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View Full Version : melee casting requirement


nilbog
06-26-2009, 11:20 PM
I would like the ability to control whether a mob can be casted on in melee range or not. Examples include fire giants and nagafen in soldungb. On live, at least the last time I played, you had to be in melee range to cast on these mobs (belly casting), or spells were completely resisted.

Or if this can be controlled via a perl script for blocking or allowing spells by proximity that would be great too. Would fix the North Karana melee binding spot possibly :D

KLS
06-26-2009, 11:54 PM
Can easily be done with a npc code, I'll add it todo.

joligario
06-27-2009, 06:42 AM
This will be a great addition. Garudon in Veksar is also one of the NPCs that fall under this category.

cavedude
06-27-2009, 12:33 PM
Kinda goes along with the above, but also a nice option to have would be one that would prevent a NPC from entering melee combat. If they have spells they would only use them with this option checked.

ChaosSlayerZ
06-27-2009, 08:07 PM
This was like fastest implemented requested EVER :D

Now guys there is one more LIVE-like flag you may want to consider:

we allreday have Summon flag, but what you also would want is "Summon from 100%" as separate flag - true to live =P

After that, perhaps, you would consider taking a look at my "roots" request just one thread below this one, and on separating Unsnareable and Unrootable into 2 diffirent flags :cool:

KLS
06-28-2009, 02:08 PM
I'm looking into it, I'm not so sure about the splitting root and snare immunities into different codes. I'm not so sure what those numbers do in roots yet so kinda want to at least have some idea.

ChaosSlayerZ
06-28-2009, 02:14 PM
ok thank you for looking KLS :cool:

BTW on LIVE they do have some sort of way to make roots STRONGER - my Druid had this AA even back at GoD times which says would have made roots harder to break even if nuked

So there is some sort fo root strength modifier smewhere we could use.
Same goes for charms btw- chanters had AA to make charms harder to break.

KLS
06-28-2009, 04:13 PM
Apparently to the client roots are just snares that break early which is why it has -10000 in the effect I guess. Change it to 10000 and the root fails to function anymore =p

An idea is to make it harder to break based on the resist modifier.

ChaosSlayerZ
06-28-2009, 04:56 PM
well we could go puting -500 resist check on all roots, but that won't be the same thing.

We do not want to make root easier to LAND, just harder to break overtime/by nukes once they have landed =)

kind of like DoT - even if its very hard to land due resist - once it landed - it lasts full duration

Dibalamin
06-28-2009, 08:21 PM
Hey KLS, we are implementing this now....does this allow Porlos fury and Hsagra's Wrath to land on NPC's so protected by this ability? These spells were completely unresistable and would ignore the belly casting requirement on the respective mobs in Velious.