Eclipse (staff artifact) causes energy decay

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adamn
Halfling
Posts: 86
Joined: Sun Aug 04, 2013 9:26 pm

Eclipse (staff artifact) causes energy decay

#1 Post by adamn »

The staff Eclipse has the properties

When wielded worn:
P. Energy each turn: +0.10
N. Energy each turn: +0.10

So it would seem it should make your energy regenerate faster while below the default level and decay slower while above the default level. Instead, it does regenerate faster when below, but when above it causes energy to decay at 0.10 faster i.e. -0.30 instead of -0.20. This seems like a bug, and actually makes the staff less useful for an anorithil. At the very least, if this is intended, it should say so explicitly.

morganp
Higher
Posts: 64
Joined: Tue Jul 02, 2013 6:31 am

Re: Eclipse (staff artifact) causes energy decay

#2 Post by morganp »

I was really sad when I finally got Eclipse on an Anorithil.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Eclipse (staff artifact) causes energy decay

#3 Post by PureQuestion »

Wasn't really my intention, will get Darkgod to look at that, I suppose

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Eclipse (staff artifact) causes energy decay

#4 Post by HousePet »

Thread necro, cos I'm writing a correction to the bug for my Midnight addon and I'm not sure if DarkGod has got a fix in the svn.

Here is my fix code:

Code: Select all

if self:attr("positive_at_rest") then
		local v = self.positive_at_rest * self.max_positive / 100
		if (self:getPositive() > v or self:attr("positive_at_rest_disable")) and self:attr("positive_rising") then 
			self.positive_regen = self.positive_regen - 2 * self.positive_regen_ref
			self.positive_rising = false
		elseif self:getPositive() < v and not self:attr("positive_rising") then 
			self.positive_regen = self.positive_regen + 2 * self.positive_regen_ref
			self.positive_rising = true
		end
	end
	if self:attr("negative_at_rest") then
		local v = self.negative_at_rest * self.max_negative / 100
		if (self:getNegative() > v or self:attr("negative_at_rest_disable")) and self:attr("negative_rising") then 
			self.negative_regen = self.negative_regen - 2 * self.negative_regen_ref
			self.negative_rising = false
		elseif self:getNegative() < v and not self:attr("negative_rising") then 
			self.negative_regen = self.negative_regen + 2 * self.negative_regen_ref
			self.negative_rising = true
		end
	end
This requires positive_regen_ref and negative_regen_ref to be removed from the staff as well.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Eclipse (staff artifact) causes energy decay

#5 Post by HousePet »

Bumpage cos DarkGod needs to fix it. :P
My feedback meter decays into coding. Give me feedback and I make mods.

darkgod
Master of Eyal
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Location: Angolwen
Contact:

Re: Eclipse (staff artifact) causes energy decay

#6 Post by darkgod »

fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Eclipse (staff artifact) causes energy decay

#7 Post by HousePet »

HOOORRAAAAYY!!!!
My feedback meter decays into coding. Give me feedback and I make mods.

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