Update [Feb 08 07] - Champ spawns, evasion + more
Posted: Thu Mar 08, 2007 7:26 pm
*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.
* 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
*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.
* 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