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| ==Formula(s)== | | ==Formula(s)== |
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− | Area Cure would heal a dot tick at the rate of
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− | '''new tick damage = dot tick damage - Cure effectiveness'''
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− | if new tick damage reaches 0 then the dot is cured.
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− | '''Single Cure'''
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− | The amount of poison/disease tick a doctor can cure =
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− | '''[ cure effectiveness ] x ( 1 + ( ( wound heal mod + BE clothes + food ) / 100 ) )'''
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− | '''Injury Treatment Speed'''
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− | 1. This needs a formula but I think the formula for injury treatment speed goes like this:
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− | speed = ( ( 100-foodbuff)/100 ) x ( ( 100 - InjuryTreatmentSpeed ) /100 ) x base healing speed
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− | </pre>
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− | Where base healing speed = 10 seconds
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− | Where foodbuff = value of the foods used
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− | example:
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− | or Havla = .75 or even 100 if its 100+ as each point in these foods counts as a percentage reduction in the current healing speed timer (after modifier effects are calculated) and any food bonus over 100 is ignored and treated as just 100.
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− | If the final value for Speed is less than 4 then speed is set to 4, as 4 seconds is the absolute minimum for injury healing actions.
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| ==Source References== | | ==Source References== |
Revision as of 06:28, 9 September 2009
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Description
/curepoison <target>: This command enables you to cure poison from a target, if you have the appropriate medical equipment.
Command: /curePoison
CommandQueue Entry: curepoison (1754A3E5)
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Related Tags
50%
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This document has been partially completed.
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Ability
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This document relates to Player Abilities.
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Doctor
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This document is related to the Doctor Profession.
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Ability Breakdown & Details
Cure poison ability allows for the player to be able to use single and area of effect type cures to heal themselves,players and pets from poisons. These skills have a range of 6m and are on the treat injury speed modifier.
Ability Flow
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node3 [color="orange", label = "Step 03", style="bold", fontname="arial",
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</graphviz>
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System Messages
SUI Prompt
Combat Chat Spam
Fly Text
Formula(s)
Source References
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Ability HAM Costs
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Value
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Ability Multipliers
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Action cost |
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Mind cost |
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Force cost |
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Damage |
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Delay Time |
0
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