kts.Paralyzation – give the current actor the Paralyzation effect
kts.Paralyzation(duration)
If the current actor (as given by cxt.actor
) is a knight, then, unless they are immune, they gain the Paralyzation magical effect for the next duration
milliseconds.
If the knight already has a different incompatible magic effect (such as Strength or Regeneration) then the other effect is cancelled in favour of Paralyzation.
If the knight already has Paralyzation, then the existing Paralyzation timer is cancelled and replaced with the new one.
Knights with Poison Immunity are immune to Paralyzation (any attempt to paralyze them will fail, and do nothing).
If cxt.actor
is not a knight then calling kts.Paralyzation
will do nothing.
None.
Paralyzation, as the name implies, prevents the knight from moving until the effect runs out.
The duration argument to kts.Paralyzation
is usually set to some kind of random number, to provide some unpredictability for the players. The duration value is not made visible to the player.
The "Paralyzation" message (that flashes above the knight while paralyzation is in effect) is set as the paralyzation_msg
entry in the kts.MISC_CONFIG table.
To paralyze a knight for a random number of seconds between 1 and 60:
kts.Paralyzation(kts.RandomRange(1, 60) * 1000)
The actual game code uses a slightly more complicated method for determining the duration of potion effects; details can be found in magic.lua.