Difference between revisions of "Creature action timer"

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m (clarification on non stacking wording)
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The '''creature action timer''' is a set value on a creature that determines how often it acts (attacks, [[prepare]]s a spell, [[cast]]s a spell, etc.). A few actions use multiples of the action time ([[MSTRIKE]] takes double, PREPARE and CAST take half each on many creatures). [[Haste]] halves the creature action timer. A creature with an action timer of 12s or more would normally be considered slow, and 6s or less would normally be considered fast. [[Basic Creature Script]] (BCS) creatures change action time, with the highest level version of the creature being 2s faster than the standard creature, and the lowest 2s slower. [[Adventurer's Guild]] dangerous creatures can drop an additional 2s from their action time.
 
The '''creature action timer''' is a set value on a creature that determines how often it acts (attacks, [[prepare]]s a spell, [[cast]]s a spell, etc.). A few actions use multiples of the action time ([[MSTRIKE]] takes double, PREPARE and CAST take half each on many creatures). [[Haste]] halves the creature action timer. A creature with an action timer of 12s or more would normally be considered slow, and 6s or less would normally be considered fast. [[Basic Creature Script]] (BCS) creatures change action time, with the highest level version of the creature being 2s faster than the standard creature, and the lowest 2s slower. [[Adventurer's Guild]] dangerous creatures can drop an additional 2s from their action time.
  
Creatures can have [[roundtime]] imposed upon them. Roundtime from different actions does not stack on creatures (?), but roundtime does stack on action time.
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Creatures can have [[roundtime]] imposed upon them. Roundtimes do not stack on creatures, but roundtime does stack on action time.
  
 
[[Category: Basic Mechanics]]
 
[[Category: Basic Mechanics]]

Revision as of 05:11, 14 September 2016

The creature action timer is a set value on a creature that determines how often it acts (attacks, prepares a spell, casts a spell, etc.). A few actions use multiples of the action time (MSTRIKE takes double, PREPARE and CAST take half each on many creatures). Haste halves the creature action timer. A creature with an action timer of 12s or more would normally be considered slow, and 6s or less would normally be considered fast. Basic Creature Script (BCS) creatures change action time, with the highest level version of the creature being 2s faster than the standard creature, and the lowest 2s slower. Adventurer's Guild dangerous creatures can drop an additional 2s from their action time.

Creatures can have roundtime imposed upon them. Roundtimes do not stack on creatures, but roundtime does stack on action time.