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Between Round Spells
Posted: Thu Jan 01, 1970 12:00 am
by Archaon
Well it still doesnt work, im not sure what else might be causing it what does the lvl required have to do with it casting or not? i dunno maybe the spell is broken but i now have him doing fear 50% globe o darkness 65% and gust of wind 100% and still all he ever does is the last spell.
Re: Between Round Spells
Posted: Thu Apr 01, 2010 9:10 pm
by Archaon
Im having trouble getting even old monsters to use their original between round spells let alone the new ones im trying to get them to use... ive looked at the spells themselves the monsters text blocks and looks like it should be working... but its not any ideas people?
Thanx
P.S i just realised i posted this in the wrong section =/ but here is a pic of the spell hope this helps
Re: Between Round Spells
Posted: Fri Apr 02, 2010 4:25 pm
by Raybdbomb
*dumb question* did you compile an update file?
Re: Between Round Spells
Posted: Sat Apr 03, 2010 7:21 pm
by DeathCow
How is the monster setup? Can we see a capture of that?
Re: Between Round Spells
Posted: Sun Apr 04, 2010 1:24 am
by Archaon
I compile an update automaticaly when i shutdown nmr but heres the pic of the monster im basicaly ytrying to give all the big dragons dragonfear
Re: Between Round Spells
Posted: Sun Apr 04, 2010 2:17 pm
by DeathCow
Quote from: Archaon on April 04, 2010, 01:24:34 AMI compile an update automaticaly when i shutdown nmr but heres the pic of the monster im basicaly ytrying to give all the big dragons dragonfear
The monster setup is your problem, here's an explanation. Please note: This explanation begins with the proper set up of monster attacks, and is followed by between round spells.
Quote from: DeathCow on May 19, 2005, 02:31:19 PMFor 1, i think your a little confused about how attack % works. Each time combat begins majormud rolls a number between 1 and 100. It then uses that number to deside what attack to use. It then uses that attack and subtracts the nrg and continues until it reaches less than 0 nrg for the round, then it stops.
Attacks should be set up like this, with increasing percentages.
Example 1:
Attack 1 20%
Attack 2 40%
Attack 3 60%
Attack 4 80%
Attack 5 100%
In this example each attack has a 1/5 (20%)chance of going off.
Example 2:
Attack 1 21%
Attack 2 20%
In this example Attack one will always go off. And you will never see attack 2 used by the monster. Majormud will start combat by rolling a number between 1 and 100.
If it rolls greater than 21, it will not use any nrg and will simply roll again until it gets a 21 or less. Since it starts with attack 1 a roll of 15 will cause attack 1 to go off, not attack 2. There is no way to make attack 2 work.
Example 3:
Attack 1 5%
Attack 2 25%
Attack 3 85%
Attack 4 95%
Attack 5 100%
In this example, attack 1 has a 5% chance of going off, 2 has a 20% chance, 3 has a 60% chance, 4 has a 10% chance, and 5 has a 5% chance.
This is the same for between round spells. A monster can only cast 1 between round spell per combat round. majormud rolls a number between 1-100 and starting from the top it works its way down the list. With between round spells however, if there is no spell in the specified range (ie 1-100) it simply does not cast a spell.
So Example 1:
Spell 1 20%
Spell 2 40%
Spell 1 and 2 each have a 20% chance of being cast, but if majormud rolls a 41+ no spell will be cast.
Example 2
Spell 1 40%
Spell 2 20%
Spell 1 has a 40% chnce of being cast and spell 2 has a 0% chance. Because majormud starts with spell one, and only if it does not qualify to be cast moves on to spell 2. So if majormdu rolls a 10, it will see that spell 1 can be cast and it will cast it. Should majormud roll a 41+ no spell will be cast.
Re: Between Round Spells
Posted: Sun Apr 04, 2010 5:54 pm
by Armor Shield
Thanks DC
Re: Between Round Spells
Posted: Sun Apr 04, 2010 7:30 pm
by DeathCow
Quote from: Armor Shield on April 04, 2010, 05:54:20 PMThanks DC
No problem. In the example provided ancient sand dragon(434) has 3 between round spells provided in his list of possible spells. Because of the way the system rolls he can only use 1 of the spells. So the dice will roll, a roll of 1-50 will cast mystic mist(264) the other two spells will not fire because mystic mist will fire first. You could change the % on the other two spells to 65, and 100. If you do that, a 1-50 roll will fire mystic mist(264) a 51-65 will cast gust of wind(1255) and a 65-100 will cast dragonfear(531). 50%, 15%, and 35% chance for each spell respectively.
If you want to make a monster use multiply between round spells in a turn you'll need to make a new spell to fire both spells.
Re: Between Round Spells
Posted: Sun Apr 04, 2010 8:57 pm
by Archaon
awesome thanks for clearing that up monsters is the only thing i havent really tried to edit before so now i can get back into it thankk man!