Hi there Guest,  
Sign in here: Login through Steam



  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 
Changes to traits

#2
They weren't turned off, they simply never worked for them. There was a time where NO traits worked on any event or vs any boss ever. Traits were made for pvp, not pve originally. FRG didn't always have PvE content after all. A huge chunk of our traits and suffixes were made before I had a standardized AI base.

It was only with Dilapidation that I did a huge overhaul and made *most* traits work in PvE. Masterworks were a big stepping stone for some traits being marked as "pve" only traits which would function vs AI and enemies as well, and started paving the way for more things to work vs them.

So yeah, the main reason behind all of this is AI/Enemies do not have the same core functions as players do, so running trait code vs them never would function properly until I made the proper wrappers/checks for them.
Find
Reply



Messages In This Thread
Changes to traits - D3F4ULT - 10-20-2020, 04:48 PM
RE: Changes to traits - Brassx - 10-20-2020, 11:28 PM
RE: Changes to traits - D3F4ULT - 10-21-2020, 01:43 AM

Forum Jump:


Users browsing this thread:
2 Guest(s)