Weird behavior with vile life and arcane shield
Moderator: Moderator
Re: Weird behavior with vile life and arcane shield
-wild summon turtle heals everything in an aoe.
or, when the shield reaches its limit, you could make a bonus effect like the retribution does, once it had enough.
look. you CANNOT sustain a shield forever.
even if you did get a 50 heal EVERY SINGLE TURN, thats like what... 20 shield? that's not even going to block a single attack from a disarmed skeleton warrior. its going to be broken in no time, and you are worried about bypassing the expiration date?
weapon of light can RELIABLY add 35 shield (if there already is one) with every hit, and on dagers its going to be 70 a per action.
with some talents even more than that, and yet its suffers from the very same problem. it wont work if you don't have targets to hit.
or, when the shield reaches its limit, you could make a bonus effect like the retribution does, once it had enough.
look. you CANNOT sustain a shield forever.
even if you did get a 50 heal EVERY SINGLE TURN, thats like what... 20 shield? that's not even going to block a single attack from a disarmed skeleton warrior. its going to be broken in no time, and you are worried about bypassing the expiration date?
weapon of light can RELIABLY add 35 shield (if there already is one) with every hit, and on dagers its going to be 70 a per action.
with some talents even more than that, and yet its suffers from the very same problem. it wont work if you don't have targets to hit.
Re: Weird behavior with vile life and arcane shield
Is there any bad side effect to triggering multiple heals per turn with Vile Life, other than the Arcane Shield issue? I think it's better for talents to behave consistently unless it causes a problem. It's already hard enough for players to know all the special cases.HousePet wrote:Given that Vile Life can trigger multiple times per turn, I think it would be best if it didn't trigger on heal effects.
Re: Weird behavior with vile life and arcane shield
you could at least increase the number of refresh from 1 to 3 (or maybe even 5...), in case of such small things.
Re: Weird behavior with vile life and arcane shield
I've fixed it on my end. I'm checking with DarkGod about putting in a merge request. If it's not accepted into the core game, I'll release an addon with this change.
Re: Weird behavior with vile life and arcane shield
There isn't a problem with triggering multiple on heal effects per turn, but it can be a problem when small heals trigger things, Arcane Shield and the Fungus one.
There are already many instances where healing does not trigger on heal effects. In fact the code is setup so that it requires a special case to trigger.
Which now I look, the code for Blood Splash doesn't have.
Are you sure it is actually triggering?
There are already many instances where healing does not trigger on heal effects. In fact the code is setup so that it requires a special case to trigger.
Which now I look, the code for Blood Splash doesn't have.
Are you sure it is actually triggering?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Weird behavior with vile life and arcane shield
Hmm. Well, in any case, my fix will allow Arcane Shield to overwrite an existing damage shield if the new shield power and duration are greater than or equal to the current one. If Vile Life doesn't actually trigger onHeal() it won't make a difference in that case, but this will affect other healing sources.
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- Uruivellas
- Posts: 617
- Joined: Mon Oct 09, 2006 7:47 pm
Re: Weird behavior with vile life and arcane shield
Even without the Vile Life issue, this is a good modification in general to be able to automatically override an existing sheild if the new one generated by arcane shield is better. It avoids tedious manual shield cancelations.
But Vile Life *does* trigger a shield and it is a problem that cannot be solved without a fix like the one proposed by Effigy.
But Vile Life *does* trigger a shield and it is a problem that cannot be solved without a fix like the one proposed by Effigy.
Re: Weird behavior with vile life and arcane shield
I haven't tested directly with Blood Splash, but after looking at the code it might be possible that a race condition exists where casting a heal like Arcane Reconstruction sets self:attr("allow_on_heal"), and the spell also crits triggering Blood Splash, and Blood Splash enters onHeal() before Arcane Reconstruction clears the flag. That sounds like the situation the OP was seeing.HousePet wrote:Which now I look, the code for Blood Splash doesn't have.
Are you sure it is actually triggering?
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- Uruivellas
- Posts: 617
- Joined: Mon Oct 09, 2006 7:47 pm
Re: Weird behavior with vile life and arcane shield
I think the on_crit hook is executed before the actual action of the spell. That is the reason why blood splash applies before arcane reconstruction and triggers an arcane shield.
Re: Weird behavior with vile life and arcane shield
Ah yes, Arcane Reconstruction calls spellCrit inside the allow on heal hook zone.
Now it makes sense.
Now it makes sense.

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Weird behavior with vile life and arcane shield
DarkGod accepted my changes, so this will be fixed in the next version.