Nicolas Weeger | 11 Dec 2011 17:36
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Upgrading the 'probe' spell

Hello.

I'd like to change the 'probe' spell, to make it more interesting.

I'm thinking of showing, for some variable duration (based on level), the 
monster's health. Probably as a large interval, like 'good shape', 'bad 
shape', like the current spell shows.

And maybe, the more the level of the spell goes up, the more precise 
indicator. Also over some level whether it's poisoned or diseased, if it has 
acid attack, such things.

This will require some client change to display the hp.

How does that sound?

Regards

Nicolas
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Rick Tanner | 15 Dec 2011 22:11
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Re: Upgrading the 'probe' spell


> I'd like to change the 'probe' spell, to make it more interesting.

Sounds very good and I think useful to players who wonder if that
attack is actually harming the monster or if they think they have a
chance to defeat said monster.

> This will require some client change to display the hp.

As in it would be more then just text output?

Or it would be like magic mapping and display info in a popup window?

Or, something else?

Nicolas Weeger | 18 Dec 2011 16:38
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Re: Upgrading the 'probe' spell

Hello.

> > This will require some client change to display the hp.
> 
> As in it would be more then just text output?
> 
> Or it would be like magic mapping and display info in a popup window?
> 
> Or, something else?

I'd see 2 things:

- some text information, like "has an acid odour", things like that, that are 
displayed just when the spell is cast

- then hp information, displayed during some time ; and I'd see it on the map 
itself, over the monster, like jxclient's hp bar on the player

Regards

Nicolas
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Nicolas Weeger | 28 Dec 2011 23:49
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Re: Upgrading the 'probe' spell

Hello.

> I'd like to change the 'probe' spell, to make it more interesting.
> 
> I'm thinking of showing, for some variable duration (based on level), the
> monster's health. Probably as a large interval, like 'good shape', 'bad
> shape', like the current spell shows.

With some good ideas from Ragnor, I've improved the spell.

Cast at a level 15 or above, a HP bar will appear over the target's head, for 
a duration based on the level.

The overall bar precision is also based on the level, the higher the better 
precision (30 values maximum).

The display is done by adding a face in the flying2 layer when needed.

Suggestions for further improvement welcome :)

Nicolas
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Nicolas Weeger | 29 Dec 2011 13:58
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Re: Upgrading the 'probe' spell

Hello.

I've also improved 'perceive self', to display immunities the player has.

Regards

Nicolas
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Rick Tanner | 29 Dec 2011 18:56
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Re: Upgrading the 'probe' spell


On 12/29/11 6:58 AM, Nicolas Weeger wrote:
> 
> 
> I've also improved 'perceive self', to display immunities the
> player has.

Thank you for this.

(Not at a time or location to test this myself, but...)

Does it also display vulnerable to godpower for wraith characters and
Devourer followers?

Nicolas Weeger | 29 Dec 2011 19:52
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Re: Upgrading the 'probe' spell

> Does it also display vulnerable to godpower for wraith characters and
> Devourer followers?

No.

I'm not exactly sure on how this is handled by the server, I'd need to figure 
that out.

Nicolas
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Nicolas Weeger | 9 Apr 2012 20:09
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Re: Upgrading the 'probe' spell

Hello.

As a follow-up, I've added the display of the monster-related knowledge (after 
level 10), if known.

This will make the player more interested in what she uses to attack the 
monster :)

The display is based on the archetype's name, so if the monster is customized, 
the result will be wrong for the player - that's what she gets for fighting 
special monsters :)

Regards

Nicolas
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