Lol...12 levels deep? -----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 7:23 AM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: Sound suggestion Ah, I just found his e-mail about that. It was hidden 12 levels deep in an unrelated topic (I use threads to keep similar convos of e-mail together). Thanks for bringing it to my attention. Will see what we can do. On 19/03/2015 23:16, Victorious wrote: > 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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