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My proposal would be to let the items regenerate relative to their max uses. Lets say we regenerate 5 % every 20 seconds and round that to a whole number so we at least get always one use. The code would be like this:
This would mean the crown would regenerate 42 HP every 20 seconds. This is quite a good regeneration rate, but it IS hell to get it. If we take the Football Helmet as a comparison we see that it only would get 14 HP back every 20 seconds. In a fight this would not be suitable for tanking, but players that are good at avoiding would benifit from it and it wouldn't take forever to regenerate after a battle is won.
This changes every staff into a weapon, but modifies their attack function in a way so that they do not consume uses. If i don't do that you would drain 1 use everytime you hit something with your staff, which is not intended after all.
I gave them a base damage of 17, which is the same as the walking cane.
This makes it possible to try and get something like a self-repairing deconstruction staff, lol.
But i think it's not too broken, considering that you cannot craft a self-repairing construction amulet to create infinite items. The chance for a player to get such a staff is low in itself and it would certainly be a "legendary" drop
I'm a bit on the fence about making some modifiers too OP. I always thought of the self-repairing items as ones which were then not useless, if you get them down to ~10%, because you can just leave them in a chest for 10 minutes (or stay out of combat) and they'll be ready to go. But since the armors have hundreds of "health", the current way it works is not useful at all, I can see that. I will put in the change you posted, so it's percentage-based, so you and your players can enjoy their hard-earned spoils (after a server restart) :)
I won't add your staff changes, though. They already have "powers", like "Orange Staff" allows you to blink/teleport, which is invaluable for kiting while others take down the enemies. I may add the possibility of this as a modifier specific to staves, though :) So thanks for the suggestion.
Since I just picked up the mantle from another modder, I haven't really been through all the code and balanced it yet. This is mostly a proof-of-concept, UNTIL I find some time to completely rework it. After exams in January, I should have some downtime.
Sincerely, Ultroman the Tacoman
EDIT: I've published a new version, in which:
- Self-repairing items regenerate durability/fuel from 0-100% in 10 minutes.
- Healing armors heal the wearer from 0-100% health in 5 minutes.
This should be enough to make a diffference in fights IMO. 10 minutes to regenerate an item fully, which would otherwise have to be grinded for, seems like a good deal to me. All of this will change to a better system, when I re-code everything.
I just found out that the morning star can get the self-repairing modfier, but it does not work on it at all. Thats because you didn't check for the fueled component in the rpgweapon component.
Adding an elseif block like this
fixes the issue. You cannot include the "USAGE" check here, because the morning star doesn't have the fueltype "USAGE".
I hope you had a great new year