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Full Version: New Variables List (Updated 17-04-2014)
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any plan to implement these new properties as ITEMDEF readable?
I mean, use it directly as itemdef property (like WEIGHT, VALUE, etc) like this
Code:
[ITEMDEF xxxx]
ID=i_long_sword
IncreaseHitChance=15
instead this
Code:
[ITEMDEF xxxx]
ID=i_long_sword

ON=@Create
IncreaseHitChance=15

today I started to implement these new properties on my custom properties engine but I abandoned it after the first try when I noticed that these new internal properties are stored under @Create and this will cost me more than 200.000+ new lines on save files Tongue
Not saying it will, but it's a big possibility
Why would you add increasehitchance=15 to 200,000 new items? Most magic items systems would be generating all of this through functions for random creations....
some item uses dynamic properties, but some others not
EA/OSI have many rare artifacts (more than 300 I think, can be found here) and all of them uses fixed properties. Also they have the basic "magic items" which is just normal weapons/armors/wearables that will come with some random properties bonus when you craft or loot from a monster corpse

on my server I dont use this "random bonus" items, all of them have fixed values, including rare itens (hardly found) and basic items that can be easily crafted and will give some basic +5 STR/DEX/INT, Hits/Mana/Stamina Regeneration, etc (and there's more than 200.000 of these items already created)
Updated the post matching variable's actual status and today's commit.
Pending removal from Properties to Attr flags in Source 2 Experimental:

Balanced
UseBestWeaponSkill
MageArmor
SpellChanneling
Bane
BloodDrinker
BattleLust
ManaPhase
SearingWeapon
ReactiveParalyze (On the fence with this one. EA has default 30%, but it should be customizable).
Brittle
Ephemeral
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