Open CaptainFluffy1903 opened 1 year ago
That will also allow modders to add a infuse system etc.
https://github.com/flareteam/flare-engine/issues/1596 there is already an issue about this.
Agreed. It's the logical compliment to having elemental resistances and would provide more variation for item bonuses.
Putting it on the 1.15 list because I think this is long overdue.
Further musings:
engine/elements.txt
and move the attributes to engine/damage_types.txt
trait_elemental
would treat all damage types as the matching element/damage type
- The concepts of "damage types" and "elements" should be merged together. In addition to damage stats for the various elements, we'd also get resistance stats for "non-elemental" damage types such as melee and ranged.
I think we make different absorbition stats for different damage types. For an example it will be defined like this :
[damage_type]
id=melee
name=Melee Damage
description=Increases the damage done with swords and other melee weapons.
name_min=Melee Damage Min
name_max=Melee Damage Max
min=dmg_melee_min
max=dmg_melee_max
absorbition=abs_physical
There will be a new file at engine/ named as absorb.txt Absorb.txt=
[absorb_type]
Name=Physical Defense
id=abs_physical
descripton=Increases defense againts physical attacks.
name_min=Physical Defense Min
name_max=Physical Defense Max
min=abs_physical_min
max=abs_physical_min
percent_based=false
For elemental damages :
[damage_type]
id=melee
name=Fire Damage
description=Burn your enemies with power of the fire.
name_min=Fire Damage Min
name_max=Fire Damage Max
min=dmg_fire_min
max=dmg_fire_max
absorbition=abs_fire
[absorb_type]
Name=Fire Defense
id=abs_fire
descripton=Increases defense againts fire attacks.
name_min=Fire Defense Min
name_max=Fire Defense Max
min=abs_fire_min
max=abs_fire_min
percent_based=true
What we will add is an absorbition defining system like damage types. There will be a property about making it percentage based, like the ones we already have. And an id. It will also allow us to make slash-pierce-blunt damages. For an example making skeletons weak againts hammers etc. We can integrate it to Empyrean Campaign easily.
I know thats not adding elemental damages as stat at all but, this one looks logical.
We cannot use
bonus=
to add elemental damage to a item so we have to usereplace_power
. Lets say power id 1 is our normal swing and power id 2 is fire swing. We tryna make a fire longsword so there will bereplace_power=1,2
But here problem starts. At my mod actionbar left mouse is locked, it changes by other weapons etc. For an example when you equip a ranged weapon swing power replaces with shoot power. But in this case there is a special weapon. If we use fire longsword at set 1 and use any other weapon at set 2, in this case its iron shortsword. Iron Shortsword will deal fire damage too. Or if its a bow. There wouldnt be shoot power. There must be a property likebonus=fire_dmg_min,10
to make elemental weapons useable.