Example - before casting Inner Power as a sustain I equip all my spellpower boosting items (yes, I'm a dirty cheat :P) to bump the stat bonus from +2 to +3. After casting I switcheroo my equipment back and I still have the +3 to my stats, but the tooltip on the sustain says +2 - LIES, I tell you!!
This isn't the only example of this, there's lots of tooltips that end up being inaccurate. It would be nice if the data reflected the reality. I'm sure the correct information must be available, as it removes the right amount when you take off the sustain.
There are also still discrepancies with the Grace of the Eternals tooltip and description, but I haven't a clue what the problem is there :)
Effects in status bar are full of lies, LIES!
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Re: Effects in status bar are full of lies, LIES!
return game.player.sustain_talents will give you the table.
That is as far as I got ^_^ no successful bug hunt for me.
Seems to refer to the long description of the talent, as far as I can see, that should be right. Since the game shows otherwise, I am clearly wrong :].
UseTalents.lua
PlayerDisplay.lua
Whatever ;P I'm no good at this.
That is as far as I got ^_^ no successful bug hunt for me.
Seems to refer to the long description of the talent, as far as I can see, that should be right. Since the game shows otherwise, I am clearly wrong :].
UseTalents.lua
Code: Select all
elseif t.mode == "sustained" then status = self.actor:isTalentActive(t.id) and tstring{{"color", "YELLOW"}, "Sustaining"} or tstring{{"color", "LIGHT_GREEN"}, "Sustain"} end
list[#list+1] = { char=self:makeKeyChar(letter), name=t.name.." ("..typename..")", status=status, talent=t.id, desc=self.actor:getTalentFullDescription(t) }
list.chars[self:makeKeyChar(letter)] = list[#list]
Code: Select all
for tid, act in pairs(player.sustain_talents) do
if act then
local t = player:getTalentFromId(tid)
local displayName = t.name
if t.getDisplayName then displayName = t.getDisplayName(player, t, player:isTalentActive(tid)) end
local desc = "#GOLD##{bold}#"..displayName.."#{normal}##WHITE#\n"..tostring(player:getTalentFullDescription(t))
self:mouseTooltip(desc, self:makeTexture(("#LIGHT_GREEN#%s"):format(displayName), x, h, 255, 255, 255)) h = h + self.font_h
end
end
Re: Effects in status bar are full of lies, LIES!
Sustains just show the talent tooltip which as Grey pointed out is only accurate in the present.
Timed effects are set on cast and their display will be as it is when cast and not as it would be if it was cast right now.
One possible fix would be to add a secondary description to all sustained effects, in essence breaking the status bar away from the talent description.
Another, probably less popular fix would be to have all your sustains auto-refresh every time your stats changed
Thus preventing such cheesiness (which I abuse too so I'm not pointing fingers
) in the first place.
Of course, that could get spammy, but maybe auto-refreshing like that (and on level up) could be made invisible to the player.
Timed effects are set on cast and their display will be as it is when cast and not as it would be if it was cast right now.
One possible fix would be to add a secondary description to all sustained effects, in essence breaking the status bar away from the talent description.
Another, probably less popular fix would be to have all your sustains auto-refresh every time your stats changed


Of course, that could get spammy, but maybe auto-refreshing like that (and on level up) could be made invisible to the player.
Re: Effects in status bar are full of lies, LIES!
Auto-refreshing would be good I feel, as the current system have negatives for the player as well as abuses. However stats can change fairly frequently - is it appropriate to update sustains that often?
Re: Effects in status bar are full of lies, LIES!
Or just copy the string to a new variable at the time of activating?edge2054 wrote:One possible fix would be to add a secondary description to all sustained effects, in essence breaking the status bar away from the talent description.