From: SourceForge.net <no...@so...> - 2006-05-17 09:25:40
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Bugs item #1483634, was opened at 2006-05-08 06:05 Message generated for change (Settings changed) made by karianna You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1483634&group_id=25576 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: None >Group: None Status: Open Resolution: None Priority: 5 Submitted By: Thomas Stagner (aquanight) >Assigned to: Nobody/Anonymous (nobody) Summary: Weirdness in SPROP for burst/blast mods Initial Comment: Attempting to add an eqmod like Flaming Burst adds an sprop segment with incorrect values like +-1d10 in the item customizer. It would appear that CRITMULT isn't being defined for the SPROP tags. ---------------------------------------------------------------------- Comment By: Eddy Anthony (eddyanthony) Date: 2006-05-17 02:17 Message: Logged In: YES user_id=886893 OK just did some research, tried this in 5.8.1 and it did not work. Went back to 5.6.1 and found that it did work. So at that time CRITMULT was a valid VAR which could pull that info from the weapon. The optimal solution IMHO would be to move this to Code Bugs and get CRITMULT working again. It is listed as a valid VAR for use in COST formulas, we should make sure it is working in COST formulas as well. There are several VARs listed in the COST entry, I'd like to know if these can be used in other places in EQMODs. If so that should be added to the docs. ---------------------------------------------------------------------- Comment By: Eddy Anthony (eddyanthony) Date: 2006-05-17 01:45 Message: Logged In: YES user_id=886893 Looks like someone decided CRITMULT should be a VAR which passes that info to the EQMOD...but didn't test it. I can see no way of passing that info from the weapon to the EQMOD, we just need to take the VAR out and write it in English: On a critical hit deals 1d10 additional fire damage per critical multiplier higher than 1 Unless anyone else has a better idea :-) ---------------------------------------------------------------------- Comment By: Martijn Verburg (karianna) Date: 2006-05-08 10:29 Message: Logged In: YES user_id=252169 This needs investigating...., on 5.10 roadmap for the meantime - K ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=1483634&group_id=25576 |