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

Posted: Thu Mar 08, 2007 7:26 pm
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

Archived topic from AOV, old topic ID:315, old post ID:1530

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

Posted: Thu Mar 08, 2007 8:11 pm
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....

Archived topic from AOV, old topic ID:315, old post ID:1535

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

Posted: Thu Mar 08, 2007 9:55 pm
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.

Archived topic from AOV, old topic ID:315, old post ID:1539

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

Posted: Thu Mar 08, 2007 10:06 pm
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.

Archived topic from AOV, old topic ID:315, old post ID:1540

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

Posted: Thu Mar 08, 2007 10:12 pm
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...

Archived topic from AOV, old topic ID:315, old post ID:1541

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

Posted: Thu Mar 08, 2007 11:03 pm
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.

Archived topic from AOV, old topic ID:315, old post ID:1542

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

Posted: Fri Mar 09, 2007 11:57 am
by Death
I can just see it now "Fear my undead minions!!!!'

**Summons 1 wraith**

"crap....OOoooOOOooOOO"

Archived topic from AOV, old topic ID:315, old post ID:1551

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

Posted: Fri Mar 09, 2007 1:27 pm
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?"

Archived topic from AOV, old topic ID:315, old post ID:1552