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