[1.00 Bug] Break

Break, in the assassin tree, is not doing damage. While it is removing armor for three turns, its tool tip also says it does damage.

7,102 views 5 replies
Reply #1 Top

Its missing damage in the code:

Code: xml
  1.  
  2.     <SpellDef InternalName="Break">
  3.         <DisplayName>Break</DisplayName>
  4.         <Description>Normal attack that also removes all the Target's Defense for 3 actions.</Description>
  5.         <IconFG>Ability_Break_Icon.png</IconFG>
  6.         <CanStack>0</CanStack>
  7.         <Cooldown>5</Cooldown>
  8.         <SpellBookSortCategory>Unit</SpellBookSortCategory>
  9.         <SpellBookSortSubCategory>UnitCurse</SpellBookSortSubCategory>
  10.         <SpellType>Tactical</SpellType>
  11.         <SpellClass>Offensive</SpellClass>
  12.         <SpellSubClass>Debuff</SpellSubClass>
  13.         <SpellTargetType>EnemyUnit</SpellTargetType>
  14.         <HideInHiergamenon>1</HideInHiergamenon>
  15.         <IsCastable>0</IsCastable>
  16.         <CanBeDodged>1</CanBeDodged>
  17.         <IsSpecialAbility>1</IsSpecialAbility>
  18.         <UseWeaponRange>1</UseWeaponRange>
  19.         <GameModifier>
  20.             <ModType>Unit</ModType>
  21.             <Attribute>AdjustUnitStat</Attribute>
  22.             <StrVal>UnitStat_Defense_Pierce</StrVal>
  23.             <DisplayName>Broken</DisplayName>
  24.             <Duration>3</Duration>
  25.             <Effect>E_Break_Particle</Effect>
  26.             <Calculate InternalName="Calc" ValueOwner="TargetUnit">
  27.                 <Expression><![CDATA[[UnitStat_Defense_Pierce] * -1]]></Expression>
  28.             </Calculate>
  29.             <Calculate InternalName="Value">
  30.                 <Expression><![CDATA[[Calc]]]></Expression>
  31.             </Calculate>
  32.         </GameModifier>
  33.         <AIData AIPersonality="AI_General">
  34.             <AIPriority>5</AIPriority>
  35.         <ValueCalcWrapper>
  36.             <ValueType>IsTargetWorthy</ValueType>
  37.             <Calculate InternalName="Calc" ValueOwner="TargetUnit">
  38.                 <Expression><![CDATA[[UnitStat_Defense_Pierce]]]></Expression>
  39.             </Calculate>
  40.             <Calculate InternalName="Value">
  41.                 <Expression><![CDATA[[Calc] > 5]]></Expression>
  42.             </Calculate>
  43.         </ValueCalcWrapper>
  44.         </AIData>
  45.         <HitSoundFX>Spell_Curse_01</HitSoundFX>
  46.         <SpellDefEffect>
  47.             <EffectName>T_Break_Particle</EffectName>
  48.             <LocalPosition>0,50,0</LocalPosition>
  49.             <EffectScale>1</EffectScale>
  50.             <EffectDelay>0</EffectDelay>
  51.             <SnapToTerrain>1</SnapToTerrain>
  52.         </SpellDefEffect>
  53.     </SpellDef>

This should fix it

https://www.dropbox.com/s/ovvo2zrloi1e8c1/breakfix.xml?m

Reply #2 Top

Yeah, I fixed this back in the beta awhile back, but I don't think it was noticed.

Replicators - your fix will actually not do the correct damage, you only want to do this modifier.

        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>DefendableDamage</Attribute>
        </GameModifier>

The problem that arrises with the way you did it, is say versus a banshee, you will actually not do any damage with break fix, because the damage type you are doing is only piercing. It does take the combined effects of all the damage types, but only damage as if it were a club.

The above just specifies the attack is to be made and all damage is done according to their damage types.

Here is the fix that I had back in april.

https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Abilities/breakfix.zip

Reply #3 Top

Quoting parrottmath, reply 2
Yeah, I fixed this back in the beta awhile back, but I don't think it was noticed.

Replicators - your fix will actually not do the correct damage, you only want to do this modifier.

        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>DefendableDamage</Attribute>
        </GameModifier>

The problem that arrises with the way you did it, is say versus a banshee, you will actually not do any damage with break fix, because the damage type you are doing is only piercing. It does take the combined effects of all the damage types, but only damage as if it were a club.

The above just specifies the attack is to be made and all damage is done according to their damage types.

Here is the fix that I had back in april.

https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Abilities/breakfix.zip
End of parrottmath's quote

Thank you, I did not know that. :)

Reply #4 Top

Quoting Replicators, reply 3

Quoting parrottmath, reply 2Yeah, I fixed this back in the beta awhile back, but I don't think it was noticed.

Replicators - your fix will actually not do the correct damage, you only want to do this modifier.

        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>DefendableDamage</Attribute>
        </GameModifier>

The problem that arrises with the way you did it, is say versus a banshee, you will actually not do any damage with break fix, because the damage type you are doing is only piercing. It does take the combined effects of all the damage types, but only damage as if it were a club.

The above just specifies the attack is to be made and all damage is done according to their damage types.

Here is the fix that I had back in april.

https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Abilities/breakfix.zip


Thank you, I did not know that.
End of Replicators's quote

No problem.

Reply #5 Top

Awesome, thanks guys. In your fix, does the damage apply after the armor is removed, or before? Seems like it should be after, as it is an end-of-the-line trait, and thus should be strong.