Update [Feb 08 07] - Champ spawns, evasion + more

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Red Squirrel
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Update [Feb 08 07] - Champ spawns, evasion + more

Post by Red Squirrel »

*Land mines cannot be activated by GMs or people in the same guild as the activator (one who sets it). Also if the activator is blue, the land mine will not be triggered by other blue players. (this is how stuff like fire fields work)

*Grim Reaper's Strike artifact summoning bug fixed. This bug allowed you to take out more than 5 slots of pets from the stable when used as it resetted your slots to 0 as the summons died. This was due to some not well tought out code about how to make the summons not take slots. I was a noob when I coded this methinks. Just had to make the summons take 0 slots to fix the problem. Learn from mistakes. :P

* Champion spawns will now randomize properly when valored. As you know, spawns will normally stay innactive (unless there is less than 3 total spawns active on the shard) in order to save on mobile count but there was a bug that they'd always spawn the same thing when valored. This has now been fixed. Also, when you valor a spawn for it to start, it will not count as a regular valor, so you will still be able to use valor later on during the spawn. Lastly, when a spawn is deactivated (by a GM, or after it is complete) the mobs will get deleted.

*Evasion no longer works with bows. This was a bug. As far as I know it is supose to work with one handed weapons, shield, or two handed weapon.

*Remove curse now works to remove blood oath and pain spike

*When parrying with a two handed weapon, your skill in bushido can raise

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Death
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Update [Feb 08 07] - Champ spawns, evasion + more

Post by Death »

Red Squirrel wrote:*Land mines cannot be activated by GMs or people in the same guild as the activator (one who sets it). Also if the activator is blue, the land mine will not be triggered by other blue players. (this is how stuff like fire fields work)

*Grim Reaper's Strike artifact summoning bug fixed. This bug allowed you to take out more than 5 slots of pets from the stable when used as it resetted your slots to 0 as the summons died. This was due to some not well tought out code about how to make the summons not take slots. I was a noob when I coded this methinks. Just had to make the summons take 0 slots to fix the problem. Learn from mistakes. :P

* Champion spawns will now randomize properly when valored. As you know, spawns will normally stay innactive (unless there is less than 3 total spawns active on the shard) in order to save on mobile count but there was a bug that they'd always spawn the same thing when valored. This has now been fixed. Also, when you valor a spawn for it to start, it will not count as a regular valor, so you will still be able to use valor later on during the spawn. Lastly, when a spawn is deactivated (by a GM, or after it is complete) the mobs will get deleted.

*Evasion no longer works with bows. This was a bug. As far as I know it is supose to work with one handed weapons, shield, or two handed weapon.

*Remove curse now works to remove blood oath and pain spike

*When parrying with a two handed weapon, your skill in bushido can raise
I was wondering why I could parry with my bow....

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dprantl
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Update [Feb 08 07] - Champ spawns, evasion + more

Post by dprantl »

Oh no :( . Grim Reaper's Strike now only summons one undead. It really is funny when it says "You summon massive undead from the ground!" and have one bone magi pop up; OMG run! I hope this was not intentional, because it makes this weapon useless.

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Red Squirrel
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Update [Feb 08 07] - Champ spawns, evasion + more

Post by Red Squirrel »

well it is based off your necro and ss, but 1? lol whats your necro ss and int? Those are the 3 factors used. It's more effective at 100 necro and 100 ss, though it should at least spawn a minimum of 5, I might have to add an if statement for that.

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dprantl
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Update [Feb 08 07] - Champ spawns, evasion + more

Post by dprantl »

Red Squirrel wrote:well it is based off your necro and ss, but 1? lol whats your necro ss and int? Those are the 3 factors used. It's more effective at 100 necro and 100 ss, though it should at least spawn a minimum of 5, I might have to add an if statement for that.
Well, it's the same char. He currently has 110 necro, 100 SS and 125 int (150 mana). Before today he would spawn at least 10 - 15 undead...

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Red Squirrel
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Update [Feb 08 07] - Champ spawns, evasion + more

Post by Red Squirrel »

wow thats messed. I tested with lower stats then that. I'll look into this. There is a random factor to it though but yeah worth bumping that methinks.

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Death
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Update [Feb 08 07] - Champ spawns, evasion + more

Post by Death »

I can just see it now "Fear my undead minions!!!!'

**Summons 1 wraith**

"crap....OOoooOOOooOOO"

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Red Squirrel
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Update [Feb 08 07] - Champ spawns, evasion + more

Post by Red Squirrel »

During one test with that, the summons would act like wild creatures and attack anything including the summoner. That was amusing. *sumons 5 skeletal dragons and random other undead* "nice! wait... why are they attacking me?"

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