Asmoth2005-12-23 19:09:53
Hello,
I thought that when you set up a demesne and people refer to demesne timing they just meant the -order- they cast the effects, ie Jellies,icefloe,tsunami whatever. But it appears there is actually a timing I should be looking for? does anyone know the frequency of hits or what the general timing is supposed to be?
Would appreciate any help you could give, cause then I could incorperate some reflexes into making it as close to perfect as possible.
Thanks,
Asmoth
I thought that when you set up a demesne and people refer to demesne timing they just meant the -order- they cast the effects, ie Jellies,icefloe,tsunami whatever. But it appears there is actually a timing I should be looking for? does anyone know the frequency of hits or what the general timing is supposed to be?
Would appreciate any help you could give, cause then I could incorperate some reflexes into making it as close to perfect as possible.
Thanks,
Asmoth
Ashteru2005-12-23 19:11:55
10 seconds at trans.
Asmoth2005-12-23 19:13:04
QUOTE(Ashteru @ Dec 23 2005, 03:11 PM)
10 seconds at trans.
239543
Okay so I'm trans aquamancy, so basically cast, count 1-1000 to 10-1000 then cast again?
Asmoth
Ashteru2005-12-23 19:19:53
Speak zMud with me.
Asmoth2005-12-23 19:37:20
QUOTE(Ashteru @ Dec 23 2005, 03:19 PM)
Speak zMud with me.
239549
ick
could be a problem. I use Mushclient and don't think there is any way to delay actions out by specified time limits..
Damn...
Manually I'll have to continue.
Asmoth
Ashteru2005-12-23 19:42:38
Should look something like that:
name="dreamweave_demesne_full"
match="^demfull$"
enabled="y"
regexp="y"
send_to="12"
sequence="100"
>
Send("DREAMWEAVE SLEEPMIST demesne")
DoAfter(9, "forestcast pollen demesne")
DoAfter(18.75, "forestcast swarm demesne")
DoAfter(29, "forestcast murder demesne")
DoAfter(39, "forestcast spiders demesne")
DoAfter(49, "forestcast storm demesne")
DoAfter(59, "forestcast spores demesne")
DoAfter(69, "forestcast thorns demesne")
DoAfter(78.75, "forestcast treelife demesne")
match="^demfull$"
enabled="y"
regexp="y"
send_to="12"
sequence="100"
>
DoAfter(9, "forestcast pollen demesne")
DoAfter(18.75, "forestcast swarm demesne")
DoAfter(29, "forestcast murder demesne")
DoAfter(39, "forestcast spiders demesne")
DoAfter(49, "forestcast storm demesne")
DoAfter(59, "forestcast spores demesne")
DoAfter(69, "forestcast thorns demesne")
DoAfter(78.75, "forestcast treelife demesne")
Unknown2005-12-23 19:45:15
There is. I use MUSHclient. MUSHclient has timers, which is what you want to use. Basically what I did was set up a single alias that create a series of one-shot timers.
So, it would fire effect 1. Then it would set up a timer to fire effect 2 10 seconds later, and a timer to fire effect 3 20 seconds later, and so on and so forth. Worked fine, unless I got hit with bad lag, in which case i'd just have to go through it again.
Edit: ed
So, it would fire effect 1. Then it would set up a timer to fire effect 2 10 seconds later, and a timer to fire effect 3 20 seconds later, and so on and so forth. Worked fine, unless I got hit with bad lag, in which case i'd just have to go through it again.
Edit: ed
Asmoth2005-12-23 19:56:01
QUOTE(Bear of Very Little Brain @ Dec 23 2005, 03:45 PM)
There is. I use MUSHclient. MUSHclient has timers, which is what you want to use. Basically what I did was set up a single alias that create a series of one-shot timers.
So, it would fire effect 1. Then it would set up a timer to fire effect 2 10 seconds later, and a timer to fire effect 3 20 seconds later, and so on and so forth. Worked fine, unless I got hit with bad lag, in which case i'd just have to go through it again.
Edit: ed
So, it would fire effect 1. Then it would set up a timer to fire effect 2 10 seconds later, and a timer to fire effect 3 20 seconds later, and so on and so forth. Worked fine, unless I got hit with bad lag, in which case i'd just have to go through it again.
Edit: ed
239561
Never much screwed with timers, can you show me some code?
Asmoth
Unknown2005-12-23 20:07:41
CODE
world.Send "forestcast squirrels demesne"
world.AddTimer "swarm", 0, 0, 4, "forestcast swarm demesne", 5, ""
world.AddTimer "storm", 0, 0, 10, "forestcast storm demesne", 5, ""
world.AddTimer "spores", 0, 0, 14, "forestcast spores demesne", 5, ""
world.AddTimer "pollen", 0, 0, 24, "forestcast pollen demesne", 5, ""
world.AddTimer "thorns", 0, 0, 36, "forestcast thorns demesne", 5, ""
world.AddTimer "tree", 0, 0, 45, "forestcast treelife demesne", 5, ""
world.AddTimer "swarm", 0, 0, 4, "forestcast swarm demesne", 5, ""
world.AddTimer "storm", 0, 0, 10, "forestcast storm demesne", 5, ""
world.AddTimer "spores", 0, 0, 14, "forestcast spores demesne", 5, ""
world.AddTimer "pollen", 0, 0, 24, "forestcast pollen demesne", 5, ""
world.AddTimer "thorns", 0, 0, 36, "forestcast thorns demesne", 5, ""
world.AddTimer "tree", 0, 0, 45, "forestcast treelife demesne", 5, ""
Now, this was to set up a demesne that fired at different times, not every 10 seconds, but the timers can easily be changed.
