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  1. #1

    'Skip' Effects don't work

    Because there's a bug in the script manager_effect_35E.lua:

    Code:
    function onEffectActorStartTurn(nodeActor, nodeEffect)
    	local sEffName = DB.getValue(nodeEffect, "label", "");
    	local aEffectComps = EffectManager.parseEffect(sEffName);
    	for _,sEffectComp in ipairs(aEffectComps) do
    		local rEffectComp = parseEffectComp(sEffectComp);
    		-- Conditionals
    		if rEffectComp.type == "IFT" then
    			break;
    		elseif rEffectComp.type == "IF" then
    			local rActor = ActorManager.getActorFromCT(nodeActor);
    			if not checkConditional(rActor, nodeEffect, rEffectComp.remainder) then
    				break;
    			end
    		
    		-- Ongoing damage, fast healing and regeneration
    		elseif rEffectComp.type == "DMGO" or rEffectComp.type == "FHEAL" or rEffectComp.type == "REGEN" then
    			if nActive == 2 then
    				DB.setValue(nodeEffect, "isactive", "number", 1);
    			else
    				applyOngoingDamageAdjustment(nodeActor, nodeEffect, rEffectComp);
    			end
    		end
    	end
    end
    nActive isn't defined, it seems this bug has been here for quite some time; easy fix.

    Code:
    function onEffectActorStartTurn(nodeActor, nodeEffect)
    	local sEffName = DB.getValue(nodeEffect, "label", "");
    	local aEffectComps = EffectManager.parseEffect(sEffName);
    	for _,sEffectComp in ipairs(aEffectComps) do
    		local rEffectComp = parseEffectComp(sEffectComp);
    		-- Conditionals
    		if rEffectComp.type == "IFT" then
    			break;
    		elseif rEffectComp.type == "IF" then
    			local rActor = ActorManager.getActorFromCT(nodeActor);
    			if not checkConditional(rActor, nodeEffect, rEffectComp.remainder) then
    				break;
    			end
    		
    		-- Ongoing damage, fast healing and regeneration
    		elseif rEffectComp.type == "DMGO" or rEffectComp.type == "FHEAL" or rEffectComp.type == "REGEN" then
    			local nActive = DB.getValue(nodeEffect, "isactive", 0);
    			if nActive == 2 then
    				DB.setValue(nodeEffect, "isactive", "number", 1);
    			else
    				applyOngoingDamageAdjustment(nodeActor, nodeEffect, rEffectComp);
    			end
    		end
    	end
    end
    Reason this is relevant: Regen wasn't properly being suppressed. Took me a moment to realize it was an FG rule-set problem.

  2. #2
    LordEntrails's Avatar
    Join Date
    May 2015
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    Regen is reported to be fixed in the beta release. Haven't tested it, I ***-u-me it's this issue.

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
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    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  3. #3
    Thanks for reporting. It was already fixed in v3.3.4; but I appreciate the report and specifics so I could double-check.

    Regards,
    JPG

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