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Advanced EQ Requirements

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  • P Offline
    P Offline
    pollution
    retired
    wrote on last edited by
    #1

    I'm working on creating some cool yet balanced gear for the Halloween GQ, and it's really challenging given what is already out there and the few ways we can make gear custom. One thing that would really help would be to allow for a greater range of requirements to use eq. For instance:
    <list>* Checks vs all stats using the usual operators, < > = !=

    • Checks vs hp, mana, and mv

    • Checks vs race

    • Checks vs pks, cpks

    • Checks vs quests completed

    • Checks vs age

    • Checks vs Seralia/Athemia points</list>

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    • P Offline
      P Offline
      pollution
      retired
      wrote on last edited by
      #2

      Also, allow for a range of modifiers rather than a static value.

      Now:

      Syntax: addaffect [location] [#xmod] [#rand]

      Suggested:

      Syntax: addaffect [location] [min] [max] [#rand]

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      • SynS Offline
        SynS Offline
        Syn
        retired
        wrote on last edited by
        #3

        Hey, what an excellent idea. A new data structure to represent EQ requirements would let us ditch the antigood/antievil/antineutral flags and possibly even object level. It would definitely be fairly easy to implement and also not problematic in converting the old EQ, which right now I believe is just sorted by level and possibly antigood/neutral/evil.

        Stat modifier range is also a great idea and can be easily added.

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        • NibelungN Offline
          NibelungN Offline
          Nibelung
          registered
          wrote on last edited by
          #4

          I have a slightly broader idea for the affects, including the ranged values, if I can just organize it better. 8) Should be able to post it when I get it finished.

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          • NibelungN Offline
            NibelungN Offline
            Nibelung
            registered
            wrote on last edited by
            #5

            Heh… I actually forgot about this post. Hell, not sure if I have everything in this or not, but here goes...

            Ranged Affects:

            Currently the affects in the system have single values on them: how much they modify, their level to their %chance of being applied. Well, I propose a change to the structure placed on object indices to allow for RANGES. This would add variability to what is applied, such as having a random chance on the affect or a random modifier. Also, there should be a way to target WHAT the affect applies toward.

            To start it off, let's just dive into the new commands for OLC. Information I give will not only deal with the commands, but the affects in general. Some things will not be available to the commands (stated), but usable by the server itself.

            addmodifier <target><type><location><#min> <#max> <%min> <%max>[ <min-dur><max-dur>]
            addmodifier <target><type><location><#min> <#max> lock <vnum>[ <min-dur><max-dur>]
            addflag <target><type><location>'<bitvector>' <on|off|toggle><%min> <%max>[ <min-dur><max-dur>][</max-dur></min-dur></on|off|toggle></bitvector></location></type></target></max-dur></min-dur></vnum></location></type></target></max-dur></min-dur></location></type></target> 
            
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