Effect System Roadmap Checkup

Discuss coding questions, pull requests, and implementation details.
User avatar
Interkarma
Posts: 7234
Joined: Sun Mar 22, 2015 1:51 am

Effect System Roadmap Checkup

Post by Interkarma »

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!

User avatar
pango
Posts: 3344
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: Effect System Roadmap Checkup

Post by pango »

Shouldn't Pacify effects have a duration?
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

User avatar
Jay_H
Posts: 4059
Joined: Tue Aug 25, 2015 1:54 am
Contact:

Re: Effect System Roadmap Checkup

Post by Jay_H »

In classic it only used Chance. Looks like it was intended to be permanent.

User avatar
pango
Posts: 3344
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: Effect System Roadmap Checkup

Post by pango »

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

User avatar
Interkarma
Posts: 7234
Joined: Sun Mar 22, 2015 1:51 am

Re: Effect System Roadmap Checkup

Post by Interkarma »

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.

User avatar
pango
Posts: 3344
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: Effect System Roadmap Checkup

Post by pango »

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

User avatar
Jay_H
Posts: 4059
Joined: Tue Aug 25, 2015 1:54 am
Contact:

Re: Effect System Roadmap Checkup

Post by Jay_H »

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.

User avatar
Interkarma
Posts: 7234
Joined: Sun Mar 22, 2015 1:51 am

Re: Effect System Roadmap Checkup

Post by Interkarma »

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

User avatar
Teralitha
Posts: 359
Joined: Wed Jul 17, 2019 3:44 pm

Re: Effect System Roadmap Checkup

Post by Teralitha »

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

User avatar
Jay_H
Posts: 4059
Joined: Tue Aug 25, 2015 1:54 am
Contact:

Re: Effect System Roadmap Checkup

Post by Jay_H »

For now, yeah. It's the same as using the store version.

Post Reply