Flame Weapon bug

Started by Jagged, October 25, 2011, 06:14:30 AM

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Jagged

A character of mine has come across a halberd with fire damage and fire visual effects on it and every time he tries to use Flame Weapon it I get the: "Spell Failed - Target must be a melee weapon or a character with a melee weapon" message.

Am annoy.

Paha

It probably will never work on the weapon as it already has elemental damage.

VanillaPudding

This is either a recent change or a recent bug, I also noticed it.

Jagged

Another character tried an ice themed Flame Weapon spell on it yet to no avail.

Pass A Fist

Recently it seems the script was changed in such a way that any weapon with the element Sonic, Fire, Acid, Cold or Electric will result in flame weapon not functioning on said weapon. It seems intentional and is probably for the best! Any damage type other than those five still works fine for flame weapon though.

Jagged

If you say. Derfo said I probably should report it.

Ebok

I noticed this as well, and it's really not cool. If someone has a weapon with +1 cold, the spell will fail. Even if you'd be giving +1d6 elemental damage. I really hope its a bug, and not another devaluation of basic elemental damages on weapons.

LikeABawse

To my understanding, like elements should not stakc (Flame Weapon on sword with any fire damage) and you should instead simply get the higher amount...

But that unlike elements DO stack (Ice Weapon cast on a sword with fire damage)...

This is how it worked with a weapon I had that had elemental damage on it back in EfU:A, I loved a wizard with something besides Fire... so either bug or intentional change from the end of EfU:A

Talir

The intent is, at the very least, to prevent different elemental damages on the same weapon. Such as fire and ice working together at once (make sense of that those that may).

Egon the Monkey

As Ebok says, there's a lot of weapons about with +1 elemental damage as a common way to put a theme on loot, be it quest or DM. Acid for ooze gear, sonic for bard loot etc. All of them just became worse than a basic weapon outside of unbuffed fights, meaning PCs will end up swapping away their signature weapon or DM loot with flavourful elemental damage whenever things get serious or they want to quest.

Players of caster PCs are going to be confused where to use their spells too, as it's only powerful DM loot items that have a visual effect for "Has Elemental Bonus Damage" so you can tell the spell will fail. By the way, I could see sonic and fire, electric and ice, acid and electric etc working. IMO the only two that don't make sense are Acid and Fire and Fire and Ice. besides... Magic, ya know? It's not like this is exploitable and it's going to have a lot of unintended consequences.

Pass A Fist

If you'd swap out your custom item for something like an enhancement to damage from flame weapon instead of I dunno suggesting they give you another spell in place of flame weapon or give the flame weapon to somebody else in the party, I don't know what to say really. Shows how much you appreciate the item and the time put in creating it I guess.

Jagged

If anything the script is cutting out diversity in regards to which weapons people will use. I really don't understand the problem with having different elements on the same weapon. Such effects are magical, afterall(Freezing lightning? How awesome is that? =D)

adharmas


VanillaPudding

This is not working out well in game I think. There was no problem before as different types of elemental flame weapon / darkfire didn't stack, and anything custom can simply have an ooc restriction placed on it.

Jagged

Quote from: VanillaPudding;263172This is not working out well in game I think. There was no problem before as different types of elemental flame weapon / darkfire didn't stack, and anything custom can simply have an ooc restriction placed on it.

+1