numbers not being sent correctly...
Posted: Sun Feb 05, 2006 6:35 am
This one is going to be hard to reproduce, and I'm not even sure where to start looking for the book.
Here is the scenario:
1. my GM creates sandals_wanderer from by magic1.js (they should increase dex by 1)
He puts them on and takes them off. Sure enough script works perfectly.
2. my PC puts them on and loses 3 dex., takes them off and loses 5 dex.
3. my PC is puzzled and gives them to a friend on another client. He puts them on, dex changes to 6554, he takes them off, it is reduces to 655. But he is still "too fatigued to move"
4. My GM is puzzled, runs back to the sandals, puts them on. dex increase by 1. and is reduced by 1.
The script like is
My only idea is, is that both my PC and my friend were wearing armor that reduced the dexterity orginially. Could there be an issue on how UOx3 adjusts dexterity modifiers while wearing armor? The GM was not wearing armor, and the script seemed to work fine on him.[/code]
Here is the scenario:
1. my GM creates sandals_wanderer from by magic1.js (they should increase dex by 1)
He puts them on and takes them off. Sure enough script works perfectly.
2. my PC puts them on and loses 3 dex., takes them off and loses 5 dex.
3. my PC is puzzled and gives them to a friend on another client. He puts them on, dex changes to 6554, he takes them off, it is reduces to 655. But he is still "too fatigued to move"
4. My GM is puzzled, runs back to the sandals, puts them on. dex increase by 1. and is reduced by 1.
The script like is
Code: Select all
mchar.dexterity = (mchar.dexterity + 1)My only idea is, is that both my PC and my friend were wearing armor that reduced the dexterity orginially. Could there be an issue on how UOx3 adjusts dexterity modifiers while wearing armor? The GM was not wearing armor, and the script seemed to work fine on him.[/code]