I think more viable (and safe) continue with 0.9.5h version, perhaps I end up breaking the whole game hehe .
Well, I ignored what was said before and following a tutorial I found here in the forum created the jar file, but kept having a similar error, except for the red color.
But I found an efficient way to recreate the bug:
- Start a mission of the Templars
- Go to the simulator
- Use the Priwen / Almace Burst
- Before the shields raise, get out and go back to the simulator
However if you change a part of the TEM_Util code line ...
private static Color interpolateColor(Color old, Color dest, float progress) {
final float antiProgress = Math.max(0f, Math.min(1f, 1f - progress));
final float[] ccOld = old.getComponents(null), ccNew = dest.getComponents(null);
//remove it
//
//return new Color((ccOld[0] * antiProgress) + (ccNew[0] * progress),
// (ccOld[1] * antiProgress) + (ccNew[1] * progress),
// (ccOld[2] * antiProgress) + (ccNew[2] * progress),
// (ccOld[3] * antiProgress) + (ccNew[3] * progress));
//
//and put it
//
return new Color(Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))),
Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))),
Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))),
Math.max(0f, Math.min(1f, 1f - ((ccOld[0] * antiProgress) + (ccNew[0] * progress)))));
}
and repeat this process, the box that marks the cooldown will be completely black for a few seconds (the burst cooldown?) instead of breaking the game.
Maybe "
MAYBE" the bug is in some part of the cooldown timer code in TEM_PriwenBurstPlugin because time does not reset...
I do not know if this information can help in something, but for some reason I thought q would be useful to post here
.