dzxmsf
Refugee
- Version
- A19~V2.4
- Platform
- Windows
Since the stun baton's charge mechanism was modified in the A21 version, there has been an issue that remains unfixed to this day. Before explaining it, we need to first understand its charge mechanism.
Initialize charge progress
<triggered_effect trigger="onSelfEquipStart" action="SetItemMetaFloat" change="0" relative="true" key="charge"/>
Normal attacks increase charge progress by 1 point
<triggered_effect trigger="onSelfPrimaryActionRayHit" action="SetItemMetaFloat" change="1" relative="true" key="charge">
<requirement name="IsAlive" target="other"/>
<requirement name="!EntityTagCompare" target="other" tags="trader"/>
</triggered_effect>
Powerful attacks increase charge progress by 1 point (Trigger Condition: Existing charge progress is greater than or equal to 3)
<triggered_effect trigger="onSelfSecondaryActionRayHit" action="SetItemMetaFloat" change="1" relative="true" key="charge">
<requirement name="IsAlive" target="other"/>
<requirement name="!EntityTagCompare" target="other" tags="trader"/>
<requirement name="CompareItemMetaFloat" operation="GTE" value="3" key="charge"/>
</triggered_effect>
Powerful attacks increase charge progress by 2 points (Trigger Condition: Existing charge progress is less than or equal to 2)
<triggered_effect trigger="onSelfSecondaryActionRayHit" action="SetItemMetaFloat" change="2" relative="true" key="charge">
<requirement name="IsAlive" target="other"/>
<requirement name="!EntityTagCompare" target="other" tags="trader"/>
<requirement name="CompareItemMetaFloat" operation="LTE" value="2" key="charge"/>
</triggered_effect>
The issue I identified is that when the charge progress increases by 2 or more units and meets the requirement for full charge, the sound effect does not play correctly.
The issue I identified is that when the charge progress increases by 2 or more units and meets the requirement for full charge—for example, changing from 2 to 4—Sound Effect No. 4 should play. However, in reality, it plays Sound Effect No. 3 instead. In other words, Sound Effect No. 4, which signifies full charge, is not playing correctly.
So I identified the issue with it: the charge sound effect for each level can only play following the rule of increasing by 1 unit. If the increase changes to 2 or 3 units, the sound effect will fail to play correctly.
Due to this characteristic, both the powerful attack of the stun baton and the effect of the Skill Book Volume 6 have this issue.
This concludes the introduction to the stun baton's bugs. Next is the robotic turret.
The issue with the robotic turret is that when it detects an enemy, it aims and attacks simultaneously. This causes its first shot to be wasted for sure. Unlike the robotic sledgehammer, it does not first aim at the enemy and then attack.
The robotic turret was introduced as a new weapon in the A18 version, but this issue has existed since the A19 version and remains unfixed to this day.
Digression: I reported these issues a year ago, but the staff at TFP seem to have turned a blind eye, as these problems haven't been fixed yet
There are some errors in the Chinese translation of the second skill book: the term "电击棒" (electric shock baton) has been incorrectly translated as "眩晕棒" (stun baton).

Tech Enthusiast Volume 7 – there’s a bug in the original code. TFP presumably intended the effect tag tags="perkTurrets" to only apply to handheld robots, while tags="perkTurrets,deployed" would exclusively affect deployed robots, with the two being mutually exclusive. However, it seems the TFP devs might have had a few drinks while coding and mixed up how these tags work. In reality, all entries within a single tag function independently and don’t impose mutual restrictions. As a result, these two seemingly distinct code snippets both boost the robots’ overall fire rate – instead of differentiating between the two robot types, they end up stacking for a double effect.
Another issue with the robot turret is that when its fire rate is increased, the firing animation of the handheld robot becomes disjointed.
Initialize charge progress
<triggered_effect trigger="onSelfEquipStart" action="SetItemMetaFloat" change="0" relative="true" key="charge"/>
Normal attacks increase charge progress by 1 point
<triggered_effect trigger="onSelfPrimaryActionRayHit" action="SetItemMetaFloat" change="1" relative="true" key="charge">
<requirement name="IsAlive" target="other"/>
<requirement name="!EntityTagCompare" target="other" tags="trader"/>
</triggered_effect>
Powerful attacks increase charge progress by 1 point (Trigger Condition: Existing charge progress is greater than or equal to 3)
<triggered_effect trigger="onSelfSecondaryActionRayHit" action="SetItemMetaFloat" change="1" relative="true" key="charge">
<requirement name="IsAlive" target="other"/>
<requirement name="!EntityTagCompare" target="other" tags="trader"/>
<requirement name="CompareItemMetaFloat" operation="GTE" value="3" key="charge"/>
</triggered_effect>
Powerful attacks increase charge progress by 2 points (Trigger Condition: Existing charge progress is less than or equal to 2)
<triggered_effect trigger="onSelfSecondaryActionRayHit" action="SetItemMetaFloat" change="2" relative="true" key="charge">
<requirement name="IsAlive" target="other"/>
<requirement name="!EntityTagCompare" target="other" tags="trader"/>
<requirement name="CompareItemMetaFloat" operation="LTE" value="2" key="charge"/>
</triggered_effect>
The issue I identified is that when the charge progress increases by 2 or more units and meets the requirement for full charge, the sound effect does not play correctly.
The issue I identified is that when the charge progress increases by 2 or more units and meets the requirement for full charge—for example, changing from 2 to 4—Sound Effect No. 4 should play. However, in reality, it plays Sound Effect No. 3 instead. In other words, Sound Effect No. 4, which signifies full charge, is not playing correctly.
So I identified the issue with it: the charge sound effect for each level can only play following the rule of increasing by 1 unit. If the increase changes to 2 or 3 units, the sound effect will fail to play correctly.
Due to this characteristic, both the powerful attack of the stun baton and the effect of the Skill Book Volume 6 have this issue.
This concludes the introduction to the stun baton's bugs. Next is the robotic turret.
The issue with the robotic turret is that when it detects an enemy, it aims and attacks simultaneously. This causes its first shot to be wasted for sure. Unlike the robotic sledgehammer, it does not first aim at the enemy and then attack.
The robotic turret was introduced as a new weapon in the A18 version, but this issue has existed since the A19 version and remains unfixed to this day.
Digression: I reported these issues a year ago, but the staff at TFP seem to have turned a blind eye, as these problems haven't been fixed yet
There are some errors in the Chinese translation of the second skill book: the term "电击棒" (electric shock baton) has been incorrectly translated as "眩晕棒" (stun baton).

Tech Enthusiast Volume 7 – there’s a bug in the original code. TFP presumably intended the effect tag tags="perkTurrets" to only apply to handheld robots, while tags="perkTurrets,deployed" would exclusively affect deployed robots, with the two being mutually exclusive. However, it seems the TFP devs might have had a few drinks while coding and mixed up how these tags work. In reality, all entries within a single tag function independently and don’t impose mutual restrictions. As a result, these two seemingly distinct code snippets both boost the robots’ overall fire rate – instead of differentiating between the two robot types, they end up stacking for a double effect.
Another issue with the robot turret is that when its fire rate is increased, the firing animation of the handheld robot becomes disjointed.
- Reproduction Steps
- Junk turret:Whenever an enemy enters its range, it fires while aiming—and every burst always wastes a bullet first. You’ll see for yourselves once you try it.
- Link to Logs
- https://www.bilibili.com/video/BV1TFUaBWEAR/
- Link to Screenshot/Video
- https://www.bilibili.com/video/BV1txnAzREz6/?spm_id_from=333.1387.upload.video_card.click
Last edited by a moderator: