Mind Damage and hardcoded damage conversions

Where bugs go to lie down and rest

Moderator: Moderator

Post Reply
Message
Author
Stuntofthelitter
Spiderkin
Posts: 574
Joined: Sun May 12, 2013 7:00 am

Mind Damage and hardcoded damage conversions

#1 Post by Stuntofthelitter »

Turns out that the order of operations of having damage converted via elemental_mastery (Elemental Fury) or twilight_mastery (Pendant of the Sun and Moons) in damage_types.lua has a major important difference from normal damage conversion. Mind damage converted this way still has the resist check for half damage, despite no mind damage ever being inflicted. Weapon damage converted via convert_damage in combat.lua doesn't have this problem, so weird inconsistency is with how those two items work.

Ideally the effect of those two items wouldn't be hardcoded at all so that other things desiring a similar effect wouldn't need to put their own unique entry in setDefaultProjector. Really though it's kind of an unfortunate consequence of how it's currently handled that mind damage is penalized even when it's not even mind damage (or getting the benefit from anything of BEING mind damage).

EDIT: I assume the same thing would happen if using all_damage_convert, but I don't think there's currently a situation that this could come up for with it.
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Mind Damage and hardcoded damage conversions

#2 Post by Sheila »

Doomed getting the short end of the stick as usual :cry:
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

Post Reply