Shattered Kingdoms

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 Post subject: Healing Undead
PostPosted: Sun Mar 30, 2008 12:04 pm 
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Mortal

Joined: Thu Sep 26, 2002 8:13 am
Posts: 1155
Location: Newton, MA
Okay so I reported this bug oh...about 3 years ago when I last played a necromancer and I feel the need to do it again since it was not fixed when it should have been.


[HP: 33%] [ME: 36%] [PE:100%]
> cl watch
cl watch

A strange compulsion keeps you from attacking an undead watchman.

[HP: 33%] [ME: 36%] [PE:100%]
> You start to concentrate.

[HP: 33%] [ME: 36%] [PE:100%]
> cl watch

You utter the words, 'qkadagz dies'.
(Cause Light)
An undead watchman is renewed.

[HP: 33%] [ME: 35%] [PE:100%]

This is -my- pet, and I am HEALING it not hurting it, this is a serious problems with necromancers and has been for as long as I can remember because it's virtually impossible to 'heal' undead in they have any decent level of sanctuary. Last time I reported this was then I was trying to have the dracolich tank a guardian with a priest harming the dracolich...and he got maybe one harm off in the entire battle?


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 Post subject:
PostPosted: Sun Mar 30, 2008 2:26 pm 
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Mortal

Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
Also if you are a trying to heal and undead with harm or any other "aggressive" spell it breaks sanctuary cast on you, even though you are not doing anything aggressive.


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 Post subject:
PostPosted: Sun Mar 30, 2008 5:00 pm 
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Mortal

Joined: Fri Mar 28, 2003 10:52 am
Posts: 1273
Location: Dark side of the moon
Not only that, but if you try to use cure light or any healing spell on undead and fail, combat won't start.


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 Post subject:
PostPosted: Sun Mar 30, 2008 11:25 pm 
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Mortal

Joined: Fri Feb 08, 2008 6:04 pm
Posts: 1017
Be thankful you can heal your pets.


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 Post subject:
PostPosted: Mon Mar 31, 2008 11:17 am 
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Mortal

Joined: Mon Nov 29, 2004 10:53 am
Posts: 1786
It's a simple piece of logic required for a few spells to fix this.

c <healing> target

if (target == undead)
remove sanc if there
check enemy sanc if there
resulting spell
engage combat

else

resulting spell

c <harming> target

if (target == alive)
remove sanc if there
check enemy sanc if there
resulting spell
engage combat

else

resulting spell

There ya go! :drunk:


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 Post subject:
PostPosted: Mon Mar 31, 2008 11:21 am 
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Mortal

Joined: Sun Nov 30, 2003 9:36 pm
Posts: 1271
Location: Harrisburg, PA
I'm pretty sure D doesn't need help with the logic, thanks for playing though.


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 Post subject:
PostPosted: Mon Mar 31, 2008 11:24 am 
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Mortal

Joined: Mon Nov 29, 2004 10:53 am
Posts: 1786
Lakir wrote:
I'm pretty sure D doesn't need help with the logic, thanks for playing though.


Then why hasn't a simple fix like this been implemented?

Thank YOU for playing. :roll:


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PostPosted: Mon Mar 31, 2008 11:29 am 
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Mortal

Joined: Sun Nov 30, 2003 9:36 pm
Posts: 1271
Location: Harrisburg, PA
Probably because he has better things to do. There is no way he's been running SK for this long and need the help you've provided.


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 Post subject:
PostPosted: Mon Mar 31, 2008 12:25 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
The code for targetting spells is a completely different system than the actual effect of the spell. All that system knows is that it is an aggressive spell. I could make the changes, but it is not as simple as you imply.


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 Post subject:
PostPosted: Tue Apr 01, 2008 6:18 am 
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Mortal

Joined: Mon Nov 29, 2004 10:53 am
Posts: 1786
Then the flaw is not in my logic, but in how the system treats the aggressiveness of spells. ;)

<3

-M


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