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Thread: Dark Gyffte

  1. #1
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    Default Dark Gyffte

    Have started working on basic support, so other Devs don't.

  2. #2
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    I'm overdrunk after consuming a fifth bottle of Sanguiovese.

  3. #3
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    r19096 - Early support.

    Among the many things needed:
    Council Quest text
    Handle some skills that may have per day limits or need spading or are unclear
    Handle casting using HP rather than HP
    Don't give +25% Crit with Ferocity, as it isn't the same Ferocity as Boris's Ferocity.
    Crafted consumables
    No Familiars
    'caged' monsters give bonuses based on Phylum, once spaded
    Last edited by Darzil; 02-15-2019 at 01:59 PM.

  4. #4

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    Don't give +25% Crit with Ferocity, as it isn't the same Ferocity as Boris's Ferocity.
    Originally Posted by Darzil View Post
    And more generally, handle skills by id instead of just by name, the same that we had to do with items and effects, probably.

  5. #5
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    Yeah, that is an option, but that was a load of work, and I'm not sure whether KOL gives that information. Also at the moment only those two are duplicate, and they are mutually exclusive, as both Avatar skills

  6. #6

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    Skill 138 and 16025 are both Lightning Bolt. No one cares about either of those skills, so I didn't worry about properly supporting it when I noticed that years ago.

  7. #7
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    r19097 handles:
    Add 20 x (1+darkGifftePoints) HP, and HP is based on base Muscle (not buffed Muscle + 3) as Vampyre
    Each skill reduces HP, by a variable amount.
    Handles Ferocity I hope.
    Handles learning (and forgetting) Vampyre skills.

  8. #8
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    r19098 handles no familiars.

  9. #9
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    r19099 handles casting from HP, lightly tested.

  10. #10
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    r19100 adds Vampyre Food/Booze and restricts it appropriately (I hope - lightly tested).

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