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Post by gatalis on Jun 21, 2012 18:55:31 GMT -5
ah, nevermind that makes sense... Wish there was a way to make them go into unconsciousness via damage without the risk of killing em, or with a lower risk...
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Post by Bumlader on Jun 21, 2012 19:57:34 GMT -5
You can always say it was an accident.
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Post by zdarkshadowz on Jun 22, 2012 10:49:51 GMT -5
My Sanctuary Recall failed to work. Five seconds later a Sirandan Knight one-hit crit me a 71. Boom.
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Post by xkcdapostle on Jun 22, 2012 17:08:46 GMT -5
When did you get the Sanctuary Recall on this character?
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Post by gatalis on Jun 22, 2012 18:21:00 GMT -5
I remember taking one of his characters to the Eledhreth vault and I think they found it, so that would have had to of been recently. course I could be thinking of something else...
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Post by xkcdapostle on Jun 23, 2012 12:27:56 GMT -5
I will consider the error made to be the player's use, unless I receive information that isn't as vague as the weather forecast for the British Isles...
Recall rods have a delay on them, roughly a round (give or take a couple of seconds), plenty of time for a character to be killed by a Knight unless you time it correctly after a sprint.
Recall Rods have had a track record of performing a "jump" action correctly to the correct location.
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Post by Taric on Jun 23, 2012 13:44:11 GMT -5
The helmet Creator on the tailoring Model is extremely buggy
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Post by gatalis on Jun 23, 2012 14:53:00 GMT -5
The door that was used for the chess tourney doesn't lock.
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Post by gatalis on Jun 23, 2012 21:08:38 GMT -5
Uhh... Well the recall rods may work, but when you use one, it eats -all- of your rods...
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Post by Avvy on Jun 23, 2012 23:05:40 GMT -5
this is an odd bug that happens some of the time but not all of the time. A DM will be happy to refund the extra wands lost.
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Post by zdarkshadowz on Jun 23, 2012 23:33:58 GMT -5
At the time I was blinded by the Sirandan Knight. I ran into a corner, hit the Sanctuary Recall from the quickbar, and stayed still. I waited five seconds, and then the knight killed me.
I don't think I interrupted it, but if the script uses ActionJumpToObject instead of JumpToObject then yeah, it might've somehow been interrupted from clicking it right after I had finished moving. My satellite lag would've meant to me it would appear I would have stopped, but I may have moved a moment after.
ActionJumpToObject sets the teleport to the end of the action cue, JumpToObject doesn't.
I've heard from another person that it eats up all your Sanctuary Recalls, but the one I used did not, and when I used another after the reset it worked fine.
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Post by BALLS OF STEEL on Jun 24, 2012 6:52:27 GMT -5
I know how to fix the eating issue. The script also takes one rod off you when you use it, however when you use a single charge item the item is lost. To fix this, simply set the rods to unlimited uses/day and they will work correctly
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Post by zdarkshadowz on Jun 25, 2012 0:30:56 GMT -5
Or just take out the line in the code that removes the item, since single use does it anyway. It would save you having to renew every rod into unlimited use ones >.<
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Post by BALLS OF STEEL on Jun 25, 2012 3:12:21 GMT -5
Either way works, changing them to unlimited uses makes it so that the rod is not lost if the script somehow fails to function (as the removal of the rod is after the teleport)
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Post by gatalis on Jul 1, 2012 18:51:45 GMT -5
The search area in the volcanic tunnels (near the abandoned lair) gets the found error still
One or two of the drow archers in that same area still give 25 EXP per kill instead of 3 EXP
gun'reh has a red fume thingy near the upper center of the map that's not on the ground (asthetic bug really, nothing worth noting I guess, but *shrug*)
Also, not really a bug but people keep destroying the benches in the annedhel temple, this makes the zombies there easy to farm so I was wondering if the benches could be made indestructable perhaps?
EDIT: So as found today, some of the areas, such as the gelz and inn transitions don't have the sanctuary/immunity effect on them
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