I think I've found a problem with Legendoom Lite compatibility: if it's on when I start a map, non-champion monsters will have random blood color.
Also, Silver champions sometimes cause a crash to console a second or so after the map begins.
Edit: The exact condition for multicolored blood seems to be "LD compatibility was on when the map started and when the monster spawned. The condition is in handler.txt line 375, but I can't figure out how it leads to blood color changing.
Edit2: This seems to be caused by the clause at baseclass.txt line 258, which clears champion status but apparently leaves some parts of it (like blood color).
Edit3: Here's the error description from the console for silver champions:
Code: Select all
VM execution aborted: tried to read from address zero.
Called from Actor.A_FaceTarget at gzdoom.pk3:zscript/actors/actor.zs
Called from champion_SilverShield.StateFunction.2 at
mk-champions[20201129].pk3:zscript/champions/champs/champ_silver.txt, line 135
Called from champion_SilverShield.Tick at
mk-champions[20201129].pk3:zscript/champions/champs/champ_silver.txt, line 111
Called from state champion_SilverShield.2 in champion_SilverShield
Called from Thinker.Tick [Native]
Edit4: Found the cause, champion tokens CopyBloodColor to the monster and it's not restored when the token is removed later.
Do I understand correctly that LD compatibility is supposed to
only championify legendaries? That's pretty limited, I'd love to play with normal random champions and guaranteed legendary champions with boosted abilities.
Edit5: Finally sorted out the silver champion thing: the shield going up crashes the game if the monster doesn't have a pain state.