Is there protection against "DOT"?

Yes, I've coded damagescript for our Rise of Warduke game.
detox.c :
C:
void main()
{// Anti DOT script
    void self = getlocalvar("self"); //Get calling entity.
    int Type = getlocalvar("attacktype");

    if(Type == openborconstant("ATK_NORMAL2") || Type == openborconstant("ATK_NORMAL8")){
      changeentityproperty(self, "dot", 1, "force", 0);
    }
}

We're using attack2 and attack8 type for poison there BTW.

To use this script, copy and save it into data/scripts folder and declare it in entity's header text with:
takedamagescript data/scripts/detox.c
 
Yes, I've coded damagescript for our Rise of Warduke game.
detox.c :
C:
void main()
{// Anti DOT script
    void self = getlocalvar("self"); //Get calling entity.
    int Type = getlocalvar("attacktype");

    if(Type == openborconstant("ATK_NORMAL2") || Type == openborconstant("ATK_NORMAL8")){
      changeentityproperty(self, "dot", 1, "force", 0);
    }
}

We're using attack2 and attack8 type for poison there BTW.

To use this script, copy and save it into data/scripts folder and declare it in entity's header text with:
takedamagescript data/scripts/detox.c
Thank you.
 
What is dot attack?
Damage Over Time, one of the most cleaver OpenBOR stuff :)

DOT {Index} {Time} {Mode} {Force} {Rate}

  • DOT means Damage Over Time. It works like drain feature but even better.
  • Drain effect can't kill hit entity but DOT can. Also should DOT effect kill another entity, this entity will get the credit for the kill.
  • {Index} defines DOT index. Entity may have up to 10 DOT effects at one time. An entity can be hit by more than one DOT effect at once. If entity is hit by same indexed DOT effects, only the latest one will be applied.
  • {Time} defines how long DOT effect active in centiseconds.
  • {Mode} defines how DOT effect is applied to hit entity. HP damage is same type as original attack and affected by damage mitigation.
    • 1 = Nonlethal HP (can reduce to 1 but not below).
    • 2 = MP.
    • 3 = MP and nonlethal HP.
    • 4 = HP.
    • 5 = MP and HP.
  • {Force} defines amount of damage per tick.
  • {Rate} defines delay between each tick in centisecond.

On my Avengers game, I use DOT as a poison with the extra steps:
- Change the palette to a green one
- Block special moves (excluding hypers) from the target. Some strong willed characters, like Captain America, will perform special moves anyway.
 
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