Shattered Kingdoms

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 Post subject: Still a bit of a sleepy issue
PostPosted: Fri Mar 02, 2007 9:52 am 
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Mortal

Joined: Mon May 02, 2005 3:49 pm
Posts: 535
Location: Florida Atlantic University, Jupiter
so it was fixed so that they dont stand up and walk off when under the sleep spell, now they just um... vanish?
Quote:
>
You utter the words, 'grzzs'.
Bill Kourney goes to sleep.

[HP: 73%] [ME: 22%] [PE:100%]
>
info

Bill Kourney fades out of existence.

[HP: 78%] [ME: 20%] [PE:100%]
>


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PostPosted: Fri Mar 02, 2007 1:54 pm 
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Joined: Sat Apr 19, 2003 11:19 pm
Posts: 425
The same thing happens if you try to lock them in a room that they don't have the key for. Can necromancers still lock up undead in rooms to save them?


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PostPosted: Fri Mar 02, 2007 3:39 pm 
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Location: Florida Atlantic University, Jupiter
right, that makes sense ( I guess.... )
but while under the sleep spell? They should really do nothing but sleep right there.


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PostPosted: Fri Mar 02, 2007 4:09 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Unique NPCs are not allowed to be locked away. They return home as soon as they are not charmed, whether by walking or by teleportation.


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PostPosted: Fri Mar 02, 2007 4:36 pm 
Dulrik wrote:
Unique NPCs are not allowed to be locked away. They return home as soon as they are not charmed, whether by walking or by teleportation.


Can we have a count down timer for this, perhaps? Such as 3 minutes?

I have found it to be inconvenient to transport npcs under charm/domination, because the second they get canceled, they walk away with all your gear on them still.

I'd like to at least have them stand about for a few minutes to reget control of them.


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PostPosted: Fri Mar 02, 2007 4:42 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
You only get to keep what's currently under your control.


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PostPosted: Fri Mar 02, 2007 10:01 pm 
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Location: Florida Atlantic University, Jupiter
Quote:
Unique NPCs are not allowed to be locked away. They return home as soon as they are not charmed, whether by walking or by teleportation.


It's not 'locking them away' I'm concerned about, I want to put the bastard to sleep and then charm him but he just disappears. I understand if charm drops or is cancelled/dispelled etc and if they are stuck in a room without an escape then they leave, but if they are magically prevented from waking up, they should stay asleep like everyone else.


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PostPosted: Mon Mar 05, 2007 1:24 am 
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Mortal Philanthropist

Joined: Sun Feb 08, 2004 1:41 pm
Posts: 1085
Location: Hugging a tree
SK Character: Imolth
Drewbag wrote:
It's not 'locking them away' I'm concerned about, I want to put the bastard to sleep and then charm him but he just disappears. I understand if charm drops or is cancelled/dispelled etc and if they are stuck in a room without an escape then they leave, but if they are magically prevented from waking up, they should stay asleep like everyone else.


There is no point in doing that any more. Failed charm will break sleep. Besides there are other ways that ensure the lock-up of unique NPC's available in every Sorc's arsenal. (something that needs to stop btw)


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PostPosted: Mon Mar 05, 2007 7:37 am 
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Joined: Mon Nov 29, 2004 10:53 am
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After depetrification, a NPC should then try to 'go home' after a timer.

When NPCs 'go home' the lewt that goes with them should be as junked, so it can regen.


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PostPosted: Mon Mar 05, 2007 2:08 pm 
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Location: Florida Atlantic University, Jupiter
Morovik wrote:
There is no point in doing that any more. Failed charm will break sleep. Besides there are other ways that ensure the lock-up of unique NPC's available in every Sorc's arsenal. (something that needs to stop btw)


How many fuckin times do I have to say it? I DO NOT want to lock them up! When charm drops for some reason, sleep is a quick cast and there are plenty of sleep staves etc, and if you can land sleep right away, you can then chill, get some mana back and try to re-charm.

It was changed so they dont stand up and walk away because something under the sleep spell should stay asleep, but the way it was changed makes even less sense.


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