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  #1  
Old 10-28-2008, 03:39 PM
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One Live Like use of this change are guards. So yeah, I can get behind it also.
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  #2  
Old 10-28-2008, 06:17 PM
ChaosSlayer
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Quote:
Originally Posted by cavedude View Post
One Live Like use of this change are guards. So yeah, I can get behind it also.
good thinking Cavedude! I havent even thgout of that - otherwise guards won't be able to protect players from magic only creatures, unless you make them all spawn with magic weapons - which then in turn you have to make non-player useable to prevent players from farming those weapons, which creates a whole new chain of work arounds. which imho complitly unnesesary.

Simply been able to give npc innate ability to hit magic not only solve this problem - it also gives WIDE range of oportunities for developing more complex content. (of course don't forget to make npc nuturaly NOT be able to hit magic - so certain npcs can be prevented from having this ability where needed) =)
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  #3  
Old 05-19-2009, 12:47 AM
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Guys I am reading the changelog file and I see:

KLS: Added Special Attack hit magical 'm' and special attack hit bane 'b', will allow the mobs affected to hit things that require magical or bane weapons to hit.


So this REALy got implemented? HURRAY!!

this works for pets too right? so i can now get rid of the
Combat:PetAttackMagicLevel ?

and npc will NOt automaticly hit magic unles they have the new flags?

just trying to get everything confirmed
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  #4  
Old 05-19-2009, 01:42 AM
KLS
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You can blame cavedude and his persistence on that actually getting done. /glare
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  #5  
Old 05-19-2009, 02:14 AM
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ut ist a GREAt feature =)

So I thank you both

Speaking of which, a number of other feature suggestiosn come to midn some of which even recived positive support from you guys, but kind of got forgottent about - lets look them over =)

#1
Disscussion about Min and Max level to get XP in the zone, as well as Max level to be allowed to enter the zone:

http://www.eqemulator.net/forums/showthread.php?t=24648


#2
A disscussion about rare wares for merchants:

http://www.eqemulator.net/forums/showthread.php?t=26391


#3
Proposition abotu adding quest command to give/take/reset AA to a player:

http://www.eqemulator.net/forums/showthread.php?t=27380


#4
Proposition of using worn effect modifiers as alternative spells focuses 9we discussed this one with you over PMs - you said it was easy =)

http://www.eqemulator.net/forums/showthread.php?t=27555


#5 Discussion abotu improvign keyring handling
http://www.eqemulator.net/forums/showthread.php?t=27454


#6 Discussion about improving weather control (even supported by cavedude!!) =)

http://www.eqemulator.net/forums/sho...hlight=weather


/em looks at KLS in awe and keeps his fingers crossed
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  #6  
Old 05-19-2009, 02:22 AM
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found one more:

Discussion about removal of low level dmg cap:

http://www.eqemulator.net/forums/showthread.php?t=27156
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  #7  
Old 05-19-2009, 11:21 AM
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Quote:
Originally Posted by KLS View Post
You can blame cavedude and his persistence on that actually getting done. /glare
Hey! I let you out of your 2'x2' cage for meals don't I?
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  #8  
Old 05-19-2009, 03:11 PM
vales
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LOL!

LCD Monitor - $140
Cup of Joe - $7.50

The imagery of the above comment when read and spitting coffee on your monitor... Priceless.
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