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Old January 7, 2018, 17:15   #19
Ingwe Ingweron
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Join Date: Jan 2009
Location: Manhattan Beach, CA
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Quote:
Originally Posted by Nick View Post
I can't reproduce this, and I can't see anything in the code that would make it happen.



This whole piece of code has been causing issues for some time - the first problem was that it behaved badly when player stats were drained, and subsequent "fixes" have kept introducing new problems. I will file this as a bug.
An easy test: Use wizard to generate a @ with Sting and with a regular extra attacks weapon. Wield one and compare the other in the pack. The in-pack weapon damage shown is erroneously benefiting from stat improvements of the wielded weapon. Or even comparing on the ground before picking up the weapon. This is a real pain in the butt. To accurately determine which weapon to wield, one must equip each weapon, as the in-pack or on-ground information is wrong.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead

Last edited by Ingwe Ingweron; January 7, 2018 at 17:40.
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