When shields have 0% condition, they act as though they aren't really equipped and the bot attacks with his right hand weapon as if he had two of them. Is this intended? It seems like I could make a bot always equip a 0% condition shield and never have to bother camping a second weapon.
This may not be how it works, not 100% sure.
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don't know about the first part but i do not believe you can re-equip broken equipment.
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Broken as in 0% condition, not durability
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That is intended. And yes you can equip equipment if the condition is 0%, but not once it's broken(IE the durability is 0)
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Fixing the broken shields act as weapons bug is on Enders todo list with a P1.
P1 - This task will be worked on much, much later.
It seems like I could make a bot always equip a 0% condition shield and never have to bother camping a second weapon.
Would run out of dur eventually and be unable to be equipped.
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Once it's at 0% condition and you have no kudos to repair it the durability doesn't move at all. And if you have it equipped and fight it, same thing applies.
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I dug up this old bug report. From my reading of that, it sounds like this is purely cosmetic and does not affect the outcome of the battle?
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My first thought was that's when the Sheild reaches 0% it acts as a weapon or does this get fixed?
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It's looking like it's just the message that gets changed and that it will always say 0 damage. I'll dig into this tonight though.
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Okay, I dug into this and the bug is now fixed. 0% condition shields should no longer be treated as weapons.
This is actually kind of fun/interesting, so here are the details:
- Game items are stored homogeneously, meaning that a shield can technically have a min/max damage associated with it, a weapon can have block associated with it, and so on.
- The battle code determines the hitting order based on whether each participant has a shield or not, e.g., someone with a shield attacking someone without a shield would go "A, A, B, A, A, B, etc.".
- To determine whether a shield is present for a bot, it checks that a secondary slot item is non-empty and that its block value is greater than 0.
- A shield with 0% condition has 0% block, so therefore it did not register as a shield.
- The game is still able to treat the shield as a weapon, it just has no associated min/max damage, so it "hits" for nothing.
So it turns out this bug wasn't actually just cosmetic as originally suspected. If I'm understanding the scope correctly, Scabara is right in saying it effectively allowed you to not have to buy/camp a second weapon. Thanks for reporting.
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