John Adams wrote:1) How do I tell it "only on Melee hit", or is it safe to assume I WILL hit, so let's not split hairs?

Set the proc type, defined in entity.h
Code: Select all
#define PROC_TYPE_OFFENSIVE 1
#define PROC_TYPE_DEFENSIVE 2
#define PROC_TYPE_PHYSICAL_OFFENSIVE 3
#define PROC_TYPE_PHYSICAL_DEFENSIVE 4
#define PROC_TYPE_MAGICAL_OFFENSIVE 5
#define PROC_TYPE_MAGICAL_DEFENSIVE 6
#define PROC_TYPE_BLOCK 7
#define PROC_TYPE_PARRY 8
#define PROC_TYPE_RIPOSTE 9
#define PROC_TYPE_EVADE 10
#define PROC_TYPE_HEALING 11
#define PROC_TYPE_BENEFICIAL 12
So for melee hits only it would be 3 so AddProc(Target, 3, 50)
John Adams wrote:2) Lasts 10 seconds... assuming this is the Root. How do I tell it to kill the proc after 10 secs?
That is what the discussion was for, no way to kill it after the given time right now, leaning towards adding a timer for spells, haven't looked to much into it yet just been adding Say() to let the player know that part of the spell isn't working. We could create a spell from scratch to handle it as well but I think a timer would be easier as far as content dev goes.
John Adams wrote:3) Triggers 5 times a minute... Considering the duration of Hunker Down is 30s, does this mean it will continue to proc up to 5 times a minute beyond 30s... til when? Far as I know, once the duration expires, function remove() is called and we're done.
As soon as you call RemoveProc() in the remove function that is it. SOE decided having 5 times per minute was better then % chance per hit (I personally hate the per min). On live once the spell ends the proc will be removed as well, it won't last for the full min.
The easiest way, but not always accurate is to do math assuming a 3.0sec delay weapon, it can hit 20 times a min, so over 20 hits the proc can go off 5 times so the percent chance is 25% (5/20 = 0.25) per hit.