[b21] Regen + Curse of Death bug
Posted: Fri Mar 04, 2011 2:00 pm
Curse of Death is supposed to suppress life regeneration effects as one of it's effects.
In normal play, if someone has life_regen 10 for example, the curse will negate that regeneration.
The bug goes like this:
1 - You have a regeneration running - self:addTemporaryValue("life_regen", x)
Gamewise, you have a beneficial timed effect for life_regen=+x.
2 - You get hit by a curse of death - self:addTemporaryValue("life_regen", -self.life_regen)
Gamewise, you get a detrimental timed effect for life_regen=-life_regen (it got the buffed value from regeneration)
For example, if your Regeneration ticks for 100, the Curse of Death will tick for -100 for a net 0 (zero).
3 - The regen ends - the Curse of Death doesn't update the value.
So, at that point, you'll have Regeneration 0 and Curse of Death -100. This isn't even damage so it can't be prevented, you'll just die a cheesy death unless you have a curse removal or another healing effect to use.
I think this can easily reproduced on a reaver cursing himself.
In normal play, if someone has life_regen 10 for example, the curse will negate that regeneration.
The bug goes like this:
1 - You have a regeneration running - self:addTemporaryValue("life_regen", x)
Gamewise, you have a beneficial timed effect for life_regen=+x.
2 - You get hit by a curse of death - self:addTemporaryValue("life_regen", -self.life_regen)
Gamewise, you get a detrimental timed effect for life_regen=-life_regen (it got the buffed value from regeneration)
For example, if your Regeneration ticks for 100, the Curse of Death will tick for -100 for a net 0 (zero).
3 - The regen ends - the Curse of Death doesn't update the value.
So, at that point, you'll have Regeneration 0 and Curse of Death -100. This isn't even damage so it can't be prevented, you'll just die a cheesy death unless you have a curse removal or another healing effect to use.
I think this can easily reproduced on a reaver cursing himself.