Things go so much faster when I'm not decoding UI structures. In my current dev build I have:
- Dispel bug fixed
- Spellmaker allows multiple use of the same spell effect
- Area effect spell cost is slightly more balanced (multiply spell cost by area^2)
- More spell magnitude bugs fixed
- Hand to hand damage takes strength into account
The dispel bug is just unbelieveable in how it's coded.
- There's a (global) temp variable for the dispel magnitude. But they don't clear it before or after use.
- The spell effect mechanic is to increase the dispel magnitude over the spell duration (like a restore spell) instead of turning it on once and off once.
- The method for rolling on the dispel chance is broken.
- The dispel chance is applied every frame without regard to the frame time delta. It should be applied only once.
I'm going to release a new version once I've fixed:
- Creatures using scrolls/potions
- Creatures causing no armour damage
- Possibly potion drinking
Potion drinking might be hard. If you want to cause a delay in action you have to remember when you last did it, which entails storing an extra piece of info. There probably won't be space to store that anywhere. Some kind of hysteresis might work. Needs testing.
Awesome.
The engine renders the ground quite inefficently already (from looking at it with perfhud), trying to decode the rendering stuff would drive me crazy.
Although since my last post I've fixed potion drinking and armour damage from creatures. Now, where do creatures store their selected spells...
Even more awesome.
Wonderful. On the potion thing, it's mostly healing potions that are the problem, right? Would it be possible to just prevent NPCs from using them while they already have an active restore health effect?
Well, what if they use a weak but longer duration healing spell, and a potion for a quick heal?
Yeah, that's a point. It's just the disposition effect was far too large before. I'll test some other values, it's important for it to be balanced by default. How many people think of using economy mods?
If the game just checked effects, then say, a 1pt regen effect would prevent potions from ever being used. Chain chugging potions would still happen as well. There's ways with less side effects.
I agree with ManaUser about the Mercantile fix. I said it should be separated if possible. That way we can have the Mercantile fix from 1.2 simply fixing the bug, and this new "Economy Fix", or what have you. I am no expert in the economy of Morrowind, and I have yet to use any economy balancing mods. I think that the current mercantile fix lies outside of a true fix, and that the disposition adjustment should be considered something optional. Morrowind's economy does need fixing for sure, but I wouldn't know the best formulas or solutions to use. I like the premises of the fix though, and from the little testing I did with it, it looks good.
On the point of potions, how do NPCs recognize what potions they can and cannot use? Would it be possible for them to use player-made potions if they recognize the Restore Health effect for example?