[crossfire] Useless rods
Rick Tanner
leaf at real-time.com
Tue Apr 30 17:28:42 CDT 2019
On 4/30/19 4:09 PM, Preston Crow wrote:
> <snip>
> I'm playing on Metalforge, so it's possible that this has been addressed
> in newer code, but I would think there should be a check somewhere to
> either not generate these rods or to increase the maximum sp for a rod
> to match the sp required to cast if that is higher.
This was possibly fixed in later updates.
Metalforge missed a possible fix/update for this by about 5 months. Code
base on the server is from around January-2009.
r11797 on 2009-06-10
"Fix rod generation: make sure it can hold enough spell points. Now all
light rods get spell points for 3 changes, heavy rods for 6 charges."
Reference:
https://sourceforge.net/p/crossfire/code/11797/
> <snip>
> I haven't checked heavy rods; I'm under the impression that they have a
> lot more sp, so it's unlikely to be a problem there.
If I understand it correctly, heavy rods recharge faster, but do not
always contain a higher number or charges vs light or normal rods.
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