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[FIXED] Creeping Doom
Posted: Sat Oct 27, 2012 7:07 am
by mukkel
Creeping Doom doesn't have a wear off / cured message. Unfortunately, there's a pretty serious bug with either the way detrimentals with counters work or SoD/UF clients:
Repro Steps:1. Cast a curse with counter on yourself - Curse of Undeath (32 counts) is a good test spell.
2. Cast Remove minor curse on yourself (cures 2 counts of curse)
3. The buff will vanish from your buff bar; however it will still be active.
Creeping Doom has 50 counts of curse. Remove Greater Curse removes 45 of those counts. The buff does disappear after one cast of RGC, so a dispel message to ensure it's gone would be fantastic.
(Alternatively, you could reduce the curse counter to 45 and the problem would be solved! As it is, it's difficult enough dispelling these things since there is no intuitive in-game UI for your group)

Thanks much!
/fitzor
Re: Creeping Doom
Posted: Sat Oct 27, 2012 3:04 pm
by Vaion
I'll look into the counter issue as soon as I can.
As for the fade message I added one that reads like this:
"You feel that you have escaped your own demise."
Re: Creeping Doom
Posted: Sat Oct 27, 2012 3:46 pm
by mukkel
Thanks Vaion!
Re: Creeping Doom
Posted: Tue Dec 04, 2012 2:20 pm
by Vaion
Starting working on this a little: Anyone able to replicate this?
Steps I am doing:
1) Casting Curse of Undeath Rk III on myself
2) Casting Remove Minor Curse
The buff seems to remain until the correct number of counters has expired. I did notice a few small issue with the actual # of counters shown on the buff bar dissapearing after 1 tick of the spell, but I am pretty sure I already found the correct issue in the code to address that.
Just curious if anyone else is seeing this happen.
Re: Creeping Doom
Posted: Tue Dec 04, 2012 4:16 pm
by Melkor
I tested this on 2 clients.
On SoD client, the buff will disappear from the spell bar after 1 cast of Remove Minor Curse. However, the DoT will still be actively doing damage to the target. Also, the curse counters disappear after a single tick regardless.
On UF client, the buff does not disappear, but the curse counters still vanish after 1 tick.
Re: Creeping Doom
Posted: Thu Dec 06, 2012 3:46 pm
by Vaion
update here:
Figured out the correct location in the coding for where the counters are kept in the UF client. I'll have to verify against SoD/SoF but pretty sure they will be the same.
Now all I will need to do is develop the functions to handle them appropriately so that they update correctly as each cure spell is casted on them. Shouldnt take much but just keeping yall in the loop.
Re: Creeping Doom
Posted: Thu Dec 06, 2012 9:25 pm
by Vaion
Update:
UF client - spells with counters are now maintaining the counter after each tick. I am still working on getting it to show the correct amount of counters left after a cure spell though.
SoD - spells with counters will no longer disappear after a cure spell that does not fully remove all the counters.
Re: Creeping Doom
Posted: Thu Dec 06, 2012 11:25 pm
by mukkel
Great news! Thanks Vaion

Re: Creeping Doom
Posted: Fri Dec 07, 2012 12:29 pm
by Firenze
Re: Creeping Doom
Posted: Fri Dec 07, 2012 1:52 pm
by Vaion
Another update:
Fix is now universal for all clients (ie. Titanium users no longer crash from the UF fix)
/cheers
Still a little more fine tuning to do with it all, but getting T client to respond properly was the biggest hurtle. I will keep yall informed on what else I can fix with this one.
Things left to address:
UF client - Counters displayed on the buff bar will reset to 0 after a cure spell is casted on the client. Pretty positive I know the location for this fix also, just need a little time to confirm.
SoD - Working properly
Titanium - Working properly