Basically, world.AddTimer creates a 1-shot timer. Once it fires, it vanishes, so there's no cleanup needed.
Just do something like that in an alias, and tell it to Send to Script, instead of Send to World, and you're set.
Asmoth2005-12-23 20:10:18
QUOTE(Bear of Very Little Brain @ Dec 23 2005, 04:07 PM)
CODE
world.Send "forestcast squirrels demesne"
world.AddTimer "swarm", 0, 0, 4, "forestcast swarm demesne", 5, ""
world.AddTimer "storm", 0, 0, 10, "forestcast storm demesne", 5, ""
world.AddTimer "spores", 0, 0, 14, "forestcast spores demesne", 5, ""
world.AddTimer "pollen", 0, 0, 24, "forestcast pollen demesne", 5, ""
world.AddTimer "thorns", 0, 0, 36, "forestcast thorns demesne", 5, ""
world.AddTimer "tree", 0, 0, 45, "forestcast treelife demesne", 5, ""
world.AddTimer "swarm", 0, 0, 4, "forestcast swarm demesne", 5, ""
world.AddTimer "storm", 0, 0, 10, "forestcast storm demesne", 5, ""
world.AddTimer "spores", 0, 0, 14, "forestcast spores demesne", 5, ""
world.AddTimer "pollen", 0, 0, 24, "forestcast pollen demesne", 5, ""
world.AddTimer "thorns", 0, 0, 36, "forestcast thorns demesne", 5, ""
world.AddTimer "tree", 0, 0, 45, "forestcast treelife demesne", 5, ""
Now, this was to set up a demesne that fired at different times, not every 10 seconds, but the timers can easily be changed.
Basically, world.AddTimer creates a 1-shot timer. Once it fires, it vanishes, so there's no cleanup needed.
Just do something like that in an alias, and tell it to Send to Script, instead of Send to World, and you're set.
239571
Ahh okay, the 0,0,10 whatever, that's hours,minutes,seconds?
And what does the 5 at the end represent?
Thanks for the help BTW,
Asmoth
Unknown2005-12-23 20:15:50
Yup. So it's really simple to adjust.
Edit: the 5 at the end is a setting, basically. It tells it to only fire once and then vanish. You want to leave that there.
Edit: the 5 at the end is a setting, basically. It tells it to only fire once and then vanish. You want to leave that there.
Sylphas2005-12-23 21:24:11
I always did it manually, and had gauges to show when they were about to go off. If you do it automatically, you're stuck for 80 seconds, and if you abort in the middle, you'll be back to doing it manually anyway.
Ceren2005-12-23 21:34:02
QUOTE(Ashteru @ Dec 23 2005, 01:11 PM)
10 seconds at trans.
239543
Don't you need trans planar as well to get this speed?
Asmoth2005-12-23 21:35:27
QUOTE(ceren @ Dec 23 2005, 05:34 PM)
Don't you need trans planar as well to get this speed?
239584
oh geezus, now you've screwed me all up, is this right!?
Asmoth
Unknown2005-12-23 21:36:49
No. Planar effects how long the effects last, not how fast they fire.
Ashteru2005-12-23 21:56:27
QUOTE(Bear of Very Little Brain @ Dec 23 2005, 09:36 PM)
No. Planar effects how long the effects last, not how fast they fire.
239586
Nono, the skilllevel of Druidry/Aquamancy/Geomancy effects how long they last and how fast they fire.
Unknown2005-12-23 22:16:02
QUOTE(Ashteru @ Dec 23 2005, 02:56 PM)
Nono, the skilllevel of Druidry/Aquamancy/Geomancy effects how long they last and how fast they fire.
239588
Planar effects how long they last as well. It is the parent skillset, and all parent skillsets have an effect on lower skillsets - for Druidry/Aquamancy/Geomancy, Planar increases how long the effects last. Someone with Trans Planar and Trans Druidry is going to have a longer lasting effect than someone with just Trans Druidry.
Terenas2005-12-24 00:30:46
Demesne timing should just be undoable. Some effects are bad enough as they are, allowing them to hit all at once is just overpowered.
Geb2005-12-24 00:35:32
QUOTE(terenas @ Dec 24 2005, 01:30 AM)
Demesne timing should just be undoable. Some effects are bad enough as they are, allowing them to hit all at once is just overpowered.
239621
I disagree. I also know that you deal with them stacked without any problems. If the effects are not stacked the demesne ends up being a cakewalk.
Sylphas2005-12-24 13:22:49
I can't speak for mages, but for druids at least, if your demesne isn't timed, it's not really doing anything. Even stacked, you can cure it off in one round easily. If we had stun, it might be a different story, but we get paralysis instead.