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Bolbum's staff channels arcane instead of physical

Posted: Mon Aug 08, 2011 4:47 pm
by Grey
As per title. Was reported by someone else in the ongoing (and highly interesting) alchemist thread, but I figured it was worth pointing out separately.

Re: Bolbum's staff channels arcane instead of physical

Posted: Mon Aug 08, 2011 6:16 pm
by Hedrachi
Quoth the staff-combat.lua file from SVN:

Code: Select all

		local damtype = combat.damtype
		if     damtype == DamageType.FIRE then      explosion = "flame"               particle = "bolt_fire"      trail = "firetrail"
		elseif damtype == DamageType.COLD then      explosion = "freeze"              particle = "ice_shards"     trail = "icetrail"
		elseif damtype == DamageType.ACID then      explosion = "acid"                particle = "bolt_acid"      trail = "acidtrail"
		elseif damtype == DamageType.LIGHTNING then explosion = "lightning_explosion" particle = "bolt_lightning" trail = "lightningtrail"
		elseif damtype == DamageType.LIGHT then     explosion = "light"               particle = "bolt_light"     trail = "lighttrail"
		elseif damtype == DamageType.DARKNESS then  explosion = "dark"                particle = "bolt_dark"      trail = "darktrail"
		elseif damtype == DamageType.NATURE then    explosion = "slime"               particle = "bolt_slime"     trail = "slimetrail"
		elseif damtype == DamageType.BLIGHT then    explosion = "slime"               particle = "bolt_slime"     trail = "slimetrail"
		else                                        explosion = "manathrust"          particle = "bolt_arcane"    trail = "arcanetrail" damtype = DamageType.ARCANE
		end
No physical defined in the select/case... err, (if/elseif)*a billion, therefore it defaults to arcane. Might try to figure out how to put in arrow explosion for explosion, maybe use the earthen missiles particle, but dunno what trail is for since I've never seen a trail of any sort with channel staff.

Re: Bolbum's staff channels arcane instead of physical

Posted: Mon Aug 08, 2011 8:40 pm
by kazak 2
Heh, I was just coming over here to post the same thing. I'm assuming this also makes the staff's physical damage modifier kinda worthless for channel staff.

Re: Bolbum's staff channels arcane instead of physical

Posted: Tue Aug 09, 2011 1:44 am
by Hedrachi
Wouldn't be too hard to glom together an elseif statement for physical in your game, though it would disable your online profile (bad game error, yay!)

Code: Select all

		elseif damtype == DamageType.PHYSICAL then    explosion = "dark"               particle = "stone_shards"     trail = "earthtrail"
Keep in mind I've no idea what valid explosions are and am using a valid one that looks close to what a physical explosion should be. Someone more talented could find a better explosion.

Re: Bolbum's staff channels arcane instead of physical

Posted: Wed Aug 10, 2011 11:59 am
by darkgod
fixed