This applies to both winona_battery_low and winona_battery_high:
local function OnUsedIndirectly(inst, doer) if doer and doer.userid == inst._engineerid then if doer:HasTag("engineerid") then --skip if this is already mine and I'm still an engineer (didn't swap chars) return end elseif IsEngineerOnline(inst) then --skip if engineer is still online return end if ConfigureSkillTreeUpgrades(inst, doer) then ApplyEfficiencyBonus(inst) UpdateCircuitPower(inst) end end
Given that this is supposed to be there to prevent constantly reapplying and reconfiguring skill tree upgrades, you'd have to test if anything changes in regards to that.
Try placing down a structure with many upgrades, then reset the skill tree at the celestial portal and interact with it? From a quick look at the code, given how the structures tend to listen for skill tree changes, I'm not entirely sure if this changes anything, but still good to point out since it's clearly not intended, as that tag doesn't exist.
I noticed this when looking around the code after reading this report, which you should also check out, that one actually interferes with gameplay more directly compared to this one.
Explained above basically.
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