Actor Conditions

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SkrikRunkarN
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Re: Actor Conditions

Postby SkrikRunkarN » Fri Jul 19, 2013 3:32 pm

How do you explain that curses like Chaotic Grip have an icon then?
Concussion should have an icon when it lands on a monster -because they get affected by it.

I think that's the best way I could explain my way of thinking.

And wile I writes about effects that affects monsters:
Does Fracture or Internal Bleeding have any icons?

(I just relized that this post of mine should get moved to Ideas and future development.. lol.. because I know that monsters stat-list nowdays gets icons of "curses" etc. in their stats whenever they get cursed -if you know what I mean.)
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PK17
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Re: Actor Conditions

Postby PK17 » Fri Jul 19, 2013 7:56 pm

Only conditions that last for a set amount of turns (time), (or infinity like shadow regen), should have icons... I don't use many status inflicting items to begin with, a stab in the chest and a crushed skull will suffice just fine.
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SkrikRunkarN
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Re: Actor Conditions

Postby SkrikRunkarN » Fri Jul 19, 2013 10:09 pm

Okay.
Well, you're totally missing my point
Atleast I see your point, because I read.
And about "crushed skull" and "stab in the chest" doesn't really have to do with the subject. But I totally agree at That point.
Last edited by Pyrizzle on Sat Jul 20, 2013 12:46 am, edited 1 time in total.
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Tomcat
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Re: Actor Conditions

Postby Tomcat » Sat Jul 20, 2013 12:13 am

Skrik,

The way the game is set up now, those skills have a ”permanent” effect (i.e lasting until the monster dies and/or respawns) just like damage reduces their hp (barring regen or life stealing). If you hit them again, I assume that the affected stats are reduced further, again permanently. I've never tried those skills, so I can't say for sure.

I agree it would be interesting if you could open the monster info dialog and see ”Fracture x2” and a little leg-in-a-cast icon, as well as its current reduced stats. I think trying to display the icon on the main screen might get too messy though. (imagine being surrounded by five Fractured imps and one healthy one, and trying to figure out which one is untouched.)

But right now, the only things with those icons are Actor Conditions. Either the code would have to be changed to keep track of displaying noon Actor Condition effects, or you would have to change it to allow for ActConds that do not wear off after x rounds, and then redefine those effects add ActConds.

A bonus of choosing the latter would be that you could then create monsters that can Fracture you! And then you would see the little cast icon in the bottom right corner next to the Chaotic Grip you got hit with the round before...
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Pyrizzle
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Re: Actor Conditions

Postby Pyrizzle » Sat Jul 20, 2013 12:42 am

Tomcat wrote:Taunt, Rejuvenation, and Concussion have no icon. Skills don't have icons. Actor conditions like Shadow Regeneration do.


+1 all true, i just double checked using an old game file.
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------

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SkrikRunkarN
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Re: Actor Conditions

Postby SkrikRunkarN » Sun Jul 21, 2013 12:58 am

Tom and Pyrizzle, I'm satisfied with your answers/posts.
I agree :) thx ppls~
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Re: Actor Conditions

Postby Mino » Sat Aug 03, 2013 7:20 pm

Updated 8/3/13: added new "caused by" and "inflicted by" methods new to v0.7.0 for already listed conditions.
I'm also working on listing out the new conditions after the update, and seeing which ones I can find images for.
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

IF 1, Reg 1, CE 1, Ev 3, Clv 2, MC 3 QL 25, MF 2

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Re: Actor Conditions

Postby Sarumar » Sat Aug 03, 2013 8:41 pm

Mino wrote:Updated 8/3/13: added new "caused by" and "inflicted by" methods new to v0.7.0 for already listed conditions.
I'm also working on listing out the new conditions after the update, and seeing which ones I can find images for.


+1 nice work, thank you for updating !
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Pyrizzle
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Re: Actor Conditions

Postby Pyrizzle » Sat Aug 03, 2013 11:18 pm

Mino wrote:Updated 8/3/13: added new "caused by" and "inflicted by" methods new to v0.7.0 for already listed conditions.
I'm also working on listing out the new conditions after the update, and seeing which ones I can find images for.


Great job! Thank you Mino! :mrgreen:
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------

Thystonius
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Re: Actor Conditions

Postby Thystonius » Thu Aug 08, 2013 9:12 am

So, I am sure it is written somewhere but cannot find it.

Some high level skills depend on critical hits, like internal bleeding. So if a monster is immune to criticals, is the monster also immune to internal bleeding and fracture? Guess so since most immune to crit are undead, cannot rwally fracture bones of a ghost. But a skeleton is easy to fracture :-) and undead don't bleed... except zombies


EDIT: I also haven't seen the question answered, if you land a hit with concussion on your enemy, for how much is the AC lowered? Seriously planning on getting this skill, so I'd like to know :-) thanks
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1


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