Author Topic: Medi-kit Bugs  (Read 6035 times)

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1512
    • View Profile
Medi-kit Bugs
« on: August 12, 2016, 02:49:41 am »
I was making my own version of the medi-kit and during testing I discovered a few strange effects:


1.) When I set the wound recovery to 3, it allowed a soldier to be brought to negative fatal wounds, which caused the soldier to heal more each turn, even going above his max health.

2.) When the ruleset states "flatRate: false", it shows the correct time unit cost but charges the flat rate time unit cost. For instance, if it costs 30% of TU and a soldier with 51 max TU tries to use it, it'll say that it costs 15 TU but it will charge 30 TU to use.
« Last Edit: November 24, 2017, 09:59:14 pm by The Reaver of Darkness »

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: Medi-kit Bugs?
« Reply #1 on: August 12, 2016, 08:56:06 am »
Could you post the ruleset in question.
Also do you experience the same errors with this Medikit Mod?

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1512
    • View Profile
Re: Medi-kit Bugs?
« Reply #2 on: August 12, 2016, 11:53:14 am »
Could you post the ruleset in question.
Also do you experience the same errors with this Medikit Mod?
I already altered it so that it doesn't trigger the bugs.

The Advanced Medi-kit mod doesn't do it because it's not using percentage time unit cost or healing more than one fatal wound.

Online R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: Medi-kit Bugs?
« Reply #3 on: August 13, 2016, 03:01:29 am »
2.) When the ruleset states "flatRate: false", it shows the correct time unit cost but charges the flat rate time unit cost. For instance, if it costs 30% of TU and a soldier with 51 max TU tries to use it, it'll say that it costs 15 TU but it will charge 30 TU to use.

If you are modding for 1.0 than it's a know bug.
If you are using a recent nighly it is possible you've found a bug (the problem was supposed to be solved since 2016-01-23)

I

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1512
    • View Profile
Re: Medi-kit Bugs?
« Reply #4 on: August 13, 2016, 04:29:13 am »
(the problem was supposed to be solved since 2016-01-23)
I probably just need to update my OpenXcom. Thanks.

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1512
    • View Profile
Re: Medi-kit Bugs
« Reply #5 on: November 24, 2017, 09:59:02 pm »
The medi-kit bug with the negative fatal wounds is still in the game. You can get negative fatal wounds, and they cause the soldier to heal each turn, even above their max health. This was tested on Nightly version 2017-11-09.

Online R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: Medi-kit Bugs
« Reply #6 on: November 25, 2017, 01:03:59 am »
That sounds like a bug. Have you reported it on the bugtracker yet?

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1512
    • View Profile
Re: Medi-kit Bugs
« Reply #7 on: November 25, 2017, 01:47:11 am »
I didn't know we had a bug tracker. I will post it there.

Offline Dwarmin

  • Sergeant
  • **
  • Posts: 27
  • Smoke grenades saved the Earth
    • View Profile
Re: Medi-kit Bugs
« Reply #8 on: December 04, 2017, 04:29:16 pm »
This almost makes me want to reproduce this bug somehow, and make some sort of endlessly regenerating alien.  ;D

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11731
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Medi-kit Bugs
« Reply #9 on: December 04, 2017, 05:22:03 pm »
This almost makes me want to reproduce this bug somehow, and make some sort of endlessly regenerating alien.  ;D

It's easy to do using normal functions, at least in OXCE+. Can't remember if it works in vanilla, but probably not.

Offline Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: Medi-kit Bugs
« Reply #10 on: December 05, 2017, 01:26:22 am »
It's easy to do using normal functions, at least in OXCE+. Can't remember if it works in vanilla, but probably not.
yup, regeneration is build in functionality in OXCE without any hacks. Even more, using scripts it can have very specific behavior (regen only then close to max or min hp or if not hit this turn)