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.
[b21] Regen + Curse of Death bug
Moderator: Moderator
Re: [b21] Regen + Curse of Death bug
Well, at least it lives up to its name :P But yeah, should be changed. In fact it leads to a potential abuse - shove a curse of death on an enemy as they near the end of their regen.
Hmm, and I wonder if one can manipulate negative regen stuff to get curse of death to be a healing spell...?
Hmm, and I wonder if one can manipulate negative regen stuff to get curse of death to be a healing spell...?
Re: [b21] Regen + Curse of Death bug
fixed
[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
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
