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TobEx: 29

DanBoulosDanBoulos Member Posts: 146
edited July 2012 in Fixed
Current Behaviour:

Effect #19 “Intelligence Modifier” causes net negative values to wrap to 25

Expected Behaviour:

Effect #19 “Intelligence Modifier” does not cause wrapping over of values

Revision:

Clamp lore modifiers

Clamp level modifier

Post edited by CameronTofer on

Comments

  • BhryaenBhryaen Member Posts: 2,874
    I'll just save time by posting this on all the six attribute negative-wrapping ToBEx threads.

    I created two items that reduce and increase all attributes by 19. The exception would be DEX and STR because in Near Infinity, when affirming that those were the attributes were selected, the fields in which the attribute bonus and type were to be selected became longer values beside headings entitled "Unknown." Thus I have no way to test for DEX and STR that way... as of yet...

    The character I used started with all attributes at 9, so a value change of 30 either way would cause the wrapping if possible.

    When putting on the attribute-reduction .ITM, nothing happened to attributes at all. For some reason attribute lowering with items does not seem to work in BGEE whatsoever. Even the minor -2 CON from the Claw of Kazgaroth doesn't work as @Igneous mentioned in another thread.

    When putting on the attribute-increase .ITM, the values for INT, CON, WIS, and CHA did increase only to a red 25, so attribute capping did seem to work for those attributes, at least in terms of reporting on the Character Sheet screen.

    I'd have to do other testing to verify if:
    1. the attribute-reduction .ITM does in fact lower attributes, but it's simply not showing at the Character Sheet Screen
    2. the attribute-increase .ITM actually doesn't increase attributes despite showing so at the Character Sheet Screen

    Cadros
  • BhryaenBhryaen Member Posts: 2,874
    edited July 2012
    Confirmed Fixed, at least for INT.

    Created an item that only drops INT... but by -30. Insta-death with no wrapping.

    [EDIT]
    Given the extra provision mentioned above of "Clamp lore modifiers," I created 20 items that only drop or increase Lore... all of which in increments of 10. The increment increases were all normal: the Lore value would increment up by the stated amount exactly, seemingly infinitely past 100. With the increment decreases there was an anomaly. These were the results with a Lore 95, 53, 8, 6, and 1:

    95 53 8 6 1
    -100: 80 50 7 5 0
    -90: 80 50 7 5 0
    -80: 80 50 7 5 0
    -70: 80 50 7 5 0
    -60: 80 50 7 5 0
    -50: 80 50 7 5 0
    -40: 80 50 7 5 0
    -30: 80 50 7 5 0
    -20: 80 50 7 5 0
    -10: 85 50 7 5 0
    Given those results I started messing with the attributes to increment up the unmodified Lore. There's an inconsistent pattern of lore reductions lowering by only 1 point and "clamping" there when starting from a Lore 1 value and increasing gradually with the Tomes. In the results above where I started with a character that had a 53 already, it reduced to 50. And it was different again for starting with a 95 which reduced to 80 for some reason and even worked as expected with a -10 bringing it to 85.

    EXPECTED:
    Lore value reductions should be the same as increases with minimum capping only at 0.

    NOTES:
    Not sure when there would ever be an item that would reduce Lore to 0, but, well... Also there was an early test with a lore reduction that was an insta-death, but I've not been able to repeat that result.

    Post edited by Bhryaen on
  • WispWisp Member Posts: 1,102
    edited July 2012
    Edit: Nevermind me. Your way of testing the wrapping works too, provided you used timing mode = 1.

  • BhryaenBhryaen Member Posts: 2,874
    edited July 2012
    @Wisp
    Oh, I was using Timing Mode = 2 (while equipped). That doesn't work?

    Post edited by Bhryaen on
  • WispWisp Member Posts: 1,102
    No, I don't think so. It needs to be permanent (timing = 1) or it won't wrap.

  • BhryaenBhryaen Member Posts: 2,874
    @Wisp
    Just reworked the attribute items for Timing Mode = 1... same difference in every case, though since Timing Mode = 1 is "permanent," rather than "while equipped," it just made the STR modifier stick. The Lore items, however, don't affect anything at all when changed from 2 to 1.

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