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BLU Magical Damage Spells Treated as attackType.PHYSICAL #314

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topaz-bot opened this issue Jan 8, 2020 · 1 comment · Fixed by #378
Closed
2 tasks done

BLU Magical Damage Spells Treated as attackType.PHYSICAL #314

topaz-bot opened this issue Jan 8, 2020 · 1 comment · Fixed by #378
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@topaz-bot
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Issue by ibm2431
Sunday Sep 22, 2019 at 21:34 GMT
Originally opened as DarkstarProject/darkstar - Issue 6225


I have:

  • searched existing issues (http://github.com/darkstarproject/darkstar - Issue ) to see if the issue I am posting has already been addressed or opened by another contributor
  • checked the commit log to see if my issue has been resolved since my server was last updated

Client Version (type /ver in game) : n/a

Source Branch (master/stable) : master

Additional Information (Steps to reproduce/Expected behavior) :

Before I forget to publicly note this (again): Damage-dealing Blue Magic that goes through BlueFinalAdjustments is always treated as attackType.PHYSICAL, even if the damage type should be Magical.

Some examples of Blue Spells that should be treated as Magical - but aren't due to BlueFinalAdjustments - are:

Death Ray

github/DarkstarProject/darkstar/blob/master/scripts/globals/spells/bluemagic/death_ray.luaDarkstar Issue L42

Ice Break

github/DarkstarProject/darkstar/blob/master/scripts/globals/spells/bluemagic/ice_break.luaDarkstar Issue L50

Mind Blast

github/DarkstarProject/darkstar/blob/master/scripts/globals/spells/bluemagic/mind_blast.luaDarkstar Issue L44

When they get into BlueFinalAdjustments, after calculating reductions due to Phalanx and Stoneskin, takeDamage is always called with attackType.PHYSICAL:

github/DarkstarProject/darkstar/blob/master/scripts/globals/bluemagic.luaDarkstar Issue L232-L247

@project-topaz project-topaz added the bug Something isn't working label Jan 8, 2020
@mrhappyasthma
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mrhappyasthma commented Feb 20, 2020

This mirrors DarkstarProject/darkstar#6225
I already have some work on this locally, so I can apply the same changeset to Topaz.

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