Guest EarthquakeDamage Posted October 14, 2007 Share Posted October 14, 2007 "Permanent timing modes require a duration for this effect to work." 1. Where was this determined? It wasn't there a year ago IIRC and searching here yielded nothing. 2. Does it mean regeneration with timing mode 0x9 "Permanent After Death" would function if given a non-zero Duration value? Link to comment
devSin Posted October 14, 2007 Share Posted October 14, 2007 It has to have a duration and will only work for the duration. I believe it was discovered sometime this year or late last (it should be around here somewhere; maybe the fixpack forums). You can use it from an item with While equipped (2) if you want it to be truly permanent. Link to comment
igi Posted October 14, 2007 Share Posted October 14, 2007 It was actually discovered several years ago. The discovery this year was that no-one had recorded the fact. Link to comment
Galactygon Posted October 14, 2007 Share Posted October 14, 2007 I have tried setting regeneration type to 3 (1HP every x seconds) in a .spl file, but it never worked for me. And when I have looked in ingame examples, only items have type 3 set. So I came to the conclusion that either type 3 only works for certain timing modes (like "while equipped"), or it works only in .itm files. This needs more testing. -Galactygon Link to comment
igi Posted February 17, 2008 Share Posted February 17, 2008 Testing schmesting, I'll just say "The old thinking was 123, some sources now maintain xyz, others insist abc, while occasional, unverified testing has revleased Qbv3. Make up your own mind." Link to comment
lynx Posted December 25, 2008 Share Posted December 25, 2008 The documentation is still wrong: Type 1 isn't equal to type 0 (1 Restore 1 HP per second), but deals with percentages. The IESDP predecessor thought it did "heal 1 damage per round until NP1 % of cur hp regained" and gemrb thinks it does "heal NP1 % of cur hp each time (NP3?)". Considering the current description, the first case is more likely to be right (except for the timing), but I haven't done any testing. http://www.ugcs.caltech.edu/~jedwin/effects.txt 62: REGENERATION NP1: param NP2: (UNUSED [#16] | type [#16]) 0x0000: heal 1 damage per round until NP1 damage healed or time expired 0x0001: heal 1 damage per round until NP1 % of cur hp regained, or time expired 0x0002: heal NP1 damage per round until time expired 0x0003: heal 1 damage every NP1th round Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.