Open KumaV1 opened 7 months ago
Modifiers that level with you:
// @ts-ignore
this.context.patch(Character, 'getMeleeDefenceBonus').after(function (meleeDefenceBonus) {
return meleeDefenceBonus + (game.combat.player.levels.Defence * this.modifiers.increasedFlatMeleeDefenceBonusPerDefence)
})
// @ts-ignore
this.context.patch(Character, 'getRangedDefenceBonus').after(function (rangedDefenceBonus) {
return rangedDefenceBonus + (game.combat.player.levels.Defence * this.modifiers.increasedFlatRangedDefenceBonusPerDefence)
})
Modifiers that get weaker as you level, same as above but in reverse.
Accidentally healing your opponent after an attack.
Chance to flee from combat - annoying I know.
A set of Global drop pools, I have been trialing this in DnD and Monad for a while. The idea is that there is a pool of loot within ranks. So you could assign a monster a rank and it would get loot randomly from that pool.
A few questions on the ideas:
Modifiers
Combat
increasedFoodHealingValue/decreasedFoodHealingValue
, doesn't just affect food and is therefore also usable on monstersNote on heal efficiency related modifiers: It's important that low to outright no healing efficiency doesn't go and annihilates a Player's entire food stack(s)
0%
healing efficiency must disable auto eat in general<= 10-20%
healing efficiency should display a warning in the UI, that use may end up using a lot of foodSkilling
Gathering
throughArtisan
(e.g. convert aBronze Ore
intoBronze Bar
). With(out?) requiring other resources (such as the coal for certain ores)Effects