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 Post subject: Bug with summon/NPCs leaving change.
PostPosted: Mon Aug 04, 2008 6:42 am 
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Mortal

Joined: Sun Nov 30, 2003 9:36 pm
Posts: 1271
Location: Harrisburg, PA
Quote:
> c sleep derk
You start to concentrate.

[HP: 88%] [ME: 33%] [PE:100%]
>
You utter the words, 'grzzs'.
Derk Thoms goes to sleep.

[HP: 88%] [ME: 29%] [PE:100%]
> sit

You are thirsty.
Derk Thoms walks up.

[HP: 89%] [ME: 27%] [PE:100%]
> You're sitting already.

[HP: 89%] [ME: 27%] [PE:100%]
> l

Den of the Bal'Ghest
This dank, nearly pitch-black cavern is dripping with moisture, covering
the walls with a sheen and a sort of rain from the roofing. Sharp rocks jut
up from the ground, as well as spear down from the low ceiling, water
dripping from them like venom from the fang of some giant stone beast.
Shallow pools echo the sound of drops hitting their surface through the
acoustic chamber around you. Scattered about the floor are skulls and
bones, the boggy water they lay half-submerged in tainted dark with unknown
gallons of old, rotted blood.
Obvious exits: u
A the skull lies on the ground.
(Charmed) A black bay destrier stands here, restlessly pawing at the ground.

[HP: 89%] [ME: 27%] [PE:100%]


Maybe I'm crazy but I think that if I put him to sleep that should at least prevent him from walking away.


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 Post subject:
PostPosted: Mon Aug 04, 2008 11:36 am 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Man, they went really hardcore on this summon change.

Come on now. Seriously? Sleepwalking?


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 Post subject:
PostPosted: Mon Aug 04, 2008 11:47 am 
Try to petrify unpetrify them. That used to stop them from wandering out of cabal headquarters when we wanted them to stay put.


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 Post subject:
PostPosted: Mon Aug 04, 2008 1:47 pm 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I think that I would consider the pet/depet thing a bug, but I suppose Dulrik will have to make that call.


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 Post subject:
PostPosted: Mon Aug 04, 2008 2:02 pm 
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Mortal

Joined: Sun Nov 30, 2003 9:36 pm
Posts: 1271
Location: Harrisburg, PA
Achernar wrote:
I think that I would consider the pet/depet thing a bug, but I suppose Dulrik will have to make that call.


Would you consider them sleep walking a bug or working as intended?


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 Post subject:
PostPosted: Mon Aug 04, 2008 3:18 pm 
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Mortal

Joined: Wed Jul 16, 2008 6:30 am
Posts: 48
Location: Behind You
Redman wrote:
Try to petrify unpetrify them. That used to stop them from wandering out of cabal headquarters when we wanted them to stay put.


Sweet, thanks for outting that. :(


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PostPosted: Mon Aug 04, 2008 3:27 pm 
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Mortal

Joined: Sun Nov 30, 2003 9:36 pm
Posts: 1271
Location: Harrisburg, PA
I got a 5 spot that says the fix is going to be any NPC in a room when you start casting on petrification is going to walk out of that room and disappear.


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 Post subject:
PostPosted: Mon Aug 04, 2008 3:36 pm 
Charm them, take them where you want, remove your reach weapon, petrify them, depetrify them.

Worked for hiding NPCs in the cabal HQs


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 Post subject:
PostPosted: Mon Aug 04, 2008 3:37 pm 
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Mortal

Joined: Sun Nov 30, 2003 9:36 pm
Posts: 1271
Location: Harrisburg, PA
I think we got it the first time...but uh, thanks for saying it again?


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 Post subject:
PostPosted: Mon Aug 04, 2008 3:52 pm 
Forgot the charm part the first time, that may be crucial.


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