Details
| Participant | Role | Time Spent | Comments | Latest Comment |
|---|---|---|---|---|
| Author | 58m | 2 | I've done as instructed and separated the calculation int... | |
| Moderator | 4m | 1 | Instead of changing inflictDamaga, should just add a calc... | |
| Reviewer - 0% complete | ||||
| Reviewer - 90% complete | 29m | 2 | I think we should intoduce a new method and use instead o... | |
| Reviewer - 0% complete | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 4% complete | 0m | |||
| Total | 1h 32m | 5 |
- Files: 21
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Patches:
- actions_costs.patch: (anchored to : / )
- actions_costs2.patch: (anchored to swgemu : core3/branches/unstable/MMOCoreORB/ )
- actions_costs3.patch: (anchored to swgemu : core3/branches/unstable/MMOCoreORB/ )
Objectives
[Fixed] costs of many actions to properly take Strength, Quickness, and Focus into account - mantis 3630. The following actions are affected: dancing, playing music, flourishing, all the musician/dancer light effects, surveying, sampling, foraging, and throwing scout traps.
I couldn't find any good info on how the costs were calculated on live, but I think I came up with a reasonable formula that I used for all of the included changes. Any strength/quickness/focus over 300 will reduce the cost by a percentage equal to 5% of the magnitude of the stat over 300.
Eg. A 1300 quickness will reduce the cost to flourish by 50%, 2300 will reduce the cost to zero. A 300 quickness will use the base cost.
The Third patch is current.
General Comments
27 Jan
TheAnswer says:
Instead of changing inflictDamaga, should just add a calculateReduction or similar to remove all the redundant code and make it reusable.
28 Jan
Ivojedi says:
I've done as instructed and separated the calculation into it's own method within the CreatureObject class. I made sure to put a check in there to ensure that the cost never goes below zero. I also added this reduction to the other musician/dancer commands that I had forgotten the first time around. The third patch is complete with all of the changes.
I think we should intoduce a new method and use instead of inflictDamage that does this reduction based on the secondary HAM stats instead of spreading out this calculation all over the code (adding an argument to the inflictDamage method might work as well). That new method should also ensure that the player doesn't gain HAM when having the secondary stat over 2300 which very well could happen with strong buffs.
I want TheAnswer to have a look at this before you do anything though.