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Thread: Q's about creature spell damage, script limit and flags

  
  1. #1

    Default Q's about creature spell damage, script limit and flags

    I have a few questions...

    1) As far as I know creature spells (like lightning) always did the same damage in vanilla DK, no matter the creatures level. I've read some posts about how this was re-balanced in Keeperfx but those were from years ago. I checked the creature file and if I understand it correctly spell damage increases 8% on level up. Is this true?

    2) I know the script limit is extended in Keeperfx, but (and I'm sorry if I'm missing some obvious info here) by how much exactly?

    3) Finally, I've seen some conflicting info about this: are flags/timers unique to players? For instance, if I make a flag1/timer1 for player0, can I then use an additional flag1/timer1 for player_good?

  2. #2

    Default Re: Q's about creature spell damage, script limit and flags

    I answered you on discord already, but for future interested people:

    1) Yes
    2) 256 IF statements. If you open keeperfx.log after starting the level you can see the limits and how close you are to the limits
    3) Flags and timers are unique to players. So yes, PLAYER0,FLAG1 is completely different from PLAYER_GOOD,FLAG1.

  3. #3

    Default Re: Q's about creature spell damage, script limit and flags

    Thanks!

    Quote Originally Posted by YourMaster View Post
    I answered you on discord already, but for future interested people:

    1) Yes
    Does that mean creatures that get the spell earlier will do more damage with it on higher levels compared to creatures that get it later? For instance a level 10 mistress' lightning vs a skeletons.

  4. #4

    Default Re: Q's about creature spell damage, script limit and flags

    No, every time it does damage it basically does (base damage * growth per level * creature level) to know how much damage a spell does.

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