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bluerpg's Issues

Egg Item

The way pets are obtained, should contain a bunch of info about the soon-to-be Pet.
Should come with a way for content creators to edit them.

Mailing

  • Send mails between players (only players having ever been connected to the server)
  • Inbox should only let you see the X oldest mails. Newer ones will only show once you start clearing the old mails.
  • Allow to attach X (4?) ItemStacks to a mail
  • Special marker for mails with attached items
  • Expiry time (14 days, or 7 if attached items)

Level & stat requirements

Stat requirements :
Picks highest Primary on the item, and requires X of that stat. X is a formula loaded from JSON that looks at Level Required, item level, and a base value.

Component 1: Triggers

  • User activation (instant cast)
  • User channel (holding down skill to charge up, release to fire)
  • Passive
  • Event triggers (pve/pvp damage inflicted/received, ...)

Fix rolls

What's currently used as total rolls count is meant to be secondary only, with primary on top of that.

Basic skill data holder

This holds the basic data for the skill.
User-specific data (like skill level etc) will reference the key and level.

  • Unique key
  • Name (translation?)
  • Icon
  • Description (translation?)
  • Mana usage
  • Cooldown (tick precision)
  • Components
  • Max Level
  • CD/level formula
  • Mana usage/level formula

Pokémon fights

Requires adding basic RPG stats to pets, let them attack each other and toggling this feature easily.

Component 2: Targets

  • Projectile
  • Caster
  • Instantaneous target (like Touch from am2, but could have a range)
  • Channel (auto cast at customizable interval while active)
  • AOE (different kinds)
  • Chaining (jumping targets)

Improve tooltip layout

&d&lThe Butt-tailed Spear of doinking   <--- Name
&8-=[A Level 37 Epic Spear]=-           <--- center it below the name ?
&7
&7Normal Damage: &7112-155             <--- Second color will change for element later.
&7
&7Level Req:&a 12                       <-- can we get these to be &a if good and &c if not met?
&7Strength Req:&a 23
&7
&a+12 Strength
&a+11 Intelligence
&7
&a+1.23% &7Speed
&a+2.34% &7Block Chance
&a+15.25% &7Crit Chance
&a+1.25% &7Bonus Damage
&7
&cBind on Equip    or  &6Soulbound
&7Durability &a800/800                  <-- can this transition from &a to &e / &c at 50/25% ?

image

Add "fixed" stats

All pieces of armor should roll Armor
All pieces of armor & offhands should roll Health
All weapons should have a base damage range
Health should be removed from the random stats pool

Component 3: Conditions

Skill activation conditions. Can be combined.

  • Chance to proc (for additional automatic effects)
  • Gear requirements (think shield bash)
  • Target status (friendly/aggressive/party/...)
  • Effect presence (on target/self/...)

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