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  (v2.81 v5 - EVENTMIN TOOLS) Mutation Does Not Work
Posted by: Snake - 01-16-2024, 06:28 PM - Forum: Bug Reports - No Replies

The effects of 'Mutation' (Mutated enchant) does not work on NPCs, as if the weapon does not properly update its effects for the NPC utilizing it. There is not much to test about it.

Mutate a weapon to another type, and the NPC will still utilize the base weapon type for skills, not the mutation type.

Ideally, I'd love if we could manually change the type of a weapon, rather than counting on Mutation. And the NPC properly acknowledges those changes and uses it for the specific skills.

===

Things that alter the weapon in particular, like Gigantic granting +1 Range, also does not respected by the NPC, given when they're set to "Ranged", and you grand them a 1 range weapon such as a 'Manic Slasher', and grant it Gigantic, they'll only move 1 square, believing the weapon is 1 range, when for real it has 3.

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  All-Fight (Monk)
Posted by: Snake - 01-16-2024, 03:44 PM - Forum: Balance Fu - Replies (7)

The passive makes it so you, once per round, you gain more Ki when fighting multiple enemies. But it doesn't do anything else beyond that and a measible 5% damage buff.

This should do more to be a proper Main Class-only skill, so the master of making things busted is here to fix that problem, proposing...!

Quote:All Fight

True monks know the value of time and being efficient, and therefore try to deal with as many enemies as possible at once. When damaging an enemy, if that enemy has not been damaged by the Monk in same round, the damage is increased by 10% and it generates 5 Ki for the user.

Additionally, you negate Flanking bonuses from the enemy, and damage from Evasive Strike is increased by 50% of your SWA per enemy within 2 range of you (max. 150%).

I've adjusted a new idea below, check it out!

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  Face Icon Menu Scrolling
Posted by: polly - 01-15-2024, 10:32 PM - Forum: Quality-of-Life (QoL) - No Replies

You know the little window that pops up when you click on the smiley face near the text box that lets you select FIs?

The one that requires you to click on the tiny little arrows to navigate? I think I'm not alone with accidentally moving when I miss it by just a few pixels.

It'd be neat if scrolling the scroll wheel while hovering over the FIs would let you switch between pages easier. Could give it a cool down of half a second or so, so you don't accidentally scroll past the page you were looking for.

The mouse wheel isn't really used for anything, so I don't think it would interrupt anything.

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  Upgrade Flamethrower (v2.81 v2)
Posted by: Senna - 01-13-2024, 07:27 PM - Forum: Bug Reports - Replies (1)

This is a little harder to explain but it seems the upgrade flamethrower skill is not using the correct ranks. I could be wrong to what the problem really is however, I have the Debugs in the hope it explains what's going on.


Without using the skill

Code:
System: * Initial Damage: 156.9 Fire Physical, flags: , sk: Flamethrower (/obj/skill/flamethrower) , wep: Ilxx / /obj/items/equip/weapon/guns/magical_nova * play_atk_anim was . * 59 Evade VS 223 Hit. (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: Defender was critical immune or crit_multi was 0. (156.9) * spec_flat_reduc was 0. (156.9) * amp_multi was 1. (156.9) * reduc_multi was 56.7815. (89.0902); MAG DEF, 40.23 PHYS DEF, 95 REDUC * elem_reduc was -3. (91.7629) * armor was allowed. armor_reduc was 12. (79.7629) * Damage caps applied. (79.7629) * Damage shields applied. (79.7629) * Final damage was: 79.

After using the skill

Code:
System: * Initial Damage: 48.3 Fire Physical, flags: , sk: Flamethrower (/obj/skill/flamethrower) , wep: Ilxx / /obj/items/equip/weapon/guns/magical_nova * play_atk_anim was . * 65 Evade VS 223 Hit. (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: Defender was critical immune or crit_multi was 0. (48.3) * spec_flat_reduc was 0. (48.3) * amp_multi was 1. (48.3) * reduc_multi was 66.7. (32.2161); MAG DEF, 33.3 PHYS DEF, 100 REDUC * elem_reduc was -3. (33.1826) * armor was allowed. armor_reduc was 12. (21.1826) * Damage caps applied. (21.1826) * Damage shields applied. (21.1826) * Final damage was: 21.

The base skill is rank 5. The upgrade is rank 3.

