Fixed bug: 11348 | Sun Jun 28 08:19:35 2009 MST |
Vor | admin | offline |  |
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Report Number: 11348 Original bug report by Ca on Thu Apr 2 21:24:18 2009
Object: Unknown Creator: Unknown Room: /domains/outside_city/mintorus/twinislands/prison/rooms/rip
Also... if you set death ritual in this room, when you die and come back here, you don't get caught in the current to get moved. Since it's nonav, I'm now stuck here until some wiz comes to rescue me :( ----------------------------------------------------------------------
Waxman wrote on Thu Apr 2 21:57:48 2009 problem is as i see: death ritual doesnt seem to follow no-nav rules. Not sure if it followed the rules how many eq mobs this would make harder/impossible. Any admin know.
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Iru wrote on Sat Apr 4 16:44:11 2009 As far as I can see, it's ok to make drit follow no-nav rules. There should not be a concern since they would need to be in a non-no-nav room to cast it, and no-nav is meant such that they should not get back to the room without re-walking.
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Ca wrote on Sun Apr 5 09:48:02 2009 I apologize for butting in here but... :) That would cause some problems, especially with eq mobs like Chili, Smokey and who knows what else... There are some rooms that you can't rev in (like Sorceror room). Can this room just be made the same as that room? I don't think you can dr in that room either...
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Iru wrote on Thu Apr 9 00:53:58 2009 Ok now you confused me, what has getting stucked in this room has to do with being able to rev someone?
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Ca wrote on Fri Apr 17 16:23:48 2009 Sorry, I wasn't very clear... The suggestion was to make death ritual follow nonav rules, but that would cause all sort of other problems like the ones I listed above. Since death ritual is basically an instant rev with a high penalty, it should follow the same rules for rev instead of nav (and the room should be changed to not allow rev, same as sorceror room).
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Vor wrote on Mon Jun 22 16:02:51 2009 nav and rev are intertwined. the only times nav is out and rev works is when the room is coded weird to allow it. i can think of a few fixes to this particular issue, but i want to see if there's a better global fix i could do first. making drit not work in nonav areas would defeat a large part of the usefulness.
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Vor wrote on Sun Jun 28 08:19:14 2009 ok, i added code to death ritual so that when it moves you, any rooms like the room mentioned above (or volcano shaft in wc's nevermind, or madesco fish, etc) will all restart moving. also, anything in the room that's triggered on a player entering the room will go off now too.
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Vor wrote on Sun Jun 28 08:19:35 2009
Fixed
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