Reverse Procs
I am not sure that this would be possible yet, but I think it would be. The idea would be to have a proc on non-weapons that would have a chance to proc when a player was hit as apposed to when a player hits the NPC. It could be any type of proc, but something like a small heal, or rune, or normal DD proc or anything really. I know this isn't live-like, but I just thought it would be something fun to play around with and give more options to making interesting items.
I think the code would be something like after the chancetohit was calculated, if the mob actually hits the player, it checks if the player has any items that aren't weapons and if they have any procs set on them. Then it simply rolls a chance to proc similar to the current proc code. I don't think this extra check would really take much of a toll on server performance. Though, if people were pulling large trains of mobs, it might. But that is why I think it should only work if an actual hit lands. Because if it checks every swing miss or hit, it would calculate too much. Most likely, if someone is getting hit enough to cause much impact on performance because of this check, they aren't going to last long anyway. Anyway, I just thought it sounded like a kinda fun and cool new idea to maybe do something that I think even Live could probably use to make more interesting items. Probably the only items it should be checking for procs are shields and range items. And, servers that don't want to use it don't have to worry. Non weapons don't have procs on them in the default database, and they don't have slot type 4 either for procs to be added. So, it would require customization to add either of those to items to even bring this code into play. |
Neat idea, but I would like to see already existing procs and item effects being implimented first before further adding additional effects.
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Ya, I am sure we could use more effect types working properly or at all. But the idea of this would be to just use any existing effect types and have a check to proc when being hit. I will look into seeing how hard it would be to code and maybe write something up. I am pretty sure we could just copy the current proc code from There could always be a rule put in place to allow admins to enable or disable this extra check after chancetohit.
attack.cpp Maybe add something like this to where incoming damage is calculated: Code:
TryNonWeaponProc(nonweapon, other); Code:
void Mob::TryWeaponProc(const Item_Struct* weapon, Mob *on) { |
Trevious, I think what you're thinking of would work similar to the cleric line of reverse damage shields cast on a mob so that when IT hits things, IT takes damage. You may want to look at the way that spell works (I think it's a 62-65 spell) if you're thinking of pursuing this idea.
And while it's not Live-Like at all, it does propose some rather interesting ideas we could implement and some interesting strategies you could create on the custom servers. And who knows... maybe Sony is spying on us and will steal the idea to include in live. After all, they stole our bot idea (calling 'em mercenaries). Now bots are live-like! |
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There are whole bunch of cleric, chanter and druid spell which came out with DON expansion , which put a reverse proc buff on players. Simply put this spell as "worned" on an item - and you have your item with reverse proc. it simply needs to be codded in. I don't even consider this an "optional" or custom feature- it something what supposed to be in Emu long time ago =P |
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Code:
mysql> SELECT id, name, CONCAT(effectid1,'/',effect_base_value1,'/',effect_limit_value1) AS e1, CONCAT(effectid2,'/',effect_base_value2,'/',effect_limit_value2) AS e2, CONCAT(effectid3,'/',effect_base_value3,'/',effect_limit_value3) AS e3, CONCAT(effectid4,'/',effect_base_value4,'/',effect_limit_value4) AS e4, CONCAT(effectid5,'/',effect_base_value5,'/',effect_limit_value5) AS e5, CONCAT(effectid6,'/',effect_base_value6,'/',effect_limit_value6) AS e6, CONCAT(effectid7,'/',effect_base_value7,'/',effect_limit_value7) AS e7, CONCAT(effectid8,'/',effect_base_value8,'/',effect_limit_value8) AS e8, CONCAT(effectid9,'/',effect_base_value9,'/',effect_limit_value9) AS e9, CONCAT(effectid10,'/',effect_base_value10,'/',effect_limit_value10) AS e10, CONCAT(effectid11,'/',effect_base_value11,'/',effect_limit_value11) AS e11, CONCAT(effectid12,'/',effect_base_value12,'/',effect_limit_value12) AS e12 FROM spells_new WHERE effectid1 IN(339) OR effectid2 IN(339) OR effectid3 IN(339) OR effectid4 IN(339) OR effectid5 IN(339) OR effectid6 IN(339) OR effectid7 IN(339) OR effectid8 IN(339) OR effectid9 IN(339) OR effectid10 IN(339) OR effectid11 IN(339) OR effectid12 IN(339) ORDER BY id ASC; Does anyone know some examples of the spells or items on Live that do this? |
http://lucy.allakhazam.com/spell.htm...56&source=Live
Good example of a defensive proc. |
KLS the spell with Mitigate Melee Damage by 75%, 5000 total is a good example , however this might be a good time to bring up too that effect above of mitigation up to a total doesn't work either which be a HUGE thing if we could get it working as well.
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here are Reverse/Reactive/Defencive proc buff spells exmaples for lev 70 and lower (there are much more for over 70, but just showing you legal spells for T expansions set)
druid spells: http://everquest.allakhazam.com/db/s...&action=search cleric spells: http://everquest.allakhazam.com/db/s...&action=search chanter: http://everquest.allakhazam.com/db/s...&action=search shaman: http://everquest.allakhazam.com/db/s...&action=search |
and yeah as I said before- all these spells are Buffs.
this means just like you can put Enduring Breath on an item as worn effect to have it with unlimited duration - same way you should be able to put these Reverse Proc spells on ANY item as worn effect to have unlimited duration Defensive Proc |
Based on those spells, it's Effect ID 323 (SE_DefensiveProc):
Code:
mysql> SELECT id, name, CONCAT(effectid1,'/',effect_base_value1,'/',effect_limit_value1) AS e1, CONCAT(effectid2,'/',effect_base_value2,'/',effect_limit_value2) AS e2, CONCAT(effectid3,'/',effect_base_value3,'/',effect_limit_value3) AS e3, CONCAT(effectid4,'/',effect_base_value4,'/',effect_limit_value4) AS e4, CONCAT(effectid5,'/',effect_base_value5,'/',effect_limit_value5) AS e5, CONCAT(effectid6,'/',effect_base_value6,'/',effect_limit_value6) AS e6, CONCAT(effectid7,'/',effect_base_value7,'/',effect_limit_value7) AS e7, CONCAT(effectid8,'/',effect_base_value8,'/',effect_limit_value8) AS e8, CONCAT(effectid9,'/',effect_base_value9,'/',effect_limit_value9) AS e9, CONCAT(effectid10,'/',effect_base_value10,'/',effect_limit_value10) AS e10, CONCAT(effectid11,'/',effect_base_value11,'/',effect_limit_value11) AS e11, CONCAT(effectid12,'/',effect_base_value12,'/',effect_limit_value12) AS e12 FROM spells_new WHERE effectid1 IN(323) OR effectid2 IN(323) OR effectid3 IN(323) OR effectid4 IN(323) OR effectid5 IN(323) OR effectid6 IN(323) OR effectid7 IN(323) OR effectid8 IN(323) OR effectid9 IN(323) OR effectid10 IN(323) OR effectid11 IN(323) OR effectid12 IN(323) ORDER BY id ASC; zone/mob.h Code:
enum {MAX_PROCS = 4}; zone/attack.cpp Code:
uint32 i; |
so guys- I hear that reverse procs working now? At least Skin of Reptile does on StormHeaven server
when did this got fixed? Also - who ever fixed it - did you MAKE SURE that this ALSO works with WORN EFFECT items? (if an item should have a WORNEFFECT which is a reactive proc buff - its should work as if a person would have been buffed with that buff) |
I think this was added in Rev 176.
changelog.txt: Quote:
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