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320

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Joined: 10/11/2005 21:28:38
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I noticed recently that when I poisoned myself with a +2 poison weapon, I took no damage-over-time. I've seen this on two occasions when I was paying attention to it. Is it intended? Do the monsters take poison damage even when I don't?
Moof

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I'm not sure about this one, but I did take a close look, and figured out that vamp is not triggering off poison damage. If Dru gives me a greenlight, I might look into fixing that.

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Moof wrote:
I'm not sure about this one, but I did take a close look, and figured out that vamp is not triggering off poison damage. If Dru gives me a greenlight, I might look into fixing that. 

I don't think it's supposed to.

It doesn't trigger Leech either.

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320 wrote:
I noticed recently that when I poisoned myself with a +2 poison weapon, I took no damage-over-time. I've seen this on two occasions when I was paying attention to it. Is it intended? Do the monsters take poison damage even when I don't? 

Hmmm ... have any Cautiousness?

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320

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BotFodder wrote:

320 wrote:
I noticed recently that when I poisoned myself with a +2 poison weapon, I took no damage-over-time. I've seen this on two occasions when I was paying attention to it. Is it intended? Do the monsters take poison damage even when I don't? 

Hmmm ... have any Cautiousness? 


It was on my medic char, so no cautiousness yet. I just shot myself with a poison 2 shock and the "you are poisoned" message came up but nothing happened.

I think sparky was able to duplicate it on the same map.
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yep yep .... no damage from the poison +2. But as I was telling 320 I think the poison did kill a warlock. (maybe)

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BotFodder wrote:

Moof wrote:
I'm not sure about this one, but I did take a close look, and figured out that vamp is not triggering off poison damage. If Dru gives me a greenlight, I might look into fixing that. 

I don't think it's supposed to.

It doesn't trigger Leech either. 


The reason is most likely because the Poison is given to the victim as an inventory object that continues to cause damage over time. Once it is given as an object it is no longer tied to the pawn that caused it in the first place. So there is no reason Vampirism would continue to give you health based on that damage.

Personally I think this is fair. Let the poison do the damage and then mop up the scene afterwards.
320

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v0rTeX wrote:

BotFodder wrote:

Moof wrote:
I'm not sure about this one, but I did take a close look, and figured out that vamp is not triggering off poison damage. If Dru gives me a greenlight, I might look into fixing that. 

I don't think it's supposed to.

It doesn't trigger Leech either. 


The reason is most likely because the Poison is given to the victim as an inventory object that continues to cause damage over time. Once it is given as an object it is no longer tied to the pawn that caused it in the first place. So there is no reason Vampirism would continue to give you health based on that damage.

Personally I think this is fair. Let the poison do the damage and then mop up the scene afterwards.  


Vortex, does that mean you also don't get exp for dmg caused by DoT dmg?
v0rTeX

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I dont understand what you mean by DoT. But you do get exp for damage caused by poison.

You just don't get the vamp because you are not inflicting the damage directly from Instigator to Target. The damage is happening from Inventory to Target.
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DoT = Damage over Time.

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320

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v0rTeX wrote:
I dont understand what you mean by DoT. But you do get exp for damage caused by poison.

You just don't get the vamp because you are not inflicting the damage directly from Instigator to Target. The damage is happening from Inventory to Target. 


DoTs are "death over time" or "damage over time" weapons, like poison. That is an EQ term, but I thought it was pretty common.

I was asking because you stated in your post that the poison didn't know who it's "owner" was, so I figured, how does it know how to assign exp then?

At any rate, I haven't tested with another poison wep, but does anyone have any ideas on this?
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I was doing some testing on my code changes last night and noticed the same thing - poison 2, no damage.

Haven't gotten a poison 1 or 3 yet to test it with. I'm at work right now and I don't think I have access to code (but I just realized as of my upgrade of my test server, which is here at work, I might be able to decompile the mod and take a look at it - more later).

It's possible that Dru was nice enough to reduce the "self damage" potential of poison weapons. I must say, though ... it doesn't sound like him.

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320 wrote:
I was asking because you stated in your post that the poison didn't know who it's "owner" was, so I figured, how does it know how to assign exp then?

At any rate, I haven't tested with another poison wep, but does anyone have any ideas on this?  


I'm sorry I mis-spoke a bit. The poison does know who the owner is so it can give exp for the damage. But Vampirism operates on a set of rules which somehow does not keep track of damage done by an inventory object granted to a target pawn.

BotFodder wrote:
I was doing some testing on my code changes last night and noticed the same thing - poison 2, no damage.

Haven't gotten a poison 1 or 3 yet to test it with. I'm at work right now and I don't think I have access to code (but I just realized as of my upgrade of my test server, which is here at work, I might be able to decompile the mod and take a look at it - more later).

It's possible that Dru was nice enough to reduce the "self damage" potential of poison weapons. I must say, though ... it doesn't sound like him.  


I could be wrong but I think it's because friendly fire is turned off. I shot my self with poison weapons many times over the last 3 days on our server and it does indeed tap my life at an alarming rate. (+4 and +8 will make you take notice when you find yourself with less than 100 health suddenly)

And just to quell your fears, yes it works the same on a +2. I was doing some dedicated server testing of my own at home and I caused a bit of self damage with a +2 poison weapon.
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v0rTeX wrote:
I could be wrong but I think it's because friendly fire is turned off. I shot my self with poison weapons many times over the last 3 days on our server and it does indeed tap my life at an alarming rate. (+4 and +8 will make you take notice when you find yourself with less than 100 health suddenly)

And just to quell your fears, yes it works the same on a +2. I was doing some dedicated server testing of my own at home and I caused a bit of self damage with a +2 poison weapon. 

That's wierd - unless Dru's changed poison and accidentally took Friendly Fire into account, this is new.

I mean, it used to cause self damage, and other weapons cause self damage, and Friendly Fire has always been on to my knowledge.

Oh, and since my testing server (only up when I want it to be, so don't try to go looking for it ) is Linux based/server only, it doesn't have the batchexport command needed to decompile mods.

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Yup. It's busted for sure.

The reason (and I'll let Dru explain in more detail if he wants) is barely one step removed from unrealscript thinking "1+1" would result in something other than "2".

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