Adding New Status Mods

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DevGIB
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Adding New Status Mods

Post by DevGIB » Mon Sep 11, 2017 6:19 am

I've gone back to trying to work on adding new resists to the core.
I might need some guidance down the track but for now i want peoples opinions/suggestions to see if I've got it right.
Below is a list of the items that would need to be added and how they will be applied.

Characters:
CAPS
PHYSICAL RESIST CAP (R/W)
FIRE RESIST CAP (R/W)
COLD RESIST CAP (R/W)
POISON RESIST CAP (R/W)
ENERGY RESIST CAP (R/W)
COLD RESIST CAP (R/W)
EVASION CHANCE CAP (R/W)

MODS
EVASION CHANCE MOD (R)
SWING SPEED MOD (R/W)
WEAPON DAMAGE MOD (R/W)
LOWER REAGENT COST MOD (R/W)
SPELL DAMAGE MOD (R/W)
FASTER CAST RECOVERY MOD (R/W)
LOWER MANA COST MOD (R/W)
FASTER CASTING MOD (R/W)
LOWER MANA COST MOD (R/W)

CALCULATED
EVASION CHANCE (RO)
SWING SPEED (RO)
WEAPON DAMAGE (RO)
LOWER REAGENT COST (RO)
SPELL DAMAGE (RO)
FASTER CAST RECOVERY (RO)
LOWER MANA COST (RO)
FASTER CASTING (RO)
LOWER MANA COST(RO)

Items:
MODS
SWING SPEED MOD (R/W)
WEAPON DAMAGE MOD (R/W)
LOWER REAGENT COST MOD (R/W)
SPELL DAMAGE MOD (R/W)
FASTER CAST RECOVERY MOD (R/W)
LOWER MANA COST MOD (R/W)
FASTER CASTING MOD (R/W)
LOWER MANA COST MOD (R/W)

On the items obviously speed already exists, and so does some form of weapon damage mod, however i believe they are currently RO. In addition to that adding a damage mod to a piece of clothing i don't think would effect the damage output, so the calculations would likely need to be looked at, otherwise we'd need to look at some way to send it to the status packet.

Now with the "Caps" these may not need to apply to NPC's but i don't think you can have things apply to Characters and not NPCS.

If anyone thinks i've missed something important please don't hesitate to let me know.

DevGIB
Grandmaster Poster
Posts: 160
Joined: Mon Feb 06, 2006 6:12 am

Re: Adding New Status Mods

Post by DevGIB » Mon Sep 11, 2017 6:30 am

A question for Turley maybe, should the resists caps or should "caps" be added as another section of the "AOSVALUEPACK" rather than giving them seperate entries?

Could caps even be packed into the same thing and still have the spacing saving?

Yukiko
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Location: San Antonio, Texas
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Re: Adding New Status Mods

Post by Yukiko » Mon Sep 11, 2017 8:59 am

Looking at the POL object class hierarchy you are correct that NPCs inherit from characters so no way currently to prevent that but other than taking up extra memory I don't see any disadvantages to NPCs having the new additions. I could be wrong though. I often am. :)
Sincerely,
Yukiko

I would tell you a UDP joke but you might not get it.

Titus 2:13

ThisIsMe
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Re: Adding New Status Mods

Post by ThisIsMe » Mon Sep 11, 2017 3:58 pm

For anything you might be missing or if you just want to reference what is out there and for which item types I'd direct you toward uoguide.

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