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Trapper (Guest)Sat 24-Feb-07 06:33 PM

  
#10376, "Damage Traps"


          

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.

  

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DaevrynSat 24-Feb-07 06:52 PM
Member since 13th Feb 2007
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#10377, "RE: Damage Traps"
In response to Reply #0


          

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.

  

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eulinda (Guest)Sat 24-Feb-07 07:03 PM

  
#10378, "RE: Damage Traps"
In response to Reply #1


          

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.

  

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DaevrynMon 26-Feb-07 01:05 AM
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#10399, "Let me hear you say, that ain't right."
In response to Reply #2


          

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.

  

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DC-Lazy (Guest)Mon 26-Feb-07 08:11 AM

  
#10401, "Also, from log on dio's, getting your bones broken does..."
In response to Reply #3


          

n/t

  

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DaevrynMon 26-Feb-07 09:09 AM
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#10402, "Yeah, that's also fixed."
In response to Reply #4


          

Although probably not THIS crash/reboot, because it came a little sooner than I was hoping.

  

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