Quote:
Originally Posted by DeathCow
How do you do the instant enslave?
The monster has ability 6 (Enslave) with Value 0. It works.
Charm (Bard/Druid/Mage Spell)
Re: Charm (Bard/Druid/Mage Spell)
ok that's weird, i made a summon with 12 hp. its create spell does 6 to 6 damage on itself for 3 rounds (which should kill it after 3 rounds).
I made sure the spell doesn't vary on the level of the caster, it's always 6 to 6 for 3 rounds.
The monster has 0 MR, 0 HP Regen. However I summoned the monster 5 times, and here are the results on how long it took it to die:
1:46 = 26.5 rounds
1:50 = 27.5 rounds
1:36 = 24 rounds
1:36 = 24 rounds
1:48 = 27 rounds
Interesting...
I made sure the spell doesn't vary on the level of the caster, it's always 6 to 6 for 3 rounds.
The monster has 0 MR, 0 HP Regen. However I summoned the monster 5 times, and here are the results on how long it took it to die:
1:46 = 26.5 rounds
1:50 = 27.5 rounds
1:36 = 24 rounds
1:36 = 24 rounds
1:48 = 27 rounds
Interesting...
Re: Charm (Bard/Druid/Mage Spell)
if i change the damage from 6 to 60 (i.e. one tick and it will die)
30 seconds
20 seconds
28 seconds
40 seconds
38 seconds
28 seconds
38 seconds
40 seconds
which is odd...
then if i summon about 5 or 6 round after round, they will all die at the same time.
so that makes me think that it's a funkiness with mud's timing. Ticks will occur about once every 35 seconds. So charmed creatures with "duration life" will have to be 1/9th the number of rounds. if i wanted a summon to live 90 rounds, I'd make it have a duration spell cast on it that would kill it in 10 rounds, etc.
The above seems to change randomly when attacking. If PVP or non-pvp combat is occuring, the summon dies after a few rounds. If the summon engages in combat (i.e. if the caster engages in combat), the summon dies after 1 round... Interesting...
Now, to figure out how to make it follow me. The monster I summon is a "Follower" type (which I know doesn't apply ), and has follow 100%, so if that won't make it follow, it doesn't look to be possible.
Summoned creatures also can't attack in PVP
30 seconds
20 seconds
28 seconds
40 seconds
38 seconds
28 seconds
38 seconds
40 seconds
which is odd...
then if i summon about 5 or 6 round after round, they will all die at the same time.
so that makes me think that it's a funkiness with mud's timing. Ticks will occur about once every 35 seconds. So charmed creatures with "duration life" will have to be 1/9th the number of rounds. if i wanted a summon to live 90 rounds, I'd make it have a duration spell cast on it that would kill it in 10 rounds, etc.
The above seems to change randomly when attacking. If PVP or non-pvp combat is occuring, the summon dies after a few rounds. If the summon engages in combat (i.e. if the caster engages in combat), the summon dies after 1 round... Interesting...
Now, to figure out how to make it follow me. The monster I summon is a "Follower" type (which I know doesn't apply ), and has follow 100%, so if that won't make it follow, it doesn't look to be possible.
Summoned creatures also can't attack in PVP
Re: Charm (Bard/Druid/Mage Spell)
charm is druid class mages don't have it
Re: Charm (Bard/Druid/Mage Spell)
it's called enslave, it does the same thing.
Re: Charm (Bard/Druid/Mage Spell)
Um, you'd want to make the monster SOLO...the follower type monster wont leave a room with a leader type monster unless the leader leaves.
Wold you post how your building this. I don't see how putting ability 6 on a monster would work. If they were enslaved, wouldn't they attack in pvp.......What group are you indexing these monsters in?
Btw I think you're issue might be that your monsters should be dieing instantenously. 0 mr should double the damage they are taken, duration damage spells deal the damage upon casting. Try 50 mr.
ALso i think monsters can only die during a combat round or during an HP tick.
Wold you post how your building this. I don't see how putting ability 6 on a monster would work. If they were enslaved, wouldn't they attack in pvp.......What group are you indexing these monsters in?
Btw I think you're issue might be that your monsters should be dieing instantenously. 0 mr should double the damage they are taken, duration damage spells deal the damage upon casting. Try 50 mr.
ALso i think monsters can only die during a combat round or during an HP tick.
Re: Charm (Bard/Druid/Mage Spell)
that explains a lot, thanks
i'll try solo out, and the combat or HP tick makes sense... now
i'll try solo out, and the combat or HP tick makes sense... now
Re: Charm (Bard/Druid/Mage Spell)
Would you post your builds...you can paste from mmex..i can ask questions from there.....I wish nightmare had that kinda fuction.
Re: Charm (Bard/Druid/Mage Spell)
You seem to have a lot of it figured at, just thought I'd add that in your sample you have a thief, rat, thief charmed. First thief hit, rat missed, 2nd thief killed it.
As far as the rest of what was said, it may be possible to change the summon spell to a damage spell with a textblock linking to the summon spell. That way, self-damage is being inflicted instantly (monster summons during combat), and people could set this spell up as a pre-attack(if you're looking to cater to megamud).
Also, make sure whatever summoned monster(s) you're using are worth crappy exp. You'd be amazed how much one can make with two characters scripting the arena on boards that used high-exp mobs, with the non-summoner setup to kill the summoner when mana is low.
Messages are great.
As far as the rest of what was said, it may be possible to change the summon spell to a damage spell with a textblock linking to the summon spell. That way, self-damage is being inflicted instantly (monster summons during combat), and people could set this spell up as a pre-attack(if you're looking to cater to megamud).
Also, make sure whatever summoned monster(s) you're using are worth crappy exp. You'd be amazed how much one can make with two characters scripting the arena on boards that used high-exp mobs, with the non-summoner setup to kill the summoner when mana is low.
Messages are great.
Re: Charm (Bard/Druid/Mage Spell)
only a theory:
Spell 10: Summon
target: self
abilities:
call textblock 1
Textblock 1:
nomonster 1000:summon 100:cast 11
Message 1000:
"You cannot concentrate enough to summon a pet"
Monster 100:
Wolf
abilties:
Animal
Spell 11: Summon2
target: Area
abilities:
cast enslave
cast AoE DoT on animals only
Heres the rundown on how it would work:
You cast the spell
If there are monsters in the room, it displays the message
if there arent monsters in the room, it summons the monster then casts next spell which enslaves all monsters in the room (because you couldnt summon if there were other ones in the room it only enslaves yours) then does a damage over time area effect spell that effects only animals
obviously this will not work well in parties, nor is it an 'on the fly' type of spell that you can cast while in battle.
Keep in mind this is just a theory.
Spell 10: Summon
target: self
abilities:
call textblock 1
Textblock 1:
nomonster 1000:summon 100:cast 11
Message 1000:
"You cannot concentrate enough to summon a pet"
Monster 100:
Wolf
abilties:
Animal
Spell 11: Summon2
target: Area
abilities:
cast enslave
cast AoE DoT on animals only
Heres the rundown on how it would work:
You cast the spell
If there are monsters in the room, it displays the message
if there arent monsters in the room, it summons the monster then casts next spell which enslaves all monsters in the room (because you couldnt summon if there were other ones in the room it only enslaves yours) then does a damage over time area effect spell that effects only animals
obviously this will not work well in parties, nor is it an 'on the fly' type of spell that you can cast while in battle.
Keep in mind this is just a theory.