Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue May 18, 2010 4:08 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
jhorleb wrote:
Oh, and I love the prone idea. I would add to it that probably because of the way actions are set for npcs, you often can't even tell when one is prone even when using the "look" command.


Would an additional (Prone) tag around a short-desc in the room be appropriate, then? Since an action modifier may not work well on some NPCs?


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PostPosted: Tue May 18, 2010 5:20 pm 
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Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
Grep, I'm not sure. I don't know enough about the way the code is set up to know what the right fix/workaround would be. I just know it often doesn't display that NPCs are prone and guess it has to do with their "action" settings.


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PostPosted: Tue May 18, 2010 7:39 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
If an NPC has an action set they don't display as prone if they are not in direct combat.


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PostPosted: Thu May 20, 2010 8:08 pm 
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Joined: Fri Oct 17, 2003 10:06 am
Posts: 719
Most of these changes sound good, one issue.

Why may another "limited" piece of equipment that needs to be specially built into areas?

It seems like it'd make it much easier to just work under the assumption that any helmet can be modified to fit a minotaur, that or as someone else suggested just give them an innate AC to their head that increases per level.

I just don't think putting even more specialized single use equipment(horseshoes, barding, griffon weapons, etc) is in the best interest of anyone.


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PostPosted: Fri May 21, 2010 10:21 am 
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Joined: Mon Aug 24, 2009 8:34 am
Posts: 240
Location: Michigan, Kalamazoo
SK Character: Marcellus
I know you didnt mention this, but ive an easy change.

Make it so NPCs dont throw things anymore. My Scout takes less HP through combat tanking naked then trying to spear them.


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PostPosted: Fri May 28, 2010 12:43 am 
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Joined: Sat Sep 26, 2009 1:13 pm
Posts: 341
Location: Dreamscape
*bump*


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PostPosted: Fri May 28, 2010 1:04 am 
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Joined: Fri Dec 26, 2008 1:22 pm
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Mira wrote:
*bump*


aww. how cute.


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PostPosted: Fri May 28, 2010 4:47 am 
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Joined: Sun Mar 03, 2002 7:15 pm
Posts: 1086
Location: Pyrathia
Any word on the town crier idea?


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PostPosted: Fri May 28, 2010 9:26 am 
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Joined: Sat Sep 26, 2009 1:13 pm
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Location: Dreamscape
This doesn't require any coding, it can be added via scripts. I cannot speak for the other KDs, but I'd be willing to add one to Ayamao. Feel free to send me a PM with more details and/or descriptions.


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PostPosted: Fri May 28, 2010 11:03 am 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Trexor wrote:
If it hasn't been already said... Multi-class.

At master you have a choice of having starting another class, however you can never GM the character since your character in no longer focused on one path.


No, no and no.

Edit: To clarify further no, no and no!

We don't need necro/sorcs running around sk. Or Shaman barbs.


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