XCOM 2
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Robotic Heal Fixes
   
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2 aug, 2016 @ 23:17
2 aug, 2016 @ 23:50
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Robotic Heal Fixes

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FIX 1:

- You can no longer heal robots and turrets with the regular Nanomedikit and Medikit (I laughed when i took the screenshot believe me). Gremlin Heal does NOT have this problem.

Copied the Condition code from the Gremlin Heal ability to the abilities NanomedikitHeal and MedikitHeal.

FIX 2:

- The Mimic Beacon is now considered a Robot and cannot be healed also. You will probably never notice this bug unless you made the Mimic Beacon both capable of withstanding more than 1 hit and you allowed it to remain on the map multiple turns.

The Mimic Beacon will take damage from electricity such as the EMP Bomb, Capacity Discharge, Combat Protocol and Bluescreen Rounds accordingly. It did dodge my Capacity Discharge however so I think there's code to avoid AOEs from some abilities, but it technically would take more damage if it connects. The EMP Bomb did work however.

-= POSSIBLE ISSUES =-

Not tested in Multiplayer (Mimic Beacon).

-= COMPATIBILITY =-

No overrides, but does overwrite the base target conditions of both abilities.

-= LW2 COMPATIBILITY =-

Unknown if fixed. I suppose it is, so I'm going to say that this is not needed anymore.
7 kommentarer
Juravis  [skapare] 16 nov, 2016 @ 17:01 
Yes but i havent checked if its for all robotics
tyranthym 16 nov, 2016 @ 3:31 
has this bug been totally/partial fixed by the latest version? please let me know
Juravis  [skapare] 29 okt, 2016 @ 14:40 
Looks nice
Nider001 29 okt, 2016 @ 12:42 
Thank you!
Juravis  [skapare] 29 okt, 2016 @ 10:10 
Sure
Nider001 29 okt, 2016 @ 8:37 
Can I include this mod into my own project?