Thread: Reverse Procs
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Old 11-05-2008, 05:13 AM
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trevius
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Join Date: Aug 2006
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Default 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.
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