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Castle Paradox
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Fri Mar 19, 2004 11:22 am Post subject: Poison Clarification |
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Just a few clarifications, as there is some confusion and conflicting info in this thread.
The correct way to cure poison is to set the poison register to 100% of maximum.
The easiest way to make a poison attack that will not compound or "stack" is to turn on the "reset target stat to maximum before attack" bitset for the attack.
Poison is neither turn based, nor second based.
Both regen and poison have internal counters. For each game tick, the counter increases by the speed of the poisoned character (or by 7, if the character has a speed lower than 7) Once the counter exceeds 1500, the target will be hurt by poison damage. So although poison is not turn based, faster characters will be damaged by poison more often.
And on the subject of "game ticks", in my experience there is an average of about 16 to 22 game ticks per second, depending on the speed of your computer. Your mileage may vary.
As for the "stun" register, that IS second based, and has absolutely no relation to either character speed nor game ticks (well, technically, I suppose if your computer has a really high tick rate, and since the stun register is based on "clock" seconds, a stunned character will spend slightly more "game time" stunned on a fast computer than it would on a slow computer, but the difference should be quite small) |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Fri Mar 19, 2004 12:41 pm Post subject: Re: Poison Clarification |
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| James Paige wrote: | The correct way to cure poison is to set the poison register to 100% of maximum.
Both regen and poison have internal counters. For each game tick, the counter increases by the speed of the poisoned character (or by 7, if the character has a speed lower than 7) Once the counter exceeds 1500, the target will be hurt by poison damage. So although poison is not turn based, faster characters will be damaged by poison more often.
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Is te engine able to make a regeneration spell that uses poison register only it heals? If not, what would the "cure instead of harm" option/bitset do in that instance?
Also, and I am not sure if someone already mentioned this, but can the Poison register harm any stats besides HP? Yea that was der dumbest question EVAR, but what the hey.
| James Paige wrote: | The easiest way to make a poison attack that will not compound or "stack" is to turn on the "reset target stat to maximum before attack" bitset for the attack.
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Thanks James!  _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sat Mar 20, 2004 7:54 pm Post subject: Re: Poison Clarification |
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| LeRoy_Leo wrote: |
Is te engine able to make a regeneration spell that uses poison register only it heals? If not, what would the "cure instead of harm" option/bitset do in that instance?
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If you cure the poison register, you are just reducing the amount of poison damage being done. If you want a regeneration spell, just target the "regen" register. That is what it is there for :) |
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junahu Custom Title: 45 character limit

Joined: 13 Jan 2004 Posts: 369 Location: Hull, England
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Posted: Wed Mar 24, 2004 3:56 am Post subject: |
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So no negative poison values are possible then. How high can poison get? _________________
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