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#21 |
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Knight
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If you set the base delay factor to something above zero, you should be able to see a line of stars appear briefly when your spell beams, as opposed to a little dash flying toward the target when it is a bolt...
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#22 |
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Prophet
Join Date: Dec 2009
Posts: 4,755
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To my knowledge, there's never been a message telling you that a beam happened. Just increase the delay factor, as ekolis mentioned.
Looking at the source, the chance to get a beam seems to be a bit weird. The base chance is your character level / 2. There's a flag PF_BEAM that doubles your beam chance, roughly, but it's never set, as far as I can tell. It'd make sense to have it set for mages and priests though, so maybe it's set somewhere I didn't find. Then, beam chance is modified depending on the spell: Magic Missile: -10 Frost bolt: -10 Fire bolt: +0 Acid bolt: +0 Rend soul: divided by 4 Chaos strike: +0 So at level 50, you'd expect to get Magic Missile to beam 15% of the time, or 40% if you have PF_BEAM set. Meanwhile Rend Soul would only beam 6% of the time, or 12% with PF_BEAM. |
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#23 | |
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Angband Devteam member
Join Date: Apr 2007
Posts: 300
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Quote:
Mages (and only mages) get PF_BEAM in lib/edit/p_class.txt, for what it's worth. |
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#24 |
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Prophet
Join Date: Dec 2009
Posts: 4,755
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#25 |
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Swordsman
Join Date: Jun 2012
Posts: 257
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Thanks, folks.
A couple more questions: Do artifacts get a chance to beam (e.g. Narthanc)? Do skills/wands like Life Drain and Annihilation get a chance to beam? |
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#26 |
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Prophet
Join Date: Dec 2009
Posts: 4,755
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I believe the answer is no in both cases. Certainly I've never seen Life Drain / Annihilation beam, and I'm pretty sure I've never seen artifact bolt activations beam either. Come to think, I don't think there are any artifacts that activate for a beaming effect, period. All of the offensive ones are bolts or balls. Or "everything in line of sight".
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#27 | |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,713
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Quote:
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#28 |
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Angband Devteam member
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The gauntlets do, but the auto-beam flag doesn't. Trivial to bring it back though (but in fact better done as a property of the activation than as an object flag).
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#29 |
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Swordsman
Join Date: Jun 2012
Posts: 257
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1. I recently tried using a Rod of Drain Life to target a monster on the other side of a group of monsters. I ended up killing one of the intervening monsters so apparently Drain Life uses the bolt targeting code instead of the ball targeting code. Is this working as intended?
2. Gnomes have wand/staff ID and free action? It would be nice if the character screen specified the racial advantage. 3. When you hit monsters with Meteor Storm (or whatever the name is from Raal's), the message includes monsters fleeing after they've already been destroyed, which seems a bit odd. Probably a result of a flag being set for fleeing in the middle of the 4 separate attacks. 4. Just nitpicking but I ran across a message where I "freez" a monster - I would normally expect to "freeze" monsters. 5. Does anybody happen to know the Teleport percentage for Rift? 6. Is there any way to stop monsters from teleporting me? Apparently Boots of Stability don't manage to do that in 3.3.2; I thought I recalled them working that way in an earlier patch. |
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#30 |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,713
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Nexus resist and perfect saving throw prevent all forms of teleport level and nexus resist prevents all teleportations by nexus side-effect, but you don't get any protection against any other forms of teleportation. Nexus Q teleportation is not nexus effect, just plain teleportation.
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