Issue information

Issue ID
#5972
Status
Fixed
Severity
None
Started
Hercules Elf Bot
Jun 9, 2012 11:36
Last Post
Hercules Elf Bot
Jul 22, 2012 10:36
Confirmation
Yes (1)
No (1)

Hercules Elf Bot - Jun 9, 2012 11:36

Originally posted by [b]frenzmu06[/b]
in doc/item_bonus
some bonuses state that you cant set variables for "n" but they are functional(description error)

ex.
bonus bNoMagicDamage,n; | n is meaningless)

idk if these scripts has also no functional "n", pls check
bonus bNoWeaponDamage,n;
[s]bonus bRestartFullRecover,n;[/s]
[s]bonus bNoSizeFix,n;[/s]

This post has been edited by frenzmu06 on Jun 10, 2012 1:43

Hercules Elf Bot - Jun 9, 2012 12:28

Originally posted by [b]Kenpachi[/b]
Where is the bug?

Hercules Elf Bot - Jun 9, 2012 12:53

Originally posted by [b]frenzmu06[/b]
pls. analyze the sentence -> the doc states wrong description

Hercules Elf Bot - Jun 9, 2012 14:40

Originally posted by [b]Kenpachi[/b]
There's nothing wrong. "n is meaningless" means that you can put every integer value you want.

This post has been edited by Kenpachi on Jun 9, 2012 14:41

Hercules Elf Bot - Jun 10, 2012 0:59

Originally posted by [b]frenzmu06[/b]
[quote]"n is meaningless" means that you can put every integer value you want.[/quote]
but wont take any effect/difference on the bonus output, that's what your saying right?

to think:
bonus bNoMagicDamage,n;
bonus bNoMagicDamage,100; ->100 magic redux
bonus bNoMagicDamage,50; -> makes 50% magic redux
putting a variable in "n" gives different effect (so is "n" meaningless?)

while
bonus bNoCastCancel,n;
bonus bNoCastCancel,50; ->same effect as putting any #
bonus bNoCastCancel,100; ->same effect as any putting #

Note: this two has a description saying "n is meaningless"
so i'm saying that SOME has non-meaningless "n" which is documented on wrong and giving wrong info about "the specific bonus script"

Hercules Elf Bot - Jun 10, 2012 1:46

Originally posted by [b]frenzmu06[/b]
already tested most and applies only on

bonus bNoMagicDamage,n;
bonus bNoWeaponDamage,n;

variables on their "n" are not meaningless and applies % reduction depending on the # given

Hercules Elf Bot - Jun 10, 2012 15:31

Originally posted by [b]Kenpachi[/b]
Okay, now I understand. :)
I think a core dev should check this and update the documentation accordingly.

Hercules Elf Bot - Jul 21, 2012 23:07

Originally posted by [b]Kenpachi[/b]
Fixed in [rev=16468].

I checked all bonuses with comment "n is meaningless" and those two were the only one with wrong documentation.

Hercules Elf Bot - Jul 21, 2012 23:45

Originally posted by [b]Mysterious[/b]
So, even doing:

bonus bNoWeaponDamage,50; won't reduce the damage by 5%? Because you just switched it to: Prevents from receiving n% physical damage (n is meaningless)

Hercules Elf Bot - Jul 21, 2012 23:49

Originally posted by [b]Kenpachi[/b]
I did not test it but:[CODE]
case SP_NO_WEAPON_DAMAGE:
if(sd->state.lr_flag == 2)
break;
val+= sd->special_state.no_weapon_damage;
sd->special_state.no_weapon_damage = cap_value(val,0,100);
break;
[/CODE]
... the value is capped between 0 and 100. So if 50 is passed the damage will be reduced by 50%.

This post has been edited by Kenpachi on Jul 21, 2012 23:51

Hercules Elf Bot - Jul 22, 2012 0:51

Originally posted by [b]EvilPuncker[/b]
you forgot to remove the "n is meaningless comment" in both lines and wtf you changed mmo.h to 20110315 without even saying a word about?

Hercules Elf Bot - Jul 22, 2012 10:26

Originally posted by [b]Kenpachi[/b]
Damn, sorry it was ~3:00 AM in Germany and I simply was tired and overlooked that. Will be fixed ASAP.

Hercules Elf Bot - Jul 22, 2012 10:36

Originally posted by [b]Kenpachi[/b]
Fixed in [rev=16474].