Traps (Possibly a feature)

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edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Traps (Possibly a feature)

#1 Post by edge2054 »

I noticed all the traps use code similar to this for temporary.

Code: Select all

temporary = 5 + self:getTalentLevel(t)
Considering traps always have a talent level of 1 (as far as I can tell) this seems like it should either be...

Code: Select all

temporary = 5 + self:getTalentLevel(self.T_TRAP_MASTERY)
or just

temporary = 6

Then again maybe I'm missing a way to increase the level of the trapping talents in which case I'm way off base but since everything else works off self:getTalentLevel(self.T_TRAP_MASTERY) I'm guessing the trap life span was meant to scale as well.

darkgod
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Re: Traps (Possibly a feature)

#2 Post by darkgod »

bug; fixed thanks
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Traps (Possibly a feature)

#3 Post by edge2054 »

Got another possible oversight for you DG.

The traps lack the code that's included in glyphs that prevents you from placing them on top of an existent trap. When the trap you place reaches the end of it's duration the tile will be trap free.

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