Effect System Roadmap Checkup

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Interkarma
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Effect System Roadmap Checkup

Post by Interkarma » Thu Jan 03, 2019 10:52 pm

I've worked through the effect system status page to update Special Advantage/Disadvantages to reflect what has been completed so far (scroll down to bottom third of page linked). Majority of these are implemented in FormulaHelper.cs and were easy to see are now active, and I think I've accurately reflected completed state of these items.

I was hoping the other devs involved with formula work (especially Allofich and Hazelnut) could quickly double-check the items I've marked complete and let me know if I've forgotten anything or marked something complete that shouldn't be.

Cheers!

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pango
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Re: Effect System Roadmap Checkup

Post by pango » Sun Jan 06, 2019 4:38 am

Shouldn't Pacify effects have a duration?
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Jay_H
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Re: Effect System Roadmap Checkup

Post by Jay_H » Sun Jan 06, 2019 4:58 am

In classic it only used Chance. Looks like it was intended to be permanent.
Come join the Unofficial Daggerfall Unity Discord.
See the Daggerfall Unity Wiki on the UESP.
Progress on fixing classic quests here.

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pango
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Re: Effect System Roadmap Checkup

Post by pango » Sun Jan 06, 2019 6:20 am

That's what happens when I check the UESP instead of the game :oops:
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Interkarma
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Re: Effect System Roadmap Checkup

Post by Interkarma » Wed Jan 09, 2019 5:56 am

All "Special Advantages" and "Special Disadvantages" should now be functional in live code. Many of these are delivered through various active systems (e.g. combat formulae), and some through the PassiveSpecialsEffect uber-effect class permanently attached to player entity.

Please let me know if any of these should be assigned a different completion status. I'm otherwise moving on to magic item powers and side-effects now.

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pango
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Re: Effect System Roadmap Checkup

Post by pango » Fri Mar 01, 2019 7:46 pm

You can't tweak the chance of success of Identify; It seems you could in classic.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Jay_H
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Re: Effect System Roadmap Checkup

Post by Jay_H » Fri Mar 01, 2019 9:30 pm

Yeah, that's the player-based Identify effect which Interkarma hasn't implemented yet. For now, as a simple solution, he just implemented the store-based Identify effect. Later on he'll add the player one.
Come join the Unofficial Daggerfall Unity Discord.
See the Daggerfall Unity Wiki on the UESP.
Progress on fixing classic quests here.

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Interkarma
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Re: Effect System Roadmap Checkup

Post by Interkarma » Sat Mar 02, 2019 1:55 am

Yeah, I need to loop back to this one soon. Thank you for the reminder Pango. :)

Teralitha
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Re: Effect System Roadmap Checkup

Post by Teralitha » Wed Jul 24, 2019 3:48 am

So whats the success chance for the spell currently? 100%?

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Jay_H
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Re: Effect System Roadmap Checkup

Post by Jay_H » Wed Jul 24, 2019 4:01 am

For now, yeah. It's the same as using the store version.
Come join the Unofficial Daggerfall Unity Discord.
See the Daggerfall Unity Wiki on the UESP.
Progress on fixing classic quests here.

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