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  #31  
Old 01-09-2003, 10:33 AM
devn00b's Avatar
devn00b
Demi-God
 
Join Date: Jan 2002
Posts: 15,658
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Resists. if any server is going to have spell casting this needs to be done. just otherwise its whoever nukes who 1st wins.

also makes those resist #'s on the stat screen worthless.
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  #32  
Old 01-09-2003, 05:38 PM
mByte
Hill Giant
 
Join Date: Feb 2002
Posts: 206
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Ability to bind a npc script to several npc's

Guard000 to Guard010 that say the same thing is kinda pointless to have 10of the same scripts

Maybe add zone folders emu\quests\<zone>\*.qst
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  #33  
Old 01-10-2003, 10:10 AM
Jay
Sarnak
 
Join Date: Feb 2002
Location: Indiana
Posts: 30
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Perhaps this has already been addressed, but if it hasn't I would like to see the faces attribute in the npc_types show up in-game. I'm pretty happy with everything else. WTG Devs!
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  #34  
Old 01-10-2003, 12:59 PM
just_add_water
Hill Giant
 
Join Date: Mar 2002
Location: //say $network
Posts: 138
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Btw theres a brand new quest system being worked on, so plz don't ask about quests (or anything connected to them)
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  #35  
Old 01-13-2003, 04:12 AM
killspree
Dragon
 
Join Date: Jun 2002
Posts: 776
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Another feature that would be nice is character flags. It would allow dynamic quests and such, much easier than the old style of turn in item x from mob y. Instead you would just kill the mob, get a flag from killing it, and return to the quest npc to advance further in the quest.

Of course item turn-ins would still be useful, but it would be a nice addition as well to have flags. That's one of the major features that has seemed to work well in PoP.
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  #36  
Old 01-29-2003, 02:37 AM
Pneu
Sarnak
 
Join Date: May 2002
Posts: 65
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I would like to be able to edit the different restists of mobs, so I can make my hairy things flammable and my undead things ignore diseases and so on.

I would like to have control over mobs as undead, animal and summoned. I suspect this is hard coded and possibly based upon model. On my own world i'd like to use the animal flag for a series of plot related mobs following a particular god, and a series of bane and debuff spells associated with the accursed followers that do not work on other mobs.

(This allows me to make the players incredibly powerful for a particular quests plot line, but have that power useless outside of the related quest).

I would also like mobs on opposing factions to attack each other, perhaps relying on the AILevel variable to enable this.
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  #37  
Old 01-29-2003, 04:55 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
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Monster types such as undead, summoned and animal can be set with the "bodytype" value in npc_types. I can't remember the exact values for each type but it's in my parser code so I'll find it and post it here if you're interested.
Configurable resists will be in the next version (4.2) I think, it will add 5 more values to npc_types, one for each resist.
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  #38  
Old 01-29-2003, 09:34 AM
Pneu
Sarnak
 
Join Date: May 2002
Posts: 65
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Thanks Drawde, that's enough info for me to find the rest out

Pneu
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  #39  
Old 01-30-2003, 05:07 PM
Jaguar5555
Fire Beetle
 
Join Date: Jan 2003
Posts: 4
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Mobs hitting for actual damage, i mean soloing a 100 damage hitting Trakanon is extreamlly lame. Even on a legit server i can solo them, without using unfair items such as Can o' Whoop ass and Aego buffer. Just normal monk with top notch gear.


This has got to be fixed, or it will get old quick and if there is a script i can write please tell me.
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