Yes that debuff from Incubus Drider do lock out melee and p. specials (and that what code note says). I'll look and change that one enemy ability before j2 come out to be less confusing.
It's not confusing, it's just not working. I had another look through the code and I found the problem.
Code:
Combat.as:
public function basemeleeattacks():void {
if (monster is DriderIncubus) {
(monster as DriderIncubus).taintedMindAttackAttempt();
return;
}
...
If you're fighting the drider and try to do a normal attack, it
ALWAYS responds with the tainted mind code, then immediately returns and does nothing else. There's no check for whether the PC is actually affected by the buff. Presumably it should be something like this instead:
Code:
public function basemeleeattacks():void {
if (monster is DriderIncubus) {
if (player.hasStatusEffect(StatusEffects.TaintedMind)){
clearOutput();
(monster as DriderIncubus).taintedMindAttackAttempt();
enemyAI();
return;
}
}
}
I added the clearOutput and enemyAI calls since the return short-circuits the rest of the function where that stuff should be performed. That seems to work mostly as intended, with the screen updating and the fight continuing as normal, but the tainted mind effect never wears off. I haven't looked into how status effects work to figure out why that is, but it's better than it was before at least.
I guess I should start posting this crap on the Github tracker.
Edit: Posted to the issue tracker. The right one this time. I notice there's not much else there though. I guess people just e-mail you reports instead? That seems awkward.