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The blame is with the Revival Protocol blindly applying X2Effect_RestoreActionPoints to all targets.
X2Effect_RestoreActionPoints
The effect itself is poorly coded as well:
simulated protected function OnEffectAdded(const out EffectAppliedData ApplyEffectParameters, XComGameState_BaseObject kNewTargetState, XComGameState NewGameState, XComGameState_Effect NewEffectState) { local XComGameState_Unit TargetUnit; TargetUnit = XComGameState_Unit(kNewTargetState); if (TargetUnit != none) { while (TargetUnit.NumActionPoints(class'X2CharacterTemplateManager'.default.StandardActionPoint) < class'X2CharacterTemplateManager'.default.StandardActionsPerTurn) { TargetUnit.ActionPoints.AddItem(class'X2CharacterTemplateManager'.default.StandardActionPoint); } } }
Arguably it should call TargetUnit.GiveStandardActionPoints() instead.
TargetUnit.GiveStandardActionPoints()
This bug and others is addressed by RM's [WotC] Revival Protocol Fixes.
The text was updated successfully, but these errors were encountered:
Closing this in favor of #1414, which covers more bugs.
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BlackDog86
Successfully merging a pull request may close this issue.
The blame is with the Revival Protocol blindly applying
X2Effect_RestoreActionPoints
to all targets.The effect itself is poorly coded as well:
Arguably it should call
TargetUnit.GiveStandardActionPoints()
instead.This bug and others is addressed by RM's [WotC] Revival Protocol Fixes.
The text was updated successfully, but these errors were encountered: