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 Post subject: 1.7 Code Edit Changelog (Moved)
PostPosted: Fri Feb 12, 2016 10:43 pm 
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Posts: 4291
Actual code etc. can be found here: viewtopic.php?f=25&t=13914

Implement return tome - done
Implement socket lock to prevent some items being socketed into certain items - done
Implement respec for testing phases - done
revert monster res cap to 100% - done
display hp and mp values all the time - done
unlock talic ai to allow wwing enemies - done
change crafts level req +10 +3/affix to +1 base +1/affix - done
increase def per dex from 0.25*dex to 1*dex - done
change max block cap to 66% (does not lower the max displayed value on shields) - done
fire enchanted reduced from 75% res to 33% - done
cold enchanted reduced from 75% res to 33% - done
light enchanted reduced from 75% res to 33% - done
pois enchanted reduced from 75% res to 33% - done
Magic resistant reduced from 40% fire/cold/light res to 33% - done
stoneskin reduced from 50%dr to 33% - done
lower max resist cap to 50% (before +max res stat) - done
Move skills used by moncurse to independent lines - done
move aura enchanted aura ids to independent lines - done
change aura enchanted aura level to mlvl/4 for all auras - done
change fire enchanted death effect to a new missile. - done
improve akara ring reward - done (see quest adjustments thread) - done
improve ormus ring reward. - done (see quest adjustments thread) -done
Adjusted max ilvl of items sold by vendors in normal - done
Increased max ilvl for vendrs to sell whites (ilvl 30) - done
Changed A5Q2 Rune reward from Tal, Ral, Ort to Gul, Vex, Ohm - done
Fix merc max resistance display - done
Adjust potions droppable by find potion skill - done
Change eth item requirements from -10 to +10 - done

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 Post subject: Re: 1.7 Code Edit Changelog (Moved)
PostPosted: Tue Feb 14, 2017 4:52 am 

Joined: Tue Apr 22, 2014 2:09 am
Posts: 146
increase def per dex from 0.25*dex to 1*dex - done

May i ask plz. Is this something that can be done with coding or without ?


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 Post subject: Re: 1.7 Code Edit Changelog (Moved)
PostPosted: Tue Feb 14, 2017 2:11 pm 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1136
Location: Vancouver, BC
It requires hard coded changes, but before PureRage made that change I had set up the HiddenPassives every character starts with to accomplish a similar effect (I just gave the characters +3AC/4Dex). Using the soft-coded solution has the penalty that character's won't see the change until they've equipped a +AllSkills item (or used BattleCommand, SkillShrine, etc).


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