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Ifrit's blade #2441

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3 tasks
alioh7 opened this issue Jan 22, 2020 · 3 comments
Closed
3 tasks

Ifrit's blade #2441

alioh7 opened this issue Jan 22, 2020 · 3 comments
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@alioh7
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alioh7 commented Jan 22, 2020

Checklist

  • I have searched for existing issues for issues like this one. The issue has not been posted. (Duplicate reports slow down development.)
  • I have provided reproducable steps. (No "as the title says" posts please. Provide reproducable steps even if it seems like a waste of time.)
  • I have provided my client version in the details. (type /ver into your game window)

Details

been using the ifrit's blade for a long time now and havent seen its enfire effect proc. Tested on normal days,fire weather and fire day.

@Volkaru
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Volkaru commented Jan 22, 2020

A lot of weapons don't have additional effects coded properly currently. There were some fixed a few months ago, but the project was abandoned.

@Volkaru
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Volkaru commented Jan 22, 2020

A list and linking of bug reports for additional effects is being compiled with #1487

@gweivyth
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gweivyth commented Jan 24, 2020


-- ID: 17665
-- Item: Ifrit's Blade
-- Additional Effect: Fire Damage (Bonus based on day)
-- Numbers retail matched by Gweivyth

require("scripts/globals/status")
require("scripts/globals/magic")
require("scripts/globals/weather")
require("scripts/globals/msg")

function onAdditionalEffect(player,target,damage)
local chance = 15

if (VanadielDayElement() == dsp.day.FIRESDAY) then
    chance = chance+6
end

if (math.random(0,99) >= chance) then
    return 0,0,0
else
    local dmg = math.random(29,39)
    local params = {}
    params.bonusmab = 0
    params.includemab = false
    dmg = addBonusesAbility(player, dsp.magic.ele.FIRE, target, dmg, params)
    dmg = dmg * applyResistanceAddEffect(player,target,dsp.magic.ele.FIRE,0)
    dmg = adjustForTarget(target,dmg,dsp.magic.ele.FIRE)
    dmg = finalMagicNonSpellAdjustments(player,target,dsp.magic.ele.FIRE,dmg)

    local message = dsp.msg.basic.ADD_EFFECT_DMG
    if (dmg < 0) then
        message = dsp.msg.basic.ADD_EFFECT_HEAL
    end

    return dsp.subEffect.FIRE_DAMAGE,message,dmg
end

end

This should fix it.

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