Discussion in 'Current Patch Discussion' started by Thothie, Nov 23, 2015.
Frost arrows always do 5 DOT, regardless of archery or ice level.
set_cbm is pretty glitchy. If you have any monsters with set_cbm on them all monsters will play combat music, not just the monster(s) with the add param. Also, if you encounter a different monster that also has set_cbm on it, but uses a different song, then it will override the previous set_cbm song and now all monsters will play the new combat music.
This occurs more often than not, but not 100% of the time. After a few battles, however, this always seems to happen.
It is possible that this is an alpha build problem, because that's where I encountered the glitch. I haven't tested to see if this also happens in the current version of MSC.
WAI, but changed in the next patch.
Also WAI - set_cbm sets the combat music track for the player it encountered. The player will continue to use that for their combat music track until it is changed again (either by another set_cbm or a msarea_music_dynamnic).
so if i simply put something like set_cbm;bogus.mp3 on every monster I don't want to play combat music, then the players combat music track will be set to an mp3 that isn't in the music folder and therefore, no music will play?
The system is setup to just set the combat music up, so it'd be considerably simpler to use msarea_music_dynamic or mstrig_music in an area/event where you want the combat music to play, and add another with stop.mp3 with a long duration where/when you don't. Though, if you don't want combat music for the majority of the map, it's likely best not to use it at all. Like most such systems in other games, once it's set, it stays on, so long as the player remains in combat, and it'll use that track the next time the player enters combat (unless the mob initiating combat is flagged "set_not_musical" or some other event changes the setting).