deathmarine / DiabloDrops

Bukkit plugin that adjusts the mob dropping mechanics to include regularly dropped enchanted items that could be commonly found in Diablo.
http://dev.bukkit.org/bukkit-plugins/diablodrops/
GNU General Public License v3.0
17 stars 19 forks source link

Item durability and +Damage #21

Closed UltraFaceguy closed 11 years ago

UltraFaceguy commented 11 years ago

Dev Build #109

EDIT: Armor works flawlessly, so far as I can tell. The issue is only with currently held weapons with + or - Damage

ToppleTheNun commented 11 years ago

Alright. I'll look into it.

ToppleTheNun commented 11 years ago

Try the newest development build (#110) and see if that fixes it.

UltraFaceguy commented 11 years ago

Less frequent, but the additional damage does go into effect sometimes on the wielder. Items are still at almost no durability when created.

ToppleTheNun commented 11 years ago

110 was just to see if the damage was fixed. Interesting.

UltraFaceguy commented 11 years ago

Allow me to test again to be sure, hold on.

UltraFaceguy commented 11 years ago

Interesting. Normal damage ticks such as fire or enemy strike do not activate this effect, but firing a bow into the air, switching to the +Damage item and getting hit with the arrow does. Perhaps it IS fixed, and projectile code is in place to calculate the damage bonus on the currently held item of the shooter when the hit damage is calculated?

ToppleTheNun commented 11 years ago

Your last post is right. There's no way to check what bow an arrow is fired from in order to get the effect - the only way to even approximate it is to check the item they have in their hand when it hits.

UltraFaceguy commented 11 years ago

I see, so +Damage on equipped bow is working then, more or less. Does +Damage on armor effect bows?

I think this resolves the +Damage on weapons then.

UltraFaceguy commented 11 years ago
ToppleTheNun commented 11 years ago

The code I pushed earlier makes it so only your weapon affects your damage and such when attacking. Armor has nothing to do with attacking. Armor is only considered when you're defending.

UltraFaceguy commented 11 years ago

I see, so + Damage on armor will make the user take more damage then, correct?

If so, I'd like to request that some way be found for + and - Damage to effect your damage output, even when on armor. It makes the whole thing less confusing, and because it applies to projectiles, it synergizes well with plugins such as MagicSpells, allowing for an otherwise impossible increase in damage for the fairly under-powered against diamond armor mages, who much rely on spells and books that cannot be upgraded. This would gives them something to fight for as well.

I've played more than a few games where armor sockets can increase the attack power of the player, I think that having Damage on armor effect damage output is the way to go. I hope this request isn't too much, or you have to make a unique exception for this, but in my opinion it is a far better alternative.

ToppleTheNun commented 11 years ago

One simple way we could fix it is so that positive values always affect the person who was struck and negative values always affect the person doing the striking.

UltraFaceguy commented 11 years ago

So if you have -3 damage on your armor and -3 damage on your weapon, when you strike it would be -6 damage, and if you had +2 on your armor and +4 on your weapon you would always do +6?

That could work very well, sounds great! I don't think the Damage stat should ever effect the rate at which the player with the enchants TAKES damage, but only count towards how much they deal, for better or worse. Perhaps add a new enchant to Lore.txt called Defense that does the inverse, only effects incoming damage?

ToppleTheNun commented 11 years ago

That would actually work better, in truth.

UltraFaceguy commented 11 years ago

Well then, when you have a dev build, I'll be glad to test it ^_^

ToppleTheNun commented 11 years ago

Well, once @deathmarine and I hash out a standard way of handling effects that can work with damage and defense (it may change to attack and defense in the future), then there will be a dev build with that included.

UltraFaceguy commented 11 years ago

Attack sounds fine, though it would probably mess up some items already in place XD

Oh well, we haven't had it for long, they can just find some new items haha!

deathmarine commented 11 years ago

I agree. When setting up lore enhancements in the beginning not a lot of thought was put into how each enhancement is to affect every entity and environment. It was moreless built off the ideas we both have with each effect like damage being global with armor enhancing the damage item or durability/defense affecting weapons in hand. Right now i think the best idea is to differentiate between strike enhancements and defense enhancements.

UltraFaceguy commented 11 years ago

What do you want me to focus on testing in #116? If you don't specify something I'll just go through everything XD

ToppleTheNun commented 11 years ago

If you want to report things to us more quickly and more "as you find them," you can usually find one of both of us on the MobBountyReloaded IRC channel.

UltraFaceguy commented 11 years ago

annnnnnnnnnnnd closed due to changes in the dev builds.