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Add dark horse options & major dmg calcs refactoring

Open ze-dom opened this issue 11 months ago • 0 comments

To do:

  • [ ] Add Update Plugins

Dev changes:

  • Refactored attack damage and defense calculations :relieved:.
  • Extended Attribute/PowerUp entities to include a Stage property to allow for more flexibility and better mimic original calculations. The idea is to group elements by stages within the same ComposableAttribute, thereby allowing sum and multiplication on different levels, whereas before, all sum/multiplication values were bundled together (a single stage). See here and here.
  • Added InputOperator.Min and InputOperator.Max for AttributeRelationshipElement.
  • Added MasterSkillDefinition.ExtendsDuration to flag master skills which formula applies to a duration increase (there are several such skills, like Soul Barrier Proficiency).
  • Added Stats.AttackSpeedAny as a bucket to feed both Stats.AttackSpeed and Stats.MagicSpeed for simplification.
  • Added Force/Force Wave logic.

Features:

  • Added Dark Horse options.
  • Added some transformation jewelry and some pet options (but not to chat /item command).
  • Added double item option (physical and wizardry) for MG swords.
  • Added Summoner skill Berserk.
  • Added Weakness magic effect (RF's Killing Blow, and (in the future) Summoner's Weakness).
  • Added missing initial CS skills and items for DL and MG.
  • Added ammo (bolts/arrows) damage increase according to item level.

Fixes:

  • Item options (physical/wizardry damage apply to both min and max dmg).
  • Some character base stats and base stats-related attributes.
  • Sometimes it was not possible to add a MST point due to one of the lower rank skills not meeting level threshold (while another did).
  • Shield item option.

ze-dom avatar Feb 13 '25 22:02 ze-dom