2.3.x Dev¶
- Status effect, FoodHeal, now stacks heal rate and duration deminishingly by 1/StackSize.
- Fixed a bug where limb joints were not destroyed when enemy dies.
- Rewrote all tool and clothing system to use
EquipmentClass
.- An
EquipmentClass
encapsulates all necessary data for handling the equipment's stats and mechanics for handling calculations of equipment stats when equipping and unequipping to when using/wearing the equipment. - Now that they are all EquipmentClasses, clothing stats can intermix with weapon stats, enabling the mechanic to have clothing stats that applies to equipped tools and vice versa.
- An
- Rewrote all item modding mechanics to use
ItemModifiers
.- An
ItemModifier
encapsulates all information and functionalities of a item modification such as item mods or special attributes such as aDamage
mod or aBulletRicochet
modifier. - Now all
EquipmentClass
can have anyItemModifier
attached and applies stats and mechanics to the player/tool, it will still depends on if the modifier if it has an implementation for the specific EquipmentClass's class type. ItemModifier
can also be sourced from status effects e.g.annihilationsoda
providingCritBoost
status effect, which adds aCriticalShot
modifier to the player. This modifier adds 10% crit chance to any equipped weapon. The old system requires every weapon to check for theannihilationsoda
status and adds a crit chance, which was coupling code and was not ideal.- Now each
EquipmentClass
checks all the active modifiers to see what functions needs to be calculated and called. E.g.CriticalShot
has aOnNewDamageSource
function, so when a weapon does damage, if aCriticalShot
modifier is active (fromannihilationsoda
or a weaponsr308
with built-inCriticalShot
), it will be expecting a crit damage proc on top of the processing Damage. This system is more standardized and decoupled as the crit damage mechanics is insolated.
- An
- Added new testing commands to debug if equipment and item modifiers activate and deactivate properly.
/equipment listactiveequipments
List active equipments including tools being equipped and clothing being worn./equipment listactivemodifiers
List active item modifiers such as mods attached to the equipped tool or clothing or base clothing modifiers from passives.
2.3.0.0