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  #1  
Old 10-27-2008, 02:54 PM
AndMetal
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My concern about your scenario is that, if you give someone a magic weapon, they can hit. So, why not just carry around a magical weapon (or summon one) for your pet?

There is already a rule, Combat:PetAttackMagicLevel(30), that gives pets magical attacks at level 30 by default. You could always increase that to something like 100, and they shouldn't get it unless the pet is level 100+. Then, you could figure out a way to get a magical weapon for that particular pet (player quests, modify spells_us.txt to summon an item, etc).
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  #2  
Old 10-27-2008, 04:35 PM
ChaosSlayer
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Quote:
Originally Posted by AndMetal View Post
My concern about your scenario is that, if you give someone a magic weapon, they can hit. So, why not just carry around a magical weapon (or summon one) for your pet?

There is already a rule, Combat:PetAttackMagicLevel(30), that gives pets magical attacks at level 30 by default. You could always increase that to something like 100, and they shouldn't get it unless the pet is level 100+. Then, you could figure out a way to get a magical weapon for that particular pet (player quests, modify spells_us.txt to summon an item, etc).
well that depends on how your server set up. on my server I plan to have magic weapons to be ULTRA RARE and non summonable. it would be a major waste to give them to pets.

Another thing - even with given weaposn you won't be able to achive a condition where one pet can always hit magic while other can never hit magic - since weapon can be given to both pets just as easily breaking the system I am intent to set up


also this does not adress problem with NPCs: if I want to specificly make npcs who will or will not be able to hit magic - specialy if for exmaple some of player pets are set to be immune to non-magic weapons

So even if pets can be wroked around with current system, there is no way to enforce or prevent NPCs from having magic weapons by choice
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  #3  
Old 10-28-2008, 12:17 PM
steve
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You can't expect the project to add code specific rules/conditions for things that just you 'might possibly' use on your server. Most people are running live-like servers, with very few differences from live.

Customization and more options is always nice, but I think this would be at the very bottom of the priority list, right after getting the project caught up to Live (if that ever even happens).
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  #4  
Old 10-28-2008, 02:12 PM
ChaosSlayer
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Quote:
Originally Posted by steve View Post
You can't expect the project to add code specific rules/conditions for things that just you 'might possibly' use on your server. Most people are running live-like servers, with very few differences from live.

Customization and more options is always nice, but I think this would be at the very bottom of the priority list, right after getting the project caught up to Live (if that ever even happens).

those things gets added all the time at devs vim
and as a matter of fact most people running custom content
and cathign up with LIVE wise- half of features I propose has been allready long implemented on LIVE in expansions beyond T.
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  #5  
Old 10-28-2008, 03:24 PM
KLS
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I don't see any problem with this, perhaps the bane thing would be a bit complicated, but certainly could do a magic attack special code without issue.
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  #6  
Old 10-28-2008, 03:39 PM
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cavedude
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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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  #7  
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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