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Old 04-21-2015, 10:36 AM
noudess
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Join Date: Sep 2012
Location: Upstate NY
Posts: 274
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Ok. Any spell that uses SE_TotalHP when updated by SendBuffDuration is going to break if effect is < 64. I'm not sure why, but an effect of 128 or 64 and the GUI leaves it alone. so the MaxHP is left alone on the client and matches the server.

Any spell that uses SE_CurrentHP (as a buff) when updated by SendBuffDuration is going to break the gui if the effect does not match the base value. It was confusing for awhile, becausde even with SendHPUpdate turnedd off, the GUI was still doing normal resting ticks and it was hard to see. When effect is set to the base value, SendBuffDuration no longer messes up the GUIs HP value. The two do update separately, so a DOT could get subtracted twice then fixed, but no worse than that. I suppose we could also just send (1) if sending the correct value is too painful (which it might be for high level dots - causing the char to go unconcious and then recover) but this bug only applies to SendBuffDuration and AA of focus changes.

Fix ready to submit after my curent pull request is cleared up. This may get rid of some weird HP bouncing problems.
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