He probably means this: if you have a modifier that increased/decreased damage of a certain type for a skill and if that skill doesn't do damage of that type, then the extra damage is not calculated against the health protection of the target correctly. For e.g attack_health_inflict 10|fire and the attack skill did health_inflict 15|physical. The fire damage component is not calculated against the target's fire protection before being applied. -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett (Redacted sender "craigbrett17@xxxxxxx" for DMARC) Sent: Friday, March 20, 2015 3:30 AM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: Sound suggestion What health protect bug am I fixing? On 19/03/2015 19:21, Carlos Macintosh wrote: > Yeah, I am planning to add those in my next batch of script updates. > I'm just waiting for Craig to fix the health protect bug though, > because that is really debilitating. > > On 3/19/2015 11:25 AM, Monkey wrote: >> Hello, >> >> Is it possible to add recognition for playing a sound when an item >> is equipped, and another when you unequip it? Like...there could just >> be one flag, but it recognizes if you put "equip" and "unequip" in >> the sound file name and plays them accordingly. >> >> >> > >
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