Does anyone knows (questions about modding) ?

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FfuzzyLogik
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Re: Does anyone knows (questions about modding) ?

Post by FfuzzyLogik »

Hello ! Thanks for your answers !

So basically as "effect" Confuse, War Cry, Calm, Brandish & Blow Horn does the exact same right : if they succeed, they make ennemy "fear" = flee the party members. I thought "calm" just made them "not offensive", not flee the party. But at the end, its quite the same as they will no longer serach to go find the group to kill them. I'd say I haven't used these that much but when you're cornered, its pretty effective !

You know whitch one is the "more effective" ? I mean for the same level/rank, whitch one have the greater chance of fearing and the less chance ? And is the "stronger" the one who have the higher duration ?

Nice to know for action n°3 and window. I can use the spots to make new item types so.
I used n°14 and n°18 (nothing to do with any war) because they were not affected to any weapon in game. Its very nice to be able to add new "item types". Thanks ! :D

I'm desperately trying to add "more useful spells" to cast as "invisibility", "footprints" & "See through walls" have veeeeeeerry niche use...

I added "Make Ful bomb" in the spell list (replacing the light "bis"). The program intended to le you make other potions, just had to point witch one with ADGE and voila ! I just struggle to make a monster gives "flasks" to get party have "enough flasks" to be able to make some of them... You already could make Ven potions with caution because of that. But I fear ADGE have problems to replace items loot (probably a category problem ?)

So I hoped it could be a way to do the same for "antimagic aura". As an action let you "cast the spell", it could be a way to "make a spell" action do the same than the item with a "switch" in spell table. Samely I hoped to make a weapon to be able to cast "Armour shield". If it can be done its nice, it might not be possible aswell...

Does any of the Kath, Pew or Ra bomb does anything ? And the Mon, Um, Des, Sar, Zo potions ? I tested but not all of them.
As I'm sure I can add a "replacement spell" who makes one of them, if there is a way to make one of them "work" or do something, I'd have a new priest spell.

Again² thanks for your answer dear Encyclopedist !
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ChristopheF
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Re: Does anyone knows (questions about modding) ?

Post by ChristopheF »

Confuse, War Cry, Calm, Brandish & Blow Horn have no associated duration. They immediately either succeed or fail to make the creature flee. Then the creature behavior code decides whether creatures continue to flee or not (for example if you keep attacking a fleeing creature, it might decide to fight back again).
Here is a ReDMCSB source code snippet with the values for each action.
The creature is tested against the fright amount of each action + the champion's level in skill #14 Influence.
Note that the experience amounts below are added to skill #14 Influence, in addition to the experience gain associated with each action and listed on http://dmweb.free.fr/community/document ... nd-combos/

Code: Select all

                case C008_ACTION_WAR_CRY:
                        L1229_ui_FrightAmount = 3;
                        L1231_ui_Experience = 12; /* War Cry gives experience in priest skill C14_SKILL_INFLUENCE below. The War Cry action also has an experience gain of 7 defined in G0497_auc_Graphic560_ActionExperienceGain in the same skill (versions 1.1 and below) or in the fighter skill C07_SKILL_PARRY (versions 1.2 and above). In versions 1.2 and above, this is the only action that gives experience in two skills */
                        break;
                case C037_ACTION_CALM:
                        L1229_ui_FrightAmount = 7;
                        L1231_ui_Experience = 35;
                        break;
                case C041_ACTION_BRANDISH:
                        L1229_ui_FrightAmount = 6;
                        L1231_ui_Experience = 30;
                        break;
                case C004_ACTION_BLOW_HORN:
                        L1229_ui_FrightAmount = 6;
                        L1231_ui_Experience = 20;
                        break;
                case C022_ACTION_CONFUSE:
                        L1229_ui_FrightAmount = 12;
                        L1231_ui_Experience = 45;
        L1229_ui_FrightAmount += F0303_CHAMPION_GetSkillLevel(P0769_i_ChampionIndex, C14_SKILL_INFLUENCE);
Kath, Pew or Ra bomb and Mon, Um, Des, Sar, Zo potions do absolutely nothing.
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FfuzzyLogik
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Re: Does anyone knows (questions about modding) ?

Post by FfuzzyLogik »

So in case of sucess, they do all the same or the "Fright amount" changes how far a creature will flee ?
If so in a way its a kind of duration if they flee more far.
If not, is the value a kind of "power" for "comparison" to check if it suceeds ? Compared with creature "bravery" or modulo a "randomizer" to get a "chance" of success or failure ?

In this second case, Confuse is stronger (12) than Calm (7) than Blow horn & Brandish (6) than War cry (3). I'm surprised because Brandish is a Firestaff effect and Confuse a Staff of Claws' one. But It uses charges for the second and not Firestaff right ?

Well thanks again²² !
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