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Code Update 04/06/2012 Q&A
https://www.shatteredkingdoms.org/forums/viewtopic.php?f=22&t=22475
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Author:  Edoras [ Tue Apr 10, 2012 4:41 am ]
Post subject:  Code Update 04/06/2012 Q&A

Dulrik wrote:
Pets only drop their excess gear when leaving the realm

Does this mean that you can leave stuff on charms and they'll have it when they log back in?

Author:  Muktar [ Tue Apr 10, 2012 5:40 am ]
Post subject:  Re: Code Update 04/06/2012 Q&A

Now since MR can be raised to 100%, how are you supposed to get healed unless

Quote:
- Cannot receive MR-healing from spells cast from other areas


Means something

Author:  jhorleb [ Tue Apr 10, 2012 6:00 am ]
Post subject:  Re: Code Update 04/06/2012 Q&A

Quote:
- Trained MR now blocks magical damage from non-spells


How does one know what damages are magical? Is deadly wrath damage 100% magical damage? Are there other damage messages that indicate magical damage? Is it sort of like the stoneskin thing in reverse where it blocks 1/2 of the damage if the weapon is adamantite but the damage is magical?

Also, I like the weapon breaking changes. Thanks D.

Author:  jhorleb [ Tue Apr 10, 2012 6:01 am ]
Post subject:  Re: Code Update 04/06/2012 Q&A

Muktar wrote:
Now since MR can be raised to 100%, how are you supposed to get healed unless

Quote:
- Cannot receive MR-healing from spells cast from other areas


Means something


If you have significant MR, you get healed from the spells that you resist proportional to the % of resistance you have and the level of the spell.

Author:  Nightwing [ Tue Apr 10, 2012 7:02 am ]
Post subject:  Re: Code Update 04/06/2012 Q&A

jhorleb wrote:
Quote:
- Trained MR now blocks magical damage from non-spells


How does one know what damages are magical? Is deadly wrath damage 100% magical damage? Are there other damage messages that indicate magical damage? Is it sort of like the stoneskin thing in reverse where it blocks 1/2 of the damage if the weapon is adamantite but the damage is magical?
I hope this doesn't apply to weapon types: I read this as "skills that are really spells," e.g., certain cabal skills.

Author:  ObjectivistActivist [ Tue Apr 10, 2012 7:18 am ]
Post subject:  Re: Code Update 04/06/2012 Q&A

Probably applies to magical-type weapons.

Author:  Muktar [ Tue Apr 10, 2012 7:30 am ]
Post subject:  Re: Code Update 04/06/2012 Q&A

jhorleb wrote:
Muktar wrote:
Now since MR can be raised to 100%, how are you supposed to get healed unless

Quote:
- Cannot receive MR-healing from spells cast from other areas


Means something


If you have significant MR, you get healed from the spells that you resist proportional to the % of resistance you have and the level of the spell.


Wait, I thought you got more healing from spells that do land.

Author:  jhorleb [ Tue Apr 10, 2012 7:35 am ]
Post subject:  Re: Code Update 04/06/2012 Q&A

Depends on the factors I mentioned. I imagine that if you had 180% mr and resisted a heal, you'd get more healing than if it had landed. Also, if you had 100% mr and resisted a holy word (higher level spell) you might also get more than one heal worth of healing. I don't know the exact cut offs, but you get the picture.

Author:  Baldric [ Tue Apr 10, 2012 7:54 am ]
Post subject:  Re: Code Update 04/06/2012 Q&A

I remember Aldric was near death once and then team lightie set off 3 holy words at once and I got healed back to 100%.

Author:  Dulrik [ Tue Apr 10, 2012 7:57 am ]
Post subject:  Re: Code Update 04/06/2012 Q&A

Edoras wrote:
Dulrik wrote:
Pets only drop their excess gear when leaving the realm

Does this mean that you can leave stuff on charms and they'll have it when they log back in?

No. I realize these one-line summaries are confusing, so I'm happy to elucidate.

"Pets" - Any store-bought pet, charmed, animated or tamed non-unique NPC. Not players who are charmed.
"Drop their excess gear" - Refers to the "remove all; drop all" behavior.
"When leaving the realm" - Refers to the above creatures being saved along with your player file when you quit.

Pets already dropped their excess gear when leaving the realm - that did not change. Unfortunately it went a lot further than that. Anyone who was charmed in any way, including player characters, would drop their gear whenever the charm affect ended. So the bug fix is that the remove gear functionality only works when it was originally intended to do so. Charmed players will not be subject to automatically dropping their gear whenever an ally helpfully cancels their charm effect.

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