance is 30%, then it will last just 2 turns). The opposite is also true if a unit has resistance less than 0. Since Fire Resistance acts as a pseudo Cold Resistance, Freeze duration is increased on units that have high Fire Resistance.

If regular shots are causing freezing on Fire Resistant units, then that is a bug that I'll will have to track down - I know that the shot code sometimes reuses the same function and so it is possible that I failed to check the type of attack being carried out (actually, I don't think there is a way to know the type of attack, but what the developers would do is look at the special values of the attack in the unit's ATOM and guess the attack from the values there). So I may need a way to discern appropriately between their 3 different attacks.
The way the "special_bowman" function was originally written, I can see where it may have some potential issues with some of the changes I made.

I think I'll have to add some checks to this function to discern properly between whether the attack is burn or freeze and whether it is ranged or melee (the original code didn't really discern this) - I think that's where it might be behaving strange with the changes I made...

Matt
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