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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 02/15/2007 16:35:42
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kyraeu
Rampage
![[Avatar]](/dcforum/images/avatar/3fe94a002317b5f9259f82690aeea4cd.png)
Joined: 08/20/2005 18:13:53
Messages: 110
Location: Edmonds, WA
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The short story is: it seems if you make someone ghost with it, you get a good amount of adrenaline. My guess is its from leech. I could get someone with it, make them ghost, and it would fill my adrenaline up to its max (150) from something sub-50.
I later tried it with the bolt and it didn't seem to work, but that might have been because it just costs more in general. I'm not entirely sure if it applies to the bolt as well, but it certainly could.
I could have easily turned this into a long-winded story about me bolting just about everyone, but I restrained myself.
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My Players: Junkie: Kyraeu 85 -- Medic: Excuses 68 -- Weapon: Fyruse 40
Saving for: Ghost 1, 2, 3, then adren skills -- Ghost 3 -- max DB, then some HB |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 02/16/2007 00:48:45
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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The bug is in both Beam and Bolt.
It assumes that the target's health will be less after the hit. It uses the difference between the before and after health to work out how much adrenaline to take off. Since Ghost knocks the health up to 9999, the "how much adrenaline" calculation returns a large negative number.
I will fix and put in cvs tonight.
Thanks for reporting it.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 02/16/2007 08:16:02
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Fenrir
Joined: 02/11/2007 19:00:48
Messages: 1
Location: Pennsylvania
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This has somewhat to do with the ghosting and adrenaline, but its with the healing sphere. If you ghost while healing sphere is on, your adrenaline wont go down but the sphere will still be up. Im not sure if it also works with the other spheres.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 02/16/2007 09:21:37
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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I think when you start ghosting, the ghost ought to stop any active artifacts.
Part of the Ghost process removes the player's controller. This means that adrenaline cannot be deducted, since it is stored in the controller. This always generates shed loads of error messages if anyone ghosts with the triple, boots of flight, spider etc running.
So, yes, I think it happens to all artifacts. It is just most noticeable with the spheres. And yes, it is a bug.
Of course the globe and sphere of invulnerability are less likely to experience it.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 02/16/2007 12:41:51
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Fix for LightningBeam, LightningBolt, SphereHealing and SphereDamage submitted into cvs, ready for the next build.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 02/16/2007 15:38:44
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kyraeu
Rampage
![[Avatar]](/dcforum/images/avatar/3fe94a002317b5f9259f82690aeea4cd.png)
Joined: 08/20/2005 18:13:53
Messages: 110
Location: Edmonds, WA
Offline
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Good to see this fixed. Glad to help.
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My Players: Junkie: Kyraeu 85 -- Medic: Excuses 68 -- Weapon: Fyruse 40
Saving for: Ghost 1, 2, 3, then adren skills -- Ghost 3 -- max DB, then some HB |
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