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  [2.81v2] Pushed into an Air Shaft
Posted by: MultiWonder - 01-13-2024, 03:54 PM - Forum: Bug Reports - Replies (1)

Elements of importance: Air Shafts, Moves that push enemies around

Using moves that push enemies around (such as Repel, Hirazuki, etc) do not trigger the effects of an air shaft (force an enemy airborne) despite triggering effects such as cinders, ice tiles, etc.
Interestingly, if any of these moves push the USER around (a la Hirazuki) and THEY end up on an air shaft tile, the user does end up being affected by the aforementioned Air Shaft.

Recreating this bug (if it is one, since it almost feels intentional..?) is pretty simple.  Use a move (or gasprock tool) that can generate an air shaft, and use any move that pushes an enemy onto Air Shaft tiles

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  Skills and Songs
Posted by: Rendar - 01-13-2024, 03:47 PM - Forum: Quality-of-Life (QoL) - Replies (1)

Can we have Song skills be put into a new category in the battle menu?

As it stands, with DB/DH (Mostly because of DH), I straight up cannot click/put things on my hot bar(d) because I have like 29 skills. And almost all of them are active skills.

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  Summoner Install keeping GUI
Posted by: polly - 01-13-2024, 02:22 AM - Forum: Suggestions - Replies (1)

Probably something brought up before. None of the Youkai have any GUI, yet installing Youkai replaces your GUI with theirs (that being, 0).

FAI, SAN and APT are kept upon installing - it'd be nice if GUI was the same. It would make daggers and guns usable with installs.

I'm pretty sure this isn't a bug but it seems like an oversight. Hence why I'm posting here.

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  [2.81v2] Wild Ride gets interrupted by On Hit Knockback
Posted by: polly - 01-12-2024, 05:30 PM - Forum: Bug Reports - Replies (6)

Using a gun that has On Hit: Knockback effects causes Wild Ride to occasionally cancel before travelling the correct amount of tiles. This is most commonly noticeable when you use the basic Shotgun or the Crazy Coyote, but does occur with any weapon that inflicts knockback (and is a gun[such as a mutated Qinglongram]).

To replicate it, simply knock down your opponent with your preferred method (Clay Pidgeon, Double Down, etc.) and use Wild Ride. Even if you do not hit an obstacle, you will more than likely end up getting booted off before moving the proper distance.

Simply giving the opponent Knockback Immunity for the duration of the move or removing the On Hit effect from the Wild Ride basic attacks would resolve this bug. Or well, I assume it's a bug. I doubt it's intended.

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Rainbow The Tailoring Table & The Cloak of Many Colors
Posted by: Kiyo Takamine - 01-11-2024, 10:31 PM - Forum: Suggestions - Replies (1)

Cloak of Many Colors
The Cloak of Many Colors, a SL1 donation classic to SL2 normal drop. This iconic and beautiful cloak is a fashionable item, the hottest ticket in the world of Sigrogana. And finally in the land of Korvara it's finally craftable.

We hope...

I'm requesting that the Cloak of Many Colors be craftable on the Tailoring Table at level 4. It's a eye-popping cloak and offers some resistance. Everyone will love to show it off in their latest profiles~

Ingredients

Cloak of Many Colors, 
Cloth, Armor: 0 Magic Armor: 0 Evade: 5 Weight: 5, 8 - 15% Fire, Ice, Lightning and Wind Resistance. 6 ★, BDPs, A light leather cloak covered in young dragon scales of many different colors, giving it some protection against elements..

Material (Cloth) x3
Toadscloth x1 (The cloth is red, which represents fire!)
Furcloth x1 (The cloth is blue, which represents ice!)
Pureprint x1 (The cloth is yellow, which represents lightning!)
Breezecloth x1 (The cloth is green, which represents wind!)
With their powers combined, they are Cloak of Many Colors!

If approved, there will be another item to be craftable on the table and would be warmly welcomed.
Let's not forget about this beautiful cloak.

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  [2.81v2] Upgraded Faults
Posted by: Rendar - 01-11-2024, 11:02 AM - Forum: Bug Reports - Replies (2)

When upgrading gear from it's Normal Version to the Plus version, it loses all modifiers. Enchants, gear material, any upgrades, and also any Qualities.

It'd be appreciated for these things to pass on to the Plus variant of gear whenever you upgrade it...

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