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Xanthos
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Spellcrafting version 2.9
I see a lot of free shards deploying Spellcrafting, players really seem to enjoy it and I wanted to see some of the suggestions from myself and others make this great system written by TheOutkastDev even better. Here are my notes from the changelog.
Version 2.9
Version 2.5 - 5/22/05
- Xan
I see a lot of free shards deploying Spellcrafting, players really seem to enjoy it and I wanted to see some of the suggestions from myself and others make this great system written by TheOutkastDev even better. Here are my notes from the changelog.
Version 2.9
- ConfigParser no longer halts shard start-up when a bad value is found in the xml file. Instead it displays the error on the console, leaving the default value untouched.
- Added a ConfigParser option to halt the shard on bad values in the xml config file.
- Players with top Spell Crafting skills have a chance to mark the item.
- A number of parameters are available for configuration in the file SpellCraftConfig.xml (place this in your RunUO\Data directory). This allows configuration parameters to be modified without code changes.
- The package now unzips into a Xanthos directory - keeping the package files within the Xanthos directory in your customs directory is recommended.
- Sorry about this one! Fixed a botched scaling value that caused some properties to be inflated by a factor of 10.
- Added the capability to drop magic jewels onto the book giving the book charges with which to spellcraft. This feature can be enabled/disabled with a configuration variable.
- Crafts and charges in the book are displayed as name properties; making buying and selling of of books less risky.
- Created more configuration variables for things that spawn on the mobiles, max skills and intensity ranges.
- Fixed an off by one value that caused the Durability craft (the last one) never to spawn.
- Added headers to all files giving credit to the original author of the system.
- Reworded a few user strings.
Version 2.5 - 5/22/05
- Corrected a total skill value of 240 for alchemy + inscription, used to figure the skill scalar. The value should have been 200 since 100 is the cap for each skill.
- Placed a check in the gump code to validate a minimum skill before allowing a craft to be applied.
- Fixed a rounding error in scale that made it difficult reaching 100% intensity on a property.
- Added an array to allow setting of individualy, per craft, the magic jewel consumption.
- Added showing of the magic jewel usage next to each craft name if the player is holding a lit candle when the book is opened. In this mode, all craft names are show, and a distinctive tan hue denotes crafts not yet in the book.
- Now checking that the book is in the player's backpack before allowing the book to be opened.
- Set the graphic and hue of the magic jewels to the original values - these were changed inadvertantly in an earlier version. Spellcraft jewels are meant to have a new graphic so that they are easier to work with.
- Hats are now supported for all the crafts that can be applied to armor.
- Instruments can now be Spellcrafted with the Slayer craft.
- Added the Night Sight craft and jewel.
- Added the Slayer craft and jewel. Applying this craft places a random Slayer on the instrument or weapon. Upon success there is a chance between 1% and 10%, depending on skill, that a super Slayer, rather than an ordinary Slayer, will be placed on the item.
- Updated the Readme to reflect the new items and crafts in the craft table.
- Percentage of maximum intensity for each craft is now linearly based on player skill - the higher the skill the higher the percentage of maximum intensity can be acheived. At 24 combined alchemy and inscribe the best that can be acheived is 10% intensity, below 20 combined skill there will be no effect. At 200 combined skill 100% intensity can be acheived. For example, the maximum Hit Chance Increase for the low skilled player is 2% HCI (thats 10% of the maximum of 15, or 1.5 rounded up). For the highly skilled player 15% would be the maximum HCI that can be acheived. This change was the result of a fix to an old math bug in the code that accounted for player skill.
- The book will now remain open at the page last viewed when using a craft. Some pages and crafts were moved around in the book to facilitate this change. This may help cut down on those carpal tunnel cases.
- Removed the somewhat gratuitous throw located directly inside and at the end of the try block in each of the callbacks. This was replaced with a string assignment and a subsequent check in the new finally block. Thanks to TheOutkastDev for pointing this out.
- The book now displays the total Spellcrafts in the book as well as the total possible. The book will now show the names of the missing Spellcrafts as well, if the player holds a lit candle when opeing the book, the hidden text will be shown.
- Expanded the number of items that some of the crafts can be applied to (e.g. luck on shields). See the README file for a complete table of crafts and items they apply to.
- Explosive failures will now consume magic jewels.
- When attempting to apply a craft to an item not supported by the craft, the player is given a message stating what items the craft does apply to.
- Graphic and audio effects now occurr on Successful spellcrafting attmepts.
- The spellcrafting book now remains open until the user dismisses it. However it always resets to the first page upon spellcrafting attempts (still looking for a solution to this).
- Some of the code and data has been factored resulting in a smaller assembly.
- Added new configuration variables: kAlwaysEditExisting and kScPenaltyChance. See the README for a description of all the configuration variables.
- Properties are no longer stackable due to many reports of players heavily stacking fc on items.
- Changed the hue and image of the Spellcraft Jewels to make them easier to work with.
- Changed the wording of many user messages.
- Xan