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I have searched existing issues to see if the issue has already been opened, and I have checked the commit log to see if the issue has been resolved since my server was last updated.
In this PR, there was a small change in the weapon_break mixin. It now explicitly looks for mob:getAnimationSub == 0 instead of anything that is not 1 (1 = Broken Weapon, 0 = Unbroken).
A small side effect of this is a few mobs do not currently spawn with a animationSub of 0. For example many Lamia mobs spawn with an animationSub set to 12 in the database which causes the mixin to not function for them.
Either the mixin will need to be modified to work for cases where mobs do not spawn with a sub of 0 or mob animationSub will need to
set to match the mixin.
To test:
This mob pool is for Lamia_Toxophilite in Arrapago Reef.
These are recent IDs for them to use !gotoid <ID>
Use !setmod CRITHITRATE 100 on yourself or Use Mighty Strikes with a fast hitting weapon. Beat on the mob.
Critical Hits should eventually proc a weapon break if things were working properly but they don't.
Use !exec target:setAnimationSub(0) on the mob or change it in the database in mob_pools(See above picture). Repeat and see that weapon break now works.
Expected behavior
Fight mobs(Lamia in example), have their weapons break when conditions are met(Chance of breaking with Critical Hits)
The text was updated successfully, but these errors were encountered:
I think this also prevents BLU from learning spells from Lamia as they won't use the ability until the weapon is broken. Is it ok to revert this change? Seems like it should be fine? I've tested a little and so far so good.
I affirm:
OS / platform the server is running (if known)
Branch affected by issue
base
Steps to reproduce
#5992
In this PR, there was a small change in the weapon_break mixin. It now explicitly looks for
mob:getAnimationSub == 0
instead of anything that is not 1 (1 = Broken Weapon, 0 = Unbroken).A small side effect of this is a few mobs do not currently spawn with a animationSub of 0. For example many Lamia mobs spawn with an animationSub set to 12 in the database which causes the mixin to not function for them.
Either the mixin will need to be modified to work for cases where mobs do not spawn with a sub of 0 or mob animationSub will need to
set to match the mixin.
To test:
This mob pool is for Lamia_Toxophilite in Arrapago Reef.
These are recent IDs for them to use
!gotoid <ID>
Use
!setmod CRITHITRATE 100
on yourself or Use Mighty Strikes with a fast hitting weapon. Beat on the mob.Critical Hits should eventually proc a weapon break if things were working properly but they don't.
Use
!exec target:setAnimationSub(0)
on the mob or change it in the database in mob_pools(See above picture). Repeat and see that weapon break now works.Expected behavior
Fight mobs(Lamia in example), have their weapons break when conditions are met(Chance of breaking with Critical Hits)
The text was updated successfully, but these errors were encountered: