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Forum Name Bug Submissions
Topic subjectDamage Traps
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=17&topic_id=10376
10376, Damage Traps
Posted by Trapper on Wed 31-Dec-69 07:00 PM
Don't remember if I posted this already. If I did feel free to disregard this post. If not, I was wondering if the extra effects tacked onto some of the damage trap ingredients are all working as intended?

I've noticed that some ingredients, which I know for a fact should be causing additional effects other than damage, are not causing said effects. Other than for this one trap that causes bone shatter. The ingredients that are supposed to cause bleeding haven't done so in any of my experiments and neither the ones that are supposed to cause poison. Or should cause poison from the name of the ingredient and reading the desc.
10377, RE: Damage Traps
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
As far as I know, they work.

Note that you don't always get maledictions from traps. As your relevant skills improve and as you use better ingredients you get them more often, but it will never be a sure thing.
10378, RE: Damage Traps
Posted by eulinda on Wed 31-Dec-69 07:00 PM
One of them does a boneshatter that is double the affect of a hero boneshatter (gave me -18 str and dex). That right? Not saying it isn't, but seemed awfully high.
10399, Let me hear you say, that ain't right.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
FNCR. I made the mistake of assuming a certain number in the code meant, well, anything, and in my test cases it was close enough to look right.

Guessing that'll be more in the -10 - -12ish range now.
10401, Also, from log on dio's, getting your bones broken doesn't wake you. n/t
Posted by DC-Lazy on Wed 31-Dec-69 07:00 PM
n/t
10402, Yeah, that's also fixed.
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
Although probably not THIS crash/reboot, because it came a little sooner than I was hoping. :)