To all devs out there (and primarly Georg) I found two bugs (one of them I hope get fixed in the next patch). While working a bit on my mods I found some bugs in codes:
The first and most bad is the one with Double Strike. The problem is the blend animation that doesn't trigger the impact event half (or 1/3) the times also on an hit. It seems that the blend sometimes "stops" before the actual impact of the weapons and the event naturally doesn't fire. I tried correcting the problem creating a custom impact event but the problem is that animations are not totally fixed in time and so also retrieving the attack time don't let me simulate perfect impact timings to apply damage.
The other bug is in Dual Weapon Expert. In the code is passed an OnHit integer for the damage of the vicious effect where in reality the onhit impact script expect the item object. Naturally I corrected it with a condition statement where if the object is invalid the integer for power gets retrieved instead.
Another (this one little) problem is in the script of critical hits behaviour when there are non-critical allowing modal abilities applied. The code work with an if... else statement but in the case the calculated hit is a former critical it gets overriden to a normal and the else code doesn't allow abilities that overrides the normal hits to criticals to "retransform" the normal hit on the critical (that it already was). For example if you use Double Strike with Pinpoint Strike and you roll a critical the code transform the roll on a normal hit but then (since the statement is if... else) it doesn't returns to a critical for Pinpoint Strike.
Hope to have been of help.
Selea.
Bugs reporting
Débuté par
Amioran
, déc. 15 2009 05:58
#1
Posté 15 décembre 2009 - 05:58





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