Question about DSX bugging out skill_class parameter
Submitted by Lloyd2k4 on Tue, 2014-01-14 12:11 | ||
One thing I've noticed in DSX is that it completely bugged weapons and spells that are of a different skill_class than probably intended. For example, a staff that is set to skill_class = "nature magic"; will not deal its listed damage... most likely because it's a melee weapon. A Dagger with skill_class = ranged; will not deal its listed damage, either, because once again, it's a melee weapon and doesn't like the skill_class type. In original DS, this wasn't a problem, but in DSX, something was changed in the code to break this. Now the only way I can get these to do damage properly is to give them either custom_damage or piercing_damage, but this can cause a host of balance problems. This problem also exists for spells. I'm used to making melee and ranged skills in my mods, and I had Fire Ring as basically a 'damage aura' spell for Melee, but it would not do any damage (other than particle fit damage) because the game didn't like its skill_class being set to melee when its supposed to be a magic class. Mobs who use spells as their primary attack and do not have combat_magic = x, 0; where x > 0 also do not deal proper damage anymore, regardless of what you set the damage amount to of the spell in spl_spell.gas. Does anyone know what happened here? Is there a solution to this? I'm guessing a skrit could fix this using some of the Rules() functions, but it'll take a lot of work. forums: |
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