Issue Data
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Issue #25586: Dawnguard Rune Axe does not consume charge, other changes
The Dawnguard Rune Axe has 1000 charge points, yet its enchantment DLC1DawnguardRuneAxeExtraDamage has no charge cost so it lasts forever. Also, as for the effects used in it, DLC1DawnguardRuneAxeDamageEffect is in the Destruction school and has the MagicDamageFire keyword, which it shouldn't considering it's supposed to be like the other Sun Damage effects, plus it can harm friendly undead in its area of effect; and DLC1DawnguardRuneAxeIncrementKills is a scripted effect that can fire on dead actors, since it only checks for the IsChild == 0 condition.
I'm probably tweaking too many things here so perhaps it's more of a feature request, but I'd propose the attached changes to make the axe have 100 base uses for example, and for the effects to be more consistent. Attached Files: Dawnguard Rune Axe Uses.zip |
I'm not sure I'd consider any of this evidence of an actual bug. Especially since the enchant cost is set to auto-calc and if their formula says it should come up zero, who are we to say otherwise?
The incrementer calls a script which only runs if the ActorTypeUndead keyword is set. Since it only runs in the OnDying state it should never be capable of working on a corpse.
The incrementer calls a script which only runs if the ActorTypeUndead keyword is set. Since it only runs in the OnDying state it should never be capable of working on a corpse.
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