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Thread: Charged items sellback price do not change when charges are used

  1. #1
    Basic Member KiRa's Avatar
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    Post Charged items sellback price do not change when charges are used

    Summary:
    After uses charge (purge) of Diffusal Blade the cost isn't changing. The same with Diffusal Blade level 2. In Dota 1 the cost changes.

    Repro:
    1. Buy Diffusal Blade.
    2. Use charge.

    Result:
    New cost isn't changing.

    Expected:
    After uses charge the new cost must be equal to (full cost)/2*(charges left)/8. With 0 charges the cost must be 0.
    The same with Diffusal Blade level 2.

  2. #2
    Um.


    Is this about the amount of money you get for selling Diffusal Blade after using some of its charges?

  3. #3
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    could be an intended fix, coz diffusal works like consumables in dota 1 and i think it was an engine limitation(same as blood stone)

  4. #4
    Volunteer Moderator trena99's Avatar
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    Well, It could be, however I am adding this to the sticky.
    Before posting a bug read the Bug posting guidelines first and check the Known Bugs list For existing bugs.


    Use the report () button when you need help from a Moderator.





  5. #5
    Basic Member AlsOpRo's Avatar
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    Drum of Endurance Selling Price

    AFAIK, in DotA, if Janggo/Drum of Endurance have 0 charges ,the selling price of it is 0

    but in DOTA 2, it does not matter even if its have 4, 3, 2 ,1 ,0 charges, we can still sell it with 875$ something :/

    Jessica Y U So Cute !!♥

  6. #6
    It appears that all charge-based items are working like this in DoTA2. Could use dev commentary on whether this is intended behavior or a bug. (AFAIK these items can never use this behavior in the WC3 engine because they're coded as consumables)

  7. #7
    Volunteer Moderator DLRevan's Avatar
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    Quote Originally Posted by Fleur De Lis View Post
    It appears that all charge-based items are working like this in DoTA2. Could use dev commentary on whether this is intended behavior or a bug. (AFAIK these items can never use this behavior in the WC3 engine because they're coded as consumables)
    Correct. Items with charges are basically consumables, only with 'perishable' turned off, so they don't disappear when they are used up. Although technically, they are replaced by a regular version of the item when its charges are reduced to zero, so that illusions of the carrier will also have the item.

    Merged threads since they are actually about the same charged items issue.
    Last edited by DLRevan; 03-16-2012 at 03:09 AM.
    Always read and follow the forum rules. If you need help from a moderator, use the report button ()
    Before posting new bugs:
    -Check the Known Bugs List and search the forum for an existing report.
    -Make sure its a bug (test in WC3 Dota, visit playdota guides and adv. mech, etc). If you're still not sure, post in Mechanics and Gameplay Bug Brainstorming instead.
    -Read the Bug Posting Guidelines on how to report a bug properly.

  8. #8
    Volunteer Moderator bu3ny's Avatar
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    Quote Originally Posted by Eric37073 View Post
    could be an intended fix, coz diffusal works like consumables in dota 1 and i think it was an engine limitation(same as blood stone)

    Though it can be fixed in DotA1.
    Please, just call me buny.

  9. #9
    Basic Member Bashtime's Avatar
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    intended imo.

  10. #10
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    Quote Originally Posted by Bashtime View Post
    intended imo.
    No, it can be fixed it just requires creating some extra items, 20 extra items to be precise (unless I am missing something).

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