[quote name='Ascension64' date='28 January 2011 - 10:23 AM' timestamp='1296210232' post='506494']
Modifies the damage opcode such that if damage is reduced to zero (with normal damage behaviour; wParam2Low = 0), spellcasting and a casting animations is not interrupted
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You never cease to amaze us.
Options:
-0: disabled
-1: enabled[/quote]
[quote name='Ascension64' date='28 January 2011 - 10:23 AM' timestamp='1296210232' post='506494']
[quote]Thinking more about it, could the concentration check be implemented, using creature's level as a base?
if ((level + 1d20) < damage) then interrupted=1
else interrupted=0[/quote]
This is now possible, although I'd like a discussion on what people want for this before implementing anything concrete. Obviously, concentration didn't exist in ADnD, but in current rules getting attacked while casting a spell triggers a concentration check of (10 + spell level + damage taken).
Modifiers are possible if we use a hard-coded stat, and can extend to depend on WIS, INT, or whatever via 2DA.
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Of all things, I think only the d20 roll should be hardcoded. This concentration check could work a bit like
THAC0, the bonus is determined in various class tables on a per level basis (like base
THAC0 is). Another table would determine how much and what type of damage gives what sort of equivalent "concentration damage". This would allow some modder to indicate that poison damage is less likely to break concentration than the same amount in crushing damage. The table could look something like this (row is damage type, column is damage value, entry is the damage used for the purposes of calculating spell disruption) :
SLASHING PIERCING CRUSHING ...
1 1 1 1
2 2 2 2
3 3 3 3
...
For WIS, INT, etc. modifiers a better idea would be to build tables of .effs or .spls that are applied whenever the character has a certain value for a certain stat, and then stripped/reapplied when the stat changes. These .effs/.spls could carry a whole slew of effects, including a concentration stat modifier. This will satisfy many modmakers, who might be looking for something like, bards/sorcerers gaining additional spell slots based on high charisma. And it's less work for you too, since you don't have to bother on implementing every single stat dependant request.
This table would look like this:
1 2 3 4 5 ... 25
EFFECT1 MODEFF11 MODEFF21
EFFECT2 MODEFF12 MODEFF22
EFFECT3 MODEFF13 MODEFF23
...
So a character with 2 WIS will carry effects MODEFF21.eff, MODEFF22.eff, and MODEFF23.eff, which could be anything.
[quote name='Ascension64' date='28 January 2011 - 10:23 AM' timestamp='1296210232' post='506494']
Need discussion, please.
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You've got plenty. There is one driving concept behind all of my ideas: hardcode as little as possible.
Otherwise, I have made some other minor bugfixes to the damage opcode.
[quote]----860 Damage Fix [F]
Fixes the following bugs with the damage opcode:
1. Killing someone with magic fire damage would cause a WEIRD damage assertion failure
2. Hitting someone with magic cold damage would not play a hit sound
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This will be one of those must-have components.
[quote name='the bigg' date='28 January 2011 - 10:32 AM' timestamp='1296210743' post='506495']
Perhaps killing someone with cold damage doesn't shatter the victim (or, at least, doesn't destroy its inventory)?
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I think this shatter stuff is really neat, a pity cold death and petrification only looks nice on paletted avatars. So I'd rather vote for a DropInventory instead.
-Galactygon