11-08-2003, 11:44 PM
Nice write up Jarulf. I have a few points that may need some minor clarifications, but first could youpoint me to the memory address that this starts at or the ordinal that it uses? I am not really any good at looking straight at the code like this but figure this may be a place to start along with the old write you did on this for v1.08.
In the beta test version it was possible to get the hirelings to the point that they were in some cases immune to certain effects. Apparently this had to do with either a high level hireling being used in a lower difficulty where the peanlty was not enough to knock their calculated resistance below zero. Or it may have been that they had enough resistance gear on to boost their total to over 100%. I did not test this directly for hirelings, but I did check on a similar case with some of the monsters and minions (valkyrie and skeletons) that they could in fact gain an unlisted immunity to an element type by having certain +resistance% gear equiped with natural level of resistance. I have not checked to see if there were any changes to this in the final version yet.
Towards the end of the code section, did the damage sanity checks for doing negative amounts get moved from just the total to being done seperately for each type before totalling? It appears that has been changed in the final version from the way it was in the betas.
Quote:4. If target has "half freeze duration", set chill and freeze duration to half the valueIs this checking a boolean value or a test if condition is greater than zero (true)? There have been a couple of complaints pointing that wearing two such items is canceling the effect form working. If the game is adding two boolean values of 1 then you would get 1+1=0 or false condition for wearing two items with these effects. I suspect that it really just that the testers were not too good at getting accurate measurements.
Quote:For a player target, apply the difficulty penalty (-40/-100 in night/hell). The penalty is half that in classic and in expansion after the completion of the appropriate quest. The penalty is applied to all resistances (including poison duration reduction) except physical and magic resistance.I take this is only applied to the players. Is this being applied to the hirelings too? more in the next section...
Quote:Cap the resistance at -100% or at the upper cap. The upper cap base is 75% (except for phsyical were it is 50%). This upper cap base can be increased to 95% through +max resistance items for all resistances except physical and poison length duration (this includes when cold resistance is applied to chill and freeze duration where the +max cold resistance would be applied).Is this cap of 75% applied only the players? How about the hirelings?
In the beta test version it was possible to get the hirelings to the point that they were in some cases immune to certain effects. Apparently this had to do with either a high level hireling being used in a lower difficulty where the peanlty was not enough to knock their calculated resistance below zero. Or it may have been that they had enough resistance gear on to boost their total to over 100%. I did not test this directly for hirelings, but I did check on a similar case with some of the monsters and minions (valkyrie and skeletons) that they could in fact gain an unlisted immunity to an element type by having certain +resistance% gear equiped with natural level of resistance. I have not checked to see if there were any changes to this in the final version yet.
Towards the end of the code section, did the damage sanity checks for doing negative amounts get moved from just the total to being done seperately for each type before totalling? It appears that has been changed in the final version from the way it was in the betas.