-
Notifications
You must be signed in to change notification settings - Fork 16
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Tredecim Scythe does not Crit on 13th swing #2296
Comments
opened PR here for fix DarkstarProject/darkstar#6424 |
I'm thinking a better way to deal with this is have core add a mod for X_Hits that sets a local var to char and the mod for additional effect to the weapon. Then script the additional effect to read the local var for x_hit to trigger the effect and to clear the var. This way we are just adding to item_mods to the weapon and it can be used to trigger other weapons/armor that my have a x_hit need |
I'm really not a fan of LocalVar since it's locked to a 32bit integer and it passes a string as an argument... I generally avoid it. Also this is the ONLY item in the game that counts number of hits. I started off doing it as a latent but since the latent needs to be something like CRIT_AFTER_X_HITS it's just a waste of effort since it's the only item that works this way. You're not going to be able to script a critical hit. Additional effects happen well after the attack has already gone through and either crit or non-crit and done its damage. Additional effects are way further down in the battleentity attack loop inside HandleEnspell. |
Checklist
Details
ver 30181205_0
Tredecim Scythe should always crit on the 13th swing (WS swings do not count) As far as I can tell this is not coded in. This shows 13 hits (I didn't miss any swings) as soon as I logged in today. I was also checking this in my merit party last night and was pretty confident it was not coded.
https://ffxiclopedia.fandom.com/wiki/Tredecim_Scythe
The text was updated successfully, but these errors were encountered: