Re: [TESTING NEEDED] [Copern] Missing Necromancy Potions
My tests in RunUO private distro:
- conflagration potions:
The damage table is correct and dependant by alchemy skill and enhance potions. The kind of damage is fire.
Difference between conflag and greater conflag is in base damage
You can't burn in your own fire
You can't harm blues or greens in Trammel or Fel, nor yellow (NPCs).
You can't harm grey players in Trammel.
You can harm people in Fel only in these conditions, which are same as explosion potion:
EvilChild;567342 said:
if you are blue
explosion potions will damage red and grey players
if you are grey
explosion potions will hit grey or red players
if you are red
explosion potions will hit all players, red grey or blue
They will not hit players who are guilded, partied, allied or otherwise immune to area of effect spells and aggressive summons regardless of what color they are.
You are correctly flagged when a player is harmed.
You can throw them in city. In Tram they
shouldn't harm anyone, while in Fel rules are as above, with risk to be guardwhacked.
I'd say all of this is OK.
- confusion blast potions
At explosion, I see like 2 halved circles. That's OK (strange thing is in OSI I see like 1 full circle most of times, but who has better hardware than me sees 2 halved circles)
Difference between confblast and greater confblast is in range. Both return a short amount of time of a sorta of "area peacemake" effect
Nothing like skills or mods can have an effect on their power or else.
The "peacemake" effect is always working, no matter if you have 0 music skill or if the target is "area peace immune" (tried against various gauntlet bosses and darkfathers)
They have no effect against players.
OK also here.
- both
Delays are correct.
they can be poured and correctly recovered from potion kegs. Labels are correct.
- crafting
You can craft them with necromancy reagents. Reagents and skill required are OK as per Stratics and OSI tests.
Alchemy is required. Necromancy is not required.
Conclusions:
is all OK.
If we really want to search the little imperfection, I can say:
- if you spawn a potion keg, and you use [props on it, and then click on
Type, you are able to select
Mask of Death potions. Then, if you fill bottles, you will have
Nightsight potions instead.
This is IMHO a collateral effect due to the fact we had to include Mask of Death potions in the enum (proposed in a Publish Candidate in OSI TC and never went in production shards) to make keg labels to work correctly. If we delete Mask of Death from enum, then you have "Mask of Death kegs" when you fill the keg with confusion blasts!
The fact you have nightsight is because Conflag, ConfBlast (and I think also Mask of Death) use same ItemID of Nightsight potion, as verified in OSI. They are like "overriden nightsight"
This means also that, even if Razor can recognize them in counters because it can distinguish them by color, Razor Macros will consider all of them as "black potion", since it works only on ItemIDs, making a macro pick randomly between these potions.