Reported by Parallax:
No matter which level the serum potion is, it cures any level of poisonning.
Serum
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Well, given the iterations it took to get RTC right, and the fact DMJava has this effect too strong, and givne the fact people play CSBwin to be as close to the original as possible (so starting party killed when they can't cure poison instantly) then perhaps it would be better this was merely somehtign you could do with DSAs in a custom
If so, at the moment we can't actually interrupt the poison message to downgrade it ourselves, and I seem to recall Paul sayign doing anything to a message in play was bad
It seems to me that what we need as a &POISON+ or &POISON- message that will basically a) do what the serum posion currently does, however it does it (which is stop all poison messages and reset the poison tag of the character) but then b) has read the values on the poison counters, and then c) creates a new poison damage message with either a slightly increased or decreased frequency (essentially expanding what the current &poison tag does) - at this time you would also need to re-set the poison flag if the message has been generated. Oh, of course, if the decrement made whatever poisoning values negative then the poisoning event woulnd't happen
That way when you drink a serum, you can use the feeding filter to tell you are drinkign it, how powerful it is, and then use the &poison-, or use &POISON with a negative value say to sure poison
You oculd also therefore create an increasing poison event until you found the cure too - you can constantly &poison+ a charatcer and ensure the poisoning stays and increases
Just a thought
Also, you could ennact parallax's suggestion too this way - when you drin ka serum, a das could go through continues loops to the number of it's strength, each time generateing a huge values &poison- message to stop poisoning
If so, at the moment we can't actually interrupt the poison message to downgrade it ourselves, and I seem to recall Paul sayign doing anything to a message in play was bad
It seems to me that what we need as a &POISON+ or &POISON- message that will basically a) do what the serum posion currently does, however it does it (which is stop all poison messages and reset the poison tag of the character) but then b) has read the values on the poison counters, and then c) creates a new poison damage message with either a slightly increased or decreased frequency (essentially expanding what the current &poison tag does) - at this time you would also need to re-set the poison flag if the message has been generated. Oh, of course, if the decrement made whatever poisoning values negative then the poisoning event woulnd't happen
That way when you drink a serum, you can use the feeding filter to tell you are drinkign it, how powerful it is, and then use the &poison-, or use &POISON with a negative value say to sure poison
You oculd also therefore create an increasing poison event until you found the cure too - you can constantly &poison+ a charatcer and ensure the poisoning stays and increases
Just a thought
Also, you could ennact parallax's suggestion too this way - when you drin ka serum, a das could go through continues loops to the number of it's strength, each time generateing a huge values &poison- message to stop poisoning
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
This is not
a variable stored with the character's
other attributes. The poison effects
are buried in timer entries. There are
only two calls to 'CurePoison'. One when
a character dies (to get rid of those
timer entries that would othewise be
directed at a non-existent character) and
one when an Anti-venom is drunk.
We could add a parameter to the call to
'CurePoison' that would deleted all or some
of the timer entries or reduce the length
of time that a timer entry will exist and
repeatedly cause poison damage.
Who would decide how each level of
Anti-venom should work? Not I. But
it seems reasonable that something like
that should be implemented.
Each entry has a value that says how
many times it will cause damage. It is
decremented each time. The actual damage
done is that number divided by 64 (or a
minimum of 1).
a variable stored with the character's
other attributes. The poison effects
are buried in timer entries. There are
only two calls to 'CurePoison'. One when
a character dies (to get rid of those
timer entries that would othewise be
directed at a non-existent character) and
one when an Anti-venom is drunk.
We could add a parameter to the call to
'CurePoison' that would deleted all or some
of the timer entries or reduce the length
of time that a timer entry will exist and
repeatedly cause poison damage.
Who would decide how each level of
Anti-venom should work? Not I. But
it seems reasonable that something like
that should be implemented.
Each entry has a value that says how
many times it will cause damage. It is
decremented each time. The actual damage
done is that number divided by 64 (or a
minimum of 1).
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA