Update [Feb 3 07] - ML Special shots + More
Posted: Sat Feb 03, 2007 7:41 pm
* Coded special shot: Blade weave.
Does a random special shot, excluding the ones that rely on a special condition, such as skill (ex: riding swipe which requires bushido, disarm, which requires target to have a weapon, etc)
* Coded special shot: Force arrow.
Gives -20DCI to defender, and has a 1/2 chance of making them loose their target.
* Coded special shot: Lightning Arrow.
Hits the target, and anyone near, with a bolt of lightning ranging from 10-15 damage.
* Coded special shot: Phsychic Attack.
Gives same effects as mind rot on the target, for 10-20 seconds. The effect is 25% extra mana cost. Does not sound like much but it actually makes a big difference on 8 circle spells, though it can be easily countered with lmc.
* Coded special shot: Serpent arrow.
Allows to poison your opponent with an arrow. The level of poison is influenced by the poisoning skill of the attacker, as follows:
0-59: lesser
60-79: regular
80-99: greater
100: Deadly
At 40 poisoning or higher, there is a 1/2 chance of getting a level higher of poison. So at GM skill you can inflict lethal 1/2 the time.
* Coded special shot: Force of Nature.
In additional to the arrow, extra damage(20-50% of hit damage) is added, which does 50% physical and 50% fire damage, as well as 20 str added to the attacker which lasts from 1-2 minutes.
* Fixed animation bug in whirlwind
* Shadow wyrms now do necromancy, and their skills are capped at 100. Pre patch wyrms will not be affected. Also they now require 115.1 taming instead of 100.1 due to their increased powers of necromancy, and the fact that they auto dispel and are immune to deadly poison.
* Stats are WAY easier to gain. Every time any skill is checked, there is a decent chance that one of 3 stats goes up. Considering stats are always macroed anyway, figured I may as well make this easier.
*Animate dead spell can now rez people if a ghost is targeted
*Gate Library are is now guarded
This update was suppose to go in like 1-2 days ago but I kept getting delayed with irl annoyances while coding it.
Archived topic from AOV, old topic ID:184, old post ID:761
Does a random special shot, excluding the ones that rely on a special condition, such as skill (ex: riding swipe which requires bushido, disarm, which requires target to have a weapon, etc)
* Coded special shot: Force arrow.
Gives -20DCI to defender, and has a 1/2 chance of making them loose their target.
* Coded special shot: Lightning Arrow.
Hits the target, and anyone near, with a bolt of lightning ranging from 10-15 damage.
* Coded special shot: Phsychic Attack.
Gives same effects as mind rot on the target, for 10-20 seconds. The effect is 25% extra mana cost. Does not sound like much but it actually makes a big difference on 8 circle spells, though it can be easily countered with lmc.
* Coded special shot: Serpent arrow.
Allows to poison your opponent with an arrow. The level of poison is influenced by the poisoning skill of the attacker, as follows:
0-59: lesser
60-79: regular
80-99: greater
100: Deadly
At 40 poisoning or higher, there is a 1/2 chance of getting a level higher of poison. So at GM skill you can inflict lethal 1/2 the time.
* Coded special shot: Force of Nature.
In additional to the arrow, extra damage(20-50% of hit damage) is added, which does 50% physical and 50% fire damage, as well as 20 str added to the attacker which lasts from 1-2 minutes.
* Fixed animation bug in whirlwind
* Shadow wyrms now do necromancy, and their skills are capped at 100. Pre patch wyrms will not be affected. Also they now require 115.1 taming instead of 100.1 due to their increased powers of necromancy, and the fact that they auto dispel and are immune to deadly poison.
* Stats are WAY easier to gain. Every time any skill is checked, there is a decent chance that one of 3 stats goes up. Considering stats are always macroed anyway, figured I may as well make this easier.
*Animate dead spell can now rez people if a ghost is targeted
*Gate Library are is now guarded
This update was suppose to go in like 1-2 days ago but I kept getting delayed with irl annoyances while coding it.
Archived topic from AOV, old topic ID:184, old post ID:761