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[SVN] New ML mods implementation

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MalGanis

Sorceror
Re: [IN DEVELOPMENT] New ML mods implementation

Heres the patch.

  • Added chaos, direct damage.
  • Added velocity and balanced property on ranged weapons.
  • Added quivers.
  • Added some missing arties.
 

Attachments

  • ModsML.patch
    63.8 KB · Views: 13
Re: [IN DEVELOPMENT] New ML mods implementation

MalGanis;623545 said:
Heres the patch.

  • Added chaos, direct damage.
  • Added velocity and balanced property on ranged weapons.
  • Added quivers.
  • Added some missing arties.

Thanks, I'll try to have a look later.

To who is trying it now: remember to test Consacrate Weapon + Quiver of Elements... I mean to see if the "Quiver Bug* " is fixed

* I'm still not sure in what this consists, but Nikki told me some other shards lamented the presence of archers that were able, with the quiver of elements, to do "1 shot - 1 kill" in PvP... the bug should be: using Consacrate weapon you would do the best damage plus the random damage... 2x damage at the end.
 
Re: [TESTING] New ML mods implementation

I did only a partial test due to lack of time, sorry :)
I hope to continue later.

chaos damage:
I got a Boomstick, set their minimum and max damage to 10 (so the max damage possible was always 13) and bashed a chicken with 65000 HP and 0 resists. I always got 13.
Then I set its cold resist seed to 100 and, after five-six "13", I got some "1".
I did same with Physical Resist, to make sure the damage wasn't "physical + other" but was picked randomly, and yes it's random (got some 1 after many "13")
Then I set also energy and physical resist to 100 and I got the 1 more often.
At the end I set all resist to 100 but poison (that was 0), and used Consacrate Weapon. I always had 13 (= poison damage)

So, I believe Chaos Damage mod is OK.

crafting

I crafted lots of katanas to make sure Direct and Chaos Damage won't appear on crafted weapons. They won't appear, so it's ok.

--- end of testing. I'll try to continue later :)

Question: If someone uses a Wildfire Bow (100% fire) + Quiver of Elements (100% chaos), which kind of damage will be considered? Do quiver override kind of damage of the bow? Or what?
 

MalGanis

Sorceror
Re: [TESTING] New ML mods implementation

Yea, quivers always override ranged weapon damage types.

I think you should test quivers damage increase mod. It shouldn't increase spell or non ranged damage (only ranged).
 
Re: [TESTING] New ML mods implementation

This is the rest of the test:

Direct damage:

just took a bow, put min and max damage equal, and Direct Damage 100%. Then I start attacking that chicken with 100% in all of resists but poison.

I always got same number, even by changing resist values, so it works.

Damage Modifier:


I set an elven quiver with 100% Damage Modifier, the chicken resists are 0.
All of weapons have same MinDamage and MaxDamage, that is 10.

Hit with a bow: 16 damage
bow with quiver: 32 damage

Then I set the chicken fire resist to 50 and used a bow 100% fire damage.

With bow: 8 damage
bow with quiver: 16 damage
bow with 100% Damage Increase but WITHOUT quiver (not Damage Modifier): 13

So, Damage Increase bonus is calculate BEFORE the resist reduction, Damage Modifier bonus AFTER it. That's how is in OSI so it's good.

No melee or spells are influenced by it.

Balanced:

Not much to say here... if the bow is not balanced, you can't drink potions while holding it. If it is balanced, you can as you are holding a 1-handed weapon.
I tried with a heal, cure, agility and nightsight potion and it works.

Velocity:

Put the 100% fire damage bow with 100% Velocity
I can do damage that is 3* tiles from you and your target. It's not influenced by Damage Increase or Damage Modifier (quiver)
At great distances it can be also 30! Wow!! Grab a velocity + hit lightning bow, people :)
No matter the kind of damage of the bow or of the quiver, the damage added from velocity is physical.
It is displayed as another number (confirmed to be as OSI)

Miscellaneous:

In all of this I have tried Consacrate Weapon and I haven't found anything about damages becoming doubled, only the kind of damage that switches to the best kind against target resist.

Quivers:
You can't dye them - OK
You can't pigment them - but Xavier told Quiver of Rage and Quiver of Elements are pigmentable in OSI!
You can't scrissor them - OK

If you doubleclick on them you have a gump like a basket container.
You can put only arrows in it.
You can't put crossbow bolts in - is it as OSI???

The Weight Reduction works properly:
charged 500 arrows in a quiver (2 stones + 50 stones of arrows)
Togheter it would be 52 stones
when you put it, you are incremented only by 37 stones. It reflects the 30% of quivers weight reduction.

------
Conclusions

I need you to check (and eventually to correct) about the pigments on those quivers and the bolts in the quiver.
Then, if everything I have written is OK and OSI-like, then I thank you and I say it's approved :)

little OT...
talking about pigmentable artifacts quivers... are ML artifacts pigmentable? I have tried also with Boomstick, Raed's Glory, Melisande's Corroded Hatchet and Wildfire Bow, and I wasn't able to pigment them.
 

MalGanis

Sorceror
Re: [TESTING] New ML mods implementation

You can pigment them but i didnt include that because there not yet spawning.

You can put bolts on osi but quiver has to be empty (it only accepts 1 item at the time)
 
Re: [TESTING] New ML mods implementation

MalGanis;624975 said:
You can pigment them but i didnt include that because there not yet spawning.
That's a deal.

MalGanis;624975 said:
You can put bolts on osi but quiver has to be empty (it only accepts 1 item at the time)

Right, I have tested just now and you can put bolts.

So, if the rest is ok... is ok :)
 

Athena

Account Terminated
Re: [TESTING] New ML mods implementation

Could you provide a patch to also allow these to be pigmentable so this doesn't become an issue when this patch eventually makes it into the SVN?
 

gugutz

Knight
Re: [CODER NEEDED] New ML mods implementation

MalGanis;623177 said:
Ill take over if i may.

Do we have any partial patches?

Nikki had it, but she took a little break from UO.
 
Re: [CODER NEEDED] New ML mods implementation

gugutz;634353 said:
Nikki had it, but she took a little break from UO.

not so little... so I'd say "no". Anyway, MalGanis' patch works well. We are just waiting for Athena's request to be addressed.
 

MalGanis

Sorceror
Re: [TESTING] New ML mods implementation

Here it is. All minor ml arties will be tokuno dyable.
 

Attachments

  • ModsML 1.1.patch
    49.2 KB · Views: 7

gugutz

Knight
Re: [TESTING] New ML mods implementation

Oh sorry guys, i totally missed page 2 of the topic.
My bad :>
 
Re: [TESTING] New ML mods implementation

After 1 month I have tested this:

- preamble: the new patch misses some files! (but it's not a problem, I have collected them from the previous :) )

Now:
- ML artifacts are pigmentable
- among quivers, only Quiver of Rage and Quiver of Elements are pigmentable
- a quick overall test confirms again my findings

So, I say it's OK.

edit: this is the complete patch built on SVN 429.
 

Attachments

  • ModsML-SVN429.patch
    64.5 KB · Views: 5
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