Poisoning

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vimmons
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Poisoning

Post by vimmons » Thu Mar 21, 2013 12:26 pm

Does Poisoning skill has any effect on Poison spell/Poison field?
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Chala
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Re: Poisoning

Post by Chala » Thu Mar 21, 2013 11:43 pm

I don't believe so, think it just has to do with applying poison to a weapon and how often that poisoned weapon will strike with poison, so you cant just have some with with high poisoning poison a weapon and then give it to you.

vimmons
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Re: Poisoning

Post by vimmons » Mon Mar 25, 2013 6:13 pm

Agata, which is the each poison level dmg ?

Does it follow??

Type Effects Message When Affected Message When Other Is Affected Duration
Lesser ~4-7% current HP per 2 seconds. *You feel a bit nauseous* *Target looks ill.* 30 seconds.
Standard ~5-10% maximum HP per 3 seconds. * You feel disorientated and nauseous! * * Target looks extremely ill. * 30 seconds.
Greater ~7-15% maximum HP per 4 seconds. * You begin to feel pain throughout your body! * * Target stumbles around in confusion and pain. * 1 minute.
Deadly ~15-30% maximum HP per 5 seconds. * You feel extremely weak and are in severe pain! * * Target is wracked with extreme pain. * 1 minute.
Lethal ~16-33% maximum HP per 5 seconds. * You are in extreme pain, and require immediate aid! * * Target begins to spasm uncontrollably. * 1 minute 20 seconds.
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vimmons
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Re: Poisoning

Post by vimmons » Mon Mar 25, 2013 6:40 pm

Something else that I noticed is when I hit a caster with a weapon and I sucessfully infect it, sometimes it instant cure itself and poison me !

And I'm using greater poison.

Thats not funny !
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Re: Poisoning

Post by Agata » Mon Mar 25, 2013 7:53 pm

Poison Damage is:

Poison level * 1.5

Lesser poison: level 2
Poison: level 4
greater poison: level 7
deadly poison: level 10

Some monsters can do higher than that.

Also, no matter what poison level your weapon has, its power is capped by your Poisoning skill...

Code: Select all

if (character_skill < 50 and effective_strength > 2)
	effective_strength := 2;
elseif (character_skill < 70 and effective_strength > 4)
	effective_strength := 4;
elseif (character_skill < 90 and effective_strength > 7)
	effective_strength := 7;
endif
And finally, each poison level has a different skillcheck to determine if you manage to poison the target or not...

Code: Select all

var skill := 90;
case (effective_strength)
	1:
	2:	skill := 20;
	3:
	4:	skill := 40;
	5:
	6:	skill := 60;
	7:
	8:	skill := 80;
	9:
	10:	skill := 100;
endcase

if (CheckSkill (attacker, SKILLID_POISONING, skill, 0))
	SetPoison (defender, effective_strength, "You have been poisoned by " + attacker.name);
	AddVirtue (attacker, -1);
endif
I'm familiar with the acacia. I know how immortality is achieved.

vimmons
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Re: Poisoning

Post by vimmons » Mon Mar 25, 2013 8:18 pm

So the poison type just determine the duration it will keep on our weapon ?

And it tic per second ?

Why dont you add an "addon" to player who has 120 poisoning ? It would be nice to have a Lethal poison level with effective_strength 15 :)
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Re: Poisoning

Post by Agata » Mon Mar 25, 2013 8:41 pm

Poison type determines Damage! Check the formula I posted above!

Duration is always 30 seconds.
I'm familiar with the acacia. I know how immortality is achieved.

vimmons
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Re: Poisoning

Post by vimmons » Mon Mar 25, 2013 8:53 pm

Agreed about time and dmg, however it pop a dmg every second, every 5 seconds or what ?
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Re: Poisoning

Post by Agata » Mon Mar 25, 2013 8:55 pm

Every 5 seconds. This, as many other scripts need to be revamped. The current system is scalable, the old one is not.
I'm familiar with the acacia. I know how immortality is achieved.

Jottin
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Re: Poisoning

Post by Jottin » Mon Mar 25, 2013 9:27 pm

Agata wrote:Every 5 seconds. This, as many other scripts need to be revamped. The current system is scalable, the old one is not.
I agree it needs to be revamped, 15 dmg for a 100 poison skill is too low. Also it looks like it does not matter if you have 100 or 120 poisoning.

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