[IMPLEMENTED] Take maxHP value for NPCs from HP-tag instead of STR-tag

If Wishes were UOX Coders, we'd be done by now ;P Post your wishes/suggestions for UOX3 changes/improvements here.
Post Reply
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Take maxHP value for NPCs from HP-tag instead of STR-tag

Post by Xuri »

As of right now (v0.98-3.1c), NPCs in UOX3 have their total amount of hitpoints determined by their STR values, and not by the HP-tag in the dfns. This means that we can't make NPCs very strong without also giving them a ton of hitpoints at the same time - or make NPCs that can soak up damage like a sponge but cannot deal much themselves.

And seeing as some of the OSI npc's have several thousand hitpoints (the "champions", amongst others) - it would be very nice to see UOX3 use the HP values from the DFNs for the max-HP value instead of taking it from the STR-tag.
Last edited by Xuri on Sun Jul 02, 2006 11:21 pm, edited 1 time in total.
-= Ho Eyo He Hum =-
stranf
UOX3 Guru
Posts: 939
Joined: Wed Jan 04, 2006 3:59 pm
Has thanked: 0
Been thanked: 0

Post by stranf »

Interesting thought, and a good point. I ran a quest the other day where we attacked a grandmaster swordsman with 90 str, and between the two of us slew him very, very easilly. This produces a problem, where I wish to create an NPC wizard that can survive a fight for awhile, but I don't want him dealing death blows with his staff.

Is there a way for UOx3 to have a HitMax value that if it is ==0 UOx defaults the hit points from STR like always, but if the value is > 0, UOx sets the HitMax appropriatley? This way, as a GM creating an NPC, I can just type in 'set HitMax = 1200, and my NPC will take punishment without the benifits of super strength.

Maybe this could be done without re-working the combat engine? Considering your post is two months old with no replies, I'm assuming it's harder than its worth.
stranf
UOX3 Guru
Posts: 939
Joined: Wed Jan 04, 2006 3:59 pm
Has thanked: 0
Been thanked: 0

Post by stranf »

*bump*

Is this going to be hard to implement?

I'd like to create some champion swordsman NPCs that can take a bit more than 4 or 5 sword swings to bring down. :cry:
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Working on it right now...
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Ok, commiting the changes now. There are two ways to set a fixed maxHP, via the new DFN tag "HPMAX" or via js by using the .maxhp property. Setting the .maxhp property to a negative value will reset the fix and the maxHP will again be calculated upon the stats.
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

While we're on this topic (well, were) - how about tags for defining MANA and STAMINA seperate from INT and DEX? Do they exist, currently? :P
-= Ho Eyo He Hum =-
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Xuri wrote:While we're on this topic (well, were) - how about tags for defining MANA and STAMINA seperate from INT and DEX? Do they exist, currently? :P
Soon ;).
Post Reply