So I was working on a new item that would do a random spell, one of them is a stun. Which I wanted for 3 rnds, but when i set it to 3 it would just go on forever 32-37 rnds. So I dropped it to 1 and when it's casted last 3-7 rnds. Set it to 0 and it breaks. But when it's set to 1 rnd it hits a player and works for a split second.
Abils used:
Confusion:100
ConfuseMsg:8686(custom)
DescMsg:8687
NonMagialSpell:0
EvilInCombat:100
0/0/0/0/1, 0/0/0/0/0/0 -- @Req 0 to 0, 1 rnds -- @Cap 0 to 0, 1 rnds
Now I was just testing these on rats and kobolds. So they only got 1 swing a round and would see the fumble message every round. So not sure if mob lvls play in the length.
Confusion
- BearFather
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Re: Confusion
The rounds are broken down into 6 seconds per round. For any ability when you set the value to 0 in the "Abilities" menu you need to set the Base Min, Base Max and the Base Duration. This way it will use a range for the "Confusion" I would assume the min and max are the percentage to confuse. You can adjust the rounds in the Base Duration.
Example:
Abilities Page in Spell Editor:
Set ability to 71 and value 0
General Page in Spell Editor:
Set Base Min to 100
Set Base Max to 100
Set Base Duration to 1
This should allow you to stun the target for 6 seconds 100% of the time, unless I misunderstood something on how this works:)
Example:
Abilities Page in Spell Editor:
Set ability to 71 and value 0
General Page in Spell Editor:
Set Base Min to 100
Set Base Max to 100
Set Base Duration to 1
This should allow you to stun the target for 6 seconds 100% of the time, unless I misunderstood something on how this works:)
- BearFather
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Re: Confusion
I had set it that way when I first built it. But took it out in-case it was causing an weird issue. My concern was more about the duration. I wanted only 2 rnds on the mob. But Wes Weed mention on Facebook, that it cause the game only checks for mobs every 6 rnds to see if a spell wore off. So not possible to do what I wanted:(
Re: Confusion
Putting this here for future reference:
Wes Weed - Spells are only removed from monsters at certain times to save processing time, It only checks to see if a monster should have a spell removed from it every 6 rounds.
Mat Sanders - So makes me wounder how did you learn all this info, did you actually worked on the code at some point? Or spend oodles of hrs breaking the code apart.
Wes Weed - I've looked at the code a bit but this particular interaction is something you can figure out from observing the game. There are a couple good examples. First if you cast a durations pell that gives you a msg, like a conf spell and then die you may notice that the spell is still active when you return to the boss, this is because only monsters in active game areas are scanned. Also the fire twins have no spell immunity, so the bard song of stunning has for a long time been an easy way to kill them. ( as they stay stunned for many many rounds)
Re: Confusion
slep/stun last from 0 to 2 rounds on every mudrev i've ever played. Sometimes if you slep something very early after a round, it will wear off before the next round goes off and the monster will hit you. This can happen several rounds in a row. So things must be wearing off on a more regular basis than every six rounds.
- BearFather
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Re: Confusion
Mudrev is got several tweaks done in the code made they tweaked it. I running off the stock game for my edits.