Brainstorming ideas for examine windows (amounts)
Posted: Sun Apr 14, 2019 4:06 am
so when you show an examine window most have things like
inflicts 10-20 cold damage or
Increases Mitigation of caster vs physical damage by 80 ( level 53 toon)
but many things alter these values such as players level on some, other stats on others
so the mitigation one is 1.5 points per level
well the script can easily take care of that and apply the proper amount the examine still shows the amount we put in the spell_display_effects table for that tier
i am thinking and brainstorming for ideas on how we incorporate the amounts being dynamic instead of static on the display to be more like live
my idea parts of it anyway is to have a %i in the effect description line such as Increases Mitigation of caster vs physical damage by %i
the %i then could be populate with the correct value
we could add a column or 2 to the spell_data table that would identify which effect it applied to and the type of adjuster ie Damage, level,healing etc basically any of the stats we have
modifyer = "level"
effect = 1
data is a float at 1.5
when the examine gets to the effects line and it has a %i then it could look in the data portion of spell and determine how to create
gets info for data effect 1 sees the 1.5 adnd that its by level so take the level(53) * 1.5 get 79.5 round it up and send 80 instead of %i
for damage we could have
modifier = "damage"
effect 1
data is value 1 100 value 2 200
then when examine run the Get damage routine you would run when casting the spell but dont cast, just get the 2 return values
needs some thoughts
inflicts 10-20 cold damage or
Increases Mitigation of caster vs physical damage by 80 ( level 53 toon)
but many things alter these values such as players level on some, other stats on others
so the mitigation one is 1.5 points per level
well the script can easily take care of that and apply the proper amount the examine still shows the amount we put in the spell_display_effects table for that tier
i am thinking and brainstorming for ideas on how we incorporate the amounts being dynamic instead of static on the display to be more like live
my idea parts of it anyway is to have a %i in the effect description line such as Increases Mitigation of caster vs physical damage by %i
the %i then could be populate with the correct value
we could add a column or 2 to the spell_data table that would identify which effect it applied to and the type of adjuster ie Damage, level,healing etc basically any of the stats we have
modifyer = "level"
effect = 1
data is a float at 1.5
when the examine gets to the effects line and it has a %i then it could look in the data portion of spell and determine how to create
gets info for data effect 1 sees the 1.5 adnd that its by level so take the level(53) * 1.5 get 79.5 round it up and send 80 instead of %i
for damage we could have
modifier = "damage"
effect 1
data is value 1 100 value 2 200
then when examine run the Get damage routine you would run when casting the spell but dont cast, just get the 2 return values
needs some thoughts