The bug will manifest regardless of the presence of
SR... unless
SR tweaks
MMM to use some opcode other than 111. (Which it doesn't.)
@agb1 the reason I call it a bug fix is because 1) the bug was the sole rationale for creating it; 2) there's no great reason to install it if you're not suffering from the bug; and most importantly 3) this is the absolute bare minimum of changes I could make to fix the bug. It makes a couple serious changes, e.g. you can create Melf's Meteors with your mage, then hand them to your low-
thac0 fighter/mage to throw at enemies. Or split them up and have both characters throw them simultaneously, etc. But I view those as unfortunate, unavoidable side-effects of the fix; not as features of the mod. (On the other hand users can do whatever they like!)
A bit of technical discussion: items like vanilla Melf's Meteors (and darts, and arrows, etc.) are coded such that the "when drained:" field has a value of "vanishes." There is a bug with these items such that the missile weapon's
APR can persist after all the items/ammo has vanished.
An answer is to change that value to "replace with used up." If the "used up item" field is set to 0, then the functional effect is the same, but the bug is avoided. Easy!
But, not so easy. There is a *2nd* bug where, if you use opcode 111 to create an item with the "replace with used up" value, it will crash the game.

My first thought was to use opcode 143 "create item in slot" instead of opcode 111. That way you can create the meteors in the 2nd weapon slot , and you could keep them undroppable, and even though they would transfer your 2nd weapon to your inventory, you would still have your first weapon slot available and could even use it instead of the meteors. (Which would make you happy, @agb1.)
But then I discovered a *3rd* bug: items created with opcode 143 are not usable from quick slots or weapon slots unless you first go into the inventory screen, click it out of the slot, and then put it back into the slot. Which of course doesn't work with undroppable items.

So finally I settled on using opcode 255 "create temporary item" to treat the meteors (and energy blades and searing orb) the same as darts from the Cloak of Stars: they appear in your inventory, and you can equip them and use them whenever.
A possible better, though speculative and untested, solution is to add an equipping effect setting the user's
APR to every single weapon in the game. Presumably if a sword has a "set
APR to 1 while equipped" effect, it would override the 'holdover'
APR from the bugged meteors. But it would be a moderate pain in the tuchus to code up, and frankly I don't have the time.
Edited by subtledoctor, 04 December 2015 - 12:02 PM.