hunted talent says 1% chance per turn of enemies in radius sensing presence so they can attack character.
Is the 1% accumulating each turn or is it flat 1%? 1% is very unlikely to even happen.
This is the madness difficulty talent, but I want it on the race I am attempting to make as a response to their 8-weapon intimidation (basically daunting presence), so more enemies group together against them. but 1% is junk.
(this plus the talent I want that clones enemies better the first time they are killed would be good but i dont know how to).
hunted 1%?
Moderator: Moderator
Re: hunted 1%?
according to the code it's rng.percent(1 + self.level / 7), so it randomly generates a number, checking each time you act. It's 1% + Level divided by 7 so at level 10 it's (1+10)/7 or 11/7 which is 1.58%
Re: hunted 1%?
ah, well i set it to 100% cause : P the enemies be calling for help.
i tried to put a bunch of other stuff in it but was having a lot of errors trying to.
i did get this to seem like its working, puts a few small buffs on those who come running, but makes no difference against the easy spiders a chrono first fights.
callbackOnActBase = function(self, t)
if not rng.percent(100 + self.level / 7) then return end
local rad = math.ceil(10 + self.level / 5)
for i = self.x - rad, self.x + rad do for j = self.y - rad, self.y + rad do if game.level.map:isBound(i, j) then
local actor = game.level.map(i, j, game.level.map.ACTOR)
if actor and self:reactionToward(actor) < 0 and not actor:attr("hunted_difficulty_immune") then
actor:setEffect(actor.EFF_HUNTER_PLAYER, 100, {src=self})
actor:setEffect(actor.EFF_SPEED, getAnomalyDuration(self, t)*1000000, {power=t.getHaste(self, t)})
actor:setEffect(actor.EFF_REGENERATION, getAnomalyDuration(self, t)*1000000, {power=getAnomalyEffectPower(self, t)})
actor:setEffect(actor.EFF_PAIN_SUPPRESSION, getAnomalyDuration(self, t)*1000000, {power=getAnomalyEffectPower(self, t)})
actor:setEffect(actor.EFF_HEROISM, getAnomalyDuration(self, t)*1000000, {power=getAnomalyEffectPower(self, t)})
actor:setEffect(actor.EFF_DEFENSIVE_MANEUVER, getAnomalyDuration(self, t)*1000000, {power=getAnomalyEffectPower(self, t)})
ha, i wanted temporal fugue and stuff but errors hunt me....
i tried to put a bunch of other stuff in it but was having a lot of errors trying to.
i did get this to seem like its working, puts a few small buffs on those who come running, but makes no difference against the easy spiders a chrono first fights.
callbackOnActBase = function(self, t)
if not rng.percent(100 + self.level / 7) then return end
local rad = math.ceil(10 + self.level / 5)
for i = self.x - rad, self.x + rad do for j = self.y - rad, self.y + rad do if game.level.map:isBound(i, j) then
local actor = game.level.map(i, j, game.level.map.ACTOR)
if actor and self:reactionToward(actor) < 0 and not actor:attr("hunted_difficulty_immune") then
actor:setEffect(actor.EFF_HUNTER_PLAYER, 100, {src=self})
actor:setEffect(actor.EFF_SPEED, getAnomalyDuration(self, t)*1000000, {power=t.getHaste(self, t)})
actor:setEffect(actor.EFF_REGENERATION, getAnomalyDuration(self, t)*1000000, {power=getAnomalyEffectPower(self, t)})
actor:setEffect(actor.EFF_PAIN_SUPPRESSION, getAnomalyDuration(self, t)*1000000, {power=getAnomalyEffectPower(self, t)})
actor:setEffect(actor.EFF_HEROISM, getAnomalyDuration(self, t)*1000000, {power=getAnomalyEffectPower(self, t)})
actor:setEffect(actor.EFF_DEFENSIVE_MANEUVER, getAnomalyDuration(self, t)*1000000, {power=getAnomalyEffectPower(self, t)})
ha, i wanted temporal fugue and stuff but errors hunt me....