[CF-Devel] New skills bug: god-given resistances disappear

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Sat Nov 1 23:16:56 CST 2003


Karla Stenger wrote:
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     But on the same example another weird thing happened... the rod was never
     
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     actually "charged", this are the dumps of the rod and the wand in case they
     
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     are worth for something:
     
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       The dump doesn't do a lot of good.  What is really needed is to know
     
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       where/how 
     
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     those wands/rods were created.  It's possible that there is some setup that is
     
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     resulting in the randomitems for the rod/wand not being called as it should.
     
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      They where all bought in the wands store in lake city, cant remember it's name
     
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      now, but if i remember well none of them was charged, or maybe one was? couldnt
     
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      really say by now. 
     
     
  This is fixed in CVS.  Turns out where the rod came from didn't really make a 
difference after all.

  Note that the fix is to fix how rods are generated (with respect to how many 
charges they hold relative to the spells they cast).  given the current archs, 
it basically means that a light rod can cast 5 spells before it needs to rest, 
and a heavy rod 20 spells (but that might be a bit high).

  Note that since this is a change in the generation logic, it means rods that 
have already been created through whatever means will still be broken.  I'd 
suggest you just sells those off.


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