What is for the DOT feature?

dantedevil

Well-known member
I read this:

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.

But, i don't understand exactly how and when use it.
Someone can give me a example?
Thanks.
 
It's pretty much what it says on the tin (and was coded in by yours truly). It causes an attack to keep on doing damage to the target until one of the conditions is met (target dies or time expires).

You could script something more nuanced, but this is good for handling simple poison or other sorts of drain effects without a lot of fuss.

DC

 
DOT is also great to make Rasp, an attack in FF6 which reduces opponent's MP

there should be a way to stop the poison, like you kill a certain enemy and he drops antidote.

There is a way to do that with script.
That reminds me, script based DOT isn't working last time I tried it :(
 
nsw25 said:
there should be a way to stop the poison, like you kill a certain enemy and he drops antidote.

See also:

Damon Caskey said:
You could script something more nuanced, but this is good for handling simple poison or other sorts of drain effects without a lot of fuss.

The current DOT requires nothing more than a simple function within the engine's codebase. Adding antidotes or any other kind of "what ifs" like that would require bloating up the engine for a feature that is used by a handful of authors at best. That's what script is for.

DC
 
do you put this in the header of the attack or does it go in place of the attacks.. Im trying to code a beam effect that attacks magic points.  Here is my code its a beam attack i want it to damage mp insted of hp

anim attack2
bbox 53 69 28 46
offset 67 114
loop 0
range 75 150
delay 3
        sound data/chars/primefem/a1.wav
        frame data/chars/primemal/a2-1.png
sound data/chars/primefem/beam.wav
        @cmd spawnBind2 "Beam2" 0 0 0
        attack6 84 64 54 28 5 9 0 0 0 0
        frame data/chars/primefem/a2-2.png
attack6 84 64 67 28 5 9 0 0 0 0
        frame data/chars/primefem/a2-2.png
        attack6 84 64 99 28 5 9 0 0 0 0
        frame data/chars/primefem/a2-2.png
        attack6 84 64 122 28 5 9 0 0 0 0
        frame data/chars/primefem/a2-2.png
        attack6 84 64 146 28 5 9 0 0 0 0
        frame data/chars/primefem/a2-2.png
        attack6 84 64 179 28 5 9 0 0 0 0
        frame data/chars/primefem/a2-2.png
        attack6 84 64 191 28 5 9 0 0 0 0
        frame data/chars/primefem/a2-2.png
        attack6 84 64 215 28 5 9 0 0 0 0
        frame data/chars/primefem/a2-2.png
        attack6 84 64 236 28 5 9 0 0 0 0
        frame data/chars/primefem/a2-2.png
        attack 0 0 0 0 0 0 0 0 0 0
        frame data/chars/primefem/a2-2.png

 
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