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[SVN514][Copern] Missing Necromancy Potions

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Re: [TESTING-TC] [Copern] Missing Necromancy Potions

EvilChild;711915 said:
One thing I noticed

If you have a stack of any of the new potions they will be called for example:

2 A Greater Conflagration Potion

It seems like the "A" shouldn't be there.

A single greater explo pot is "Greater Explosion Potion" where a stack is "20 Greater Explosion Potion."

It just seems odd to have "20 A Greater Confusion Potion."

yes it's odd but on this I'm 100% sure it's OSI-like.
 

EvilChild

Knight
Re: [TESTING-TC] [Copern] Missing Necromancy Potions

osd_daedalus;711954 said:
yes it's odd but on this I'm 100% sure it's OSI-like.

k

just seemed off to me


everything else seems good to go
 
Re: [TESTING-TC] [Copern] Missing Necromancy Potions

with das3 we went to check in OSI about the doubt on the damage
- if a target stays inmovile on the fire field, it takes about 1 dmg tick every second. If the target runs thru the fire field, it takes damage on every tile stepped instantly. the flames dont dissapear if some1 steps on them.

I asked das3 to throw a conflag potion. On the first conflag potion, I am still and I take a damage tick every second, then I start to move.
At the beginning was looking I wasn't taking any damage, but later I got a pretty good burst (lag?)

Then I asked das3 to throw another conflag potion on me, while I was walking up and down the field, and I got a damage for every step.

That is, like this patch works, no? :)

I'm attaching a video if you want to have a look about: since it's about 7 MB, download it from here: http://www.megaupload.com/?d=T2RR80Z6
 

ProFF7

Wanderer
Re: [TESTING-TC] [Copern] Missing Necromancy Potions

If some1 throws it, you run right thru it, and take 5 damage ticks, thats working properly
 
Re: [TESTING NEEDED] [Copern] Missing Necromancy Potions

ProFF7;710928 said:
btw some little things to add.

- resulting flames are affected by line of sight.

well, this is how it's working in OSI...

all OK or something much specific to search for?
 

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Bama

Bug Huntress
Re: [TESTING NEEDED] [Copern] Missing Necromancy Potions

osd_daedalus;710517 said:
My tests in RunUO private distro:

- conflagration potions:

The damage table is correct and dependant by alchemy skill and enhance potions. The kind of damage is fire.

Difference between conflag and greater conflag is in base damage

You can't burn in your own fire

Did you try this on osi in Felucca on a production shard?
 
Re: [TESTING NEEDED] [Copern] Missing Necromancy Potions

Bama;712961 said:
Did you try this on osi in Felucca on a production shard?

yes except the last point "You can't burn in your own fire". But not in a prod shard (I have difficulties to search for conflag potions in 14 days)

correction: the first 2 were tested time ago by emoooo in Atlantic. I don't remember if only Tram or both... but really, does it matter?
OK for a Fel test about the third. (the own fire)
 

ProFF7

Wanderer
Re: [TESTING-TC] [Copern] Missing Necromancy Potions

ok, it seemed so evident for me that you cant burn in your own fire that I read over it :D

I will test in felucca and post results inmediatly
 

ProFF7

Wanderer
Re: [TESTING-TC] [Copern] Missing Necromancy Potions

Here it is

Tested at Felucca, Buccaners Den

It didnt damage me at all

Need any other testings or verifications?

View attachment 24377
 

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Re: [TESTING-TC] [Copern] Missing Necromancy Potions

errr... yes. It was asked to test it in a production shard (Atlantic possibly), not in TC1.
 

ProFF7

Wanderer
Re: [TESTING-TC] [Copern] Missing Necromancy Potions

will a normal conflagration (not greater) be sufficient in this case for testing purposes?
 
Re: [TESTING-TC] [Copern] Missing Necromancy Potions

ProFF7;721995 said:
will a normal conflagration (not greater) be sufficient in this case for testing purposes?

I say yes. I don't see why a normal one should return an effect and a greater one another one.
 
Re: [TESTING-TC] [Copern] Missing Necromancy Potions

Thank you ProFF7.

Then, questions about the OSI-likeness of this patch look like answered, and it already got tested. Is it OK? Other questions about? Or can we candidate it for the ready section?
 
Re: [TESTING-TC] [Copern] Missing Necromancy Potions

Bama;722116 said:
What was this person talking about..................?

http://vboards.stratics.com/showthread.php?t=184191

Did something besides the sound of the potion change in the last patch?

the only idea I can let come in my mind about is... could the poster be a red?

In that thread there is this part:

Now only reds have the area spells and related hurt all but guild mates. Similarly only blues/grays can have the area spells and related hurt only grays/oranges/reds.

that should be as EvilChild described explosion potions in Demise:
EvilChild;567342 said:
if you are blue

explosion potions will damage red and grey players

if you are grey

explosion potions will hit grey or red players

if you are red

explosion potions will hit all players, red grey or blue


They will not hit players who are guilded, partied, allied or otherwise immune to area of effect spells and aggressive summons regardless of what color they are.

We could try to test in OSI if you can burn in own conflag fire / if you can get harmed by your explosion potion in Fel under these conditions:
- if you are guilded (green)
- if you are grey
- if you are red
 
Re: [IN DEVELOPMENT] [Copern] Missing Necromancy Potions

I want to terminate this shit once for all.

I don't have much time free during the day, anyway if you can be in OSI TC in about 15.00 GMT+1 or 19.00 GMT+1, I can help you in see this in OSI.

We need to be in 2 or 3 people in OSI to check this. I can send to you 5 players to kill so you can become red, and then we can throw every conflag potion we can so finally we can see if this patch is ready or not.

Let me know :)

edit: effectively... what if I just do 2 OSI accounts and try it for myself?
 
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