Summoned Ettercaps does not apply poison?
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Hello again!
Another question for you developers out there.
I've been doing some tests as of late regarding the game, e.g. trying out the game mechanics.
Summoned Ettercaps with "Monster Summoning III" doesn't seem to affect the target with its natural poison attacks. Shouldn't ettercaps apply poison when hitting an enemy?
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Another question for you developers out there.
I've been doing some tests as of late regarding the game, e.g. trying out the game mechanics.
Summoned Ettercaps with "Monster Summoning III" doesn't seem to affect the target with its natural poison attacks. Shouldn't ettercaps apply poison when hitting an enemy?
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0
Comments
Why?
Yep. Moreover, it's not true they need to be idle (yeah, ETTERCAP.BCS is a bit strange...)
Interesting. Please, could you elaborate? Is it because of that Continue()?
So, the weapon-switching block won't run again until the AttackReevaluate ends. This effectively means that the script does a single-time weapon select at the beginning of every battle, 60% chance for non-poison attack, and 40% chance for poison attack.
Ah, here we go again.
As we already discussed, nothing changes if the Ettercap is in "chase" mode, right? When 'ReevaluationPeriod' is up, it will simply switch to the nearest target. So the following block
won't be executed because both 'ActionListEmpty()' and 'Global("BD_FIRST_WEAPON","LOCALS",0)' are FALSE; moreover, the next block
won't be executed because it's currently running (even if both 'See(NearestEnemyOf(Myself))' and 'Delay(12)' are TRUE).
A quick fix would be that of replacing 'AttackReevaluate()' with 'AttackOneRound()' (which does terminate after one round...)
When summoned they just used their main, non-poison attack, so we scripted the ability to switch weapons occasionally. It's scripted a bit oddly since the priority was to never interrupt user instructions--outside of that it's their existing combat script.
You might want to try the following one: