WAI, but changed in the next patch.Frost arrows always do 5 DOT, regardless of archery or ice level.
Also WAI - set_cbm sets the combat music track for the player it encountered. The player will continue to use that for their combat music track until it is changed again (either by another set_cbm or a msarea_music_dynamnic).set_cbm is pretty glitchy. If you have any monsters with set_cbm on them all monsters will play combat music, not just the monster(s) with the add param. Also, if you encounter a different monster that also has set_cbm on it, but uses a different song, then it will override the previous set_cbm song and now all monsters will play the new combat music.
This occurs more often than not, but not 100% of the time. After a few battles, however, this always seems to happen.
It is possible that this is an alpha build problem, because that's where I encountered the glitch. I haven't tested to see if this also happens in the current version of MSC.
so if i simply put something like set_cbm;bogus.mp3 on every monster I don't want to play combat music, then the players combat music track will be set to an mp3 that isn't in the music folder and therefore, no music will play?set_cbm sets the combat music track for the player it encountered. The player will continue to use that for their combat music track until it is changed again (either by another set_cbm or a msarea_music_dynamnic).
{ update_gib
cleffect tempent sprite "char_breath.spr" L_MY_POS setup_sprite
cleffect tempent set_current_prop fuser1 L_NEXT_UPDATE
}
Eh, there's no update event in this sprite creation line.cleffect tempent sprite "char_breath.spr" L_MY_POS setup_sprite
ms.stx said:cleffect <"tempent"|"frameent"> <"sprite"|"model"> <sprite_file|model_file> <origin> <setup_event> [update_event] [collide_event]
{ client_activate
cleffect tempent model $get_random_token(FX_MODELS) FX_ORIGIN setup_gib update_gib
}
{ setup_gib
//set props
//...
cleffect tempent set_current_prop fuser1 420.69
}
{ update_gib
cleffect tempent sprite "char_breath.spr" L_MY_POS setup_sprite
if ( game.tempent.fuser1 == 420.69 )
{
infomsg all "ayy" "lmao"
cleffect tempent set_current_prop fuser1 1.23 //I only want ayy lmao on the first update
}
}
Yeah, apparently when the game makes a new frame inside a frame update, it gets confused as to what it's creating and updating in the double-fame update. Canna fix, so just keep it in mind. Maybe I'll add it to that Scripts_Read_Me.txt. Also beware that spawning a sprite every update frame, can make for a whole lotta sprites.Sorry- Ive already worked around the problem by putting the sprite creation cleffect after the prop updates. I shouldve said that before so you didnt have to write all that. It was simply a bug report.
cleffect ce player ext_dmg_gb $quote(L_TEMPENT_POS)
cleffect ce player ext_dmg_gb $quote(L_TEMPENT_POS) x
cleffect ce player ext_ce_wave $quote(L_MY_POS) FX_TYPE x
Fixed.Arthur and the Fletcher(not hendlekemp) share the same inventory at Helena. Buy an item at one, then it is gone from the other's shop.
Maybe fixed (need to test).The north maul stun attack always does sub 10 damage.
Fixed, thanks to @The Man In Black.The incremental charging system seems to make weapons you can unlock charges out of order with hit harder than the first charge actually can when unlocked.
Changed the methodology on this on both e... Why is it snowing in here? Eh, anyways, changed on both ends, seems to be reliable. Can attack from inside cage, and can attack things inside cages, of various sizes - might have to tweak it again for dwarves though. Effect is a little more server intensive than it was a result, but prob doesn't get spammed too often.Force cages, like from Ihotor, will swallow up your attacks into nothingness. I'm assuming because it literally place and invulnerable NPC inside of you? Can't say how many times this has gotten me killed at the_wall.