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New Features Request
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Mordaunt
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Post: #41
RE: New Features Request
(02-01-2013 11:48 PM)charm Wrote:  Norlack - I think it has been asked for many times before. It is not possible as they are all turned on/off with a single packet from what I recall, so cannot be separated out.

Correct, I posted this just yesterday on the thread in general help in the scripting session after talking to Ben about it.
It's actually right after Norlack's post in the elven ability book thread.

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(This post was last modified: 02-02-2013 12:06 AM by Mordaunt.)
02-02-2013 12:04 AM
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Norlack
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New Hera Reborn

Post: #42
RE: New Features Request
I'm sorry about the double post, didn't notice your reply. :\
Next time I'll pay more attention. Seems that I have to find another way to use cliloc tooltips.
(This post was last modified: 02-02-2013 04:36 AM by Norlack.)
02-02-2013 04:34 AM
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Shaklaban
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DOT

Post: #43
RE: New Features Request
You can try to remove fight book gumps from the gump files.
02-02-2013 05:23 AM
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darksun84
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Post: #44
RE: New Features Request
(09-14-2012 11:02 PM)darksun84 Wrote:  I think it's very easy to add this :

When COMBAT_USE_RESISTANCE is enabled, even Physical damage Reduction is calculated as the other elemental damage reduction Big Grin

Blush
02-20-2013 12:19 AM
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Crusader
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Erehwon New Hera

Post: #45
RE: New Features Request
MODSKILL (<Skillnumber>||<skillname>) <value>


like modstr, but useful for custom skillcaps.

The problem is, how can i do when i have a custom skillcap, and i have also items that increse my skills? My counts are messed! So i guess that MODSKILL will solve the problem and help all the ppl that wants to do a custom skillcap.
02-26-2013 09:59 AM
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darksun84
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Post: #46
RE: New Features Request
EventsList <args>: Show all the events starting with args(like i want to show events starting with "class_" etc)

Thanks Blush
(This post was last modified: 03-13-2013 04:16 AM by darksun84.)
03-13-2013 04:12 AM
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Gil Amarth
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Post: #47
RE: New Features Request
How difficult would be to create an accessible defname space?

It would be great for a lot of autocomplete functions, or autocomplete textentry, my GMs are a bunch of lazy bastards, and they refuse to memorize defnames like c_troll_w_axe, or other items defnames.

Nowadays we have to use Axis for listing npcs and items, but an ingame gump would be best in my opinion. And with a list of defnames it would be easier to do it. Smile
(This post was last modified: 04-17-2013 04:38 AM by Gil Amarth.)
04-17-2013 04:32 AM
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Coruja
Sphere Developer
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Dimension Shard

Post: #48
RE: New Features Request
I would like to suggest a new smart and OSI-like NPC_AI_LOOTING engine:
-the new engine is based on TIMER (min 1 / max 3 minutes), not @Step on corpse
-only loot 1 corpse for each "@Timer"
-loot corpses from 2 tiles away (FORITEMS 2)
-chance to loot: always 50%
-message (overhead on NPC): *rummages through a corpse and takes an item* (color 03b2 / cliloc 1008086)
-only allow looting for NPCs with MT_USEHANDS

PS: all values/timers/message default from OSI

it's something like this:
Code:
ON=@LootCorpse
FORITEMS 2
  IF (<TYPE>==t_corpse)
    IF (50 > <R100>) //50% chance
      //loot item
      SRC.SAY @03b2,,1 *rummages through a corpse and takes an item*
    ENDIF
  ENDIF
  //next @LootCorpse call: NOW+{1 3} minutes
ENDFOR

it would be nice some .ini settings to customize it too Smile
NPCLootingTimer={1 3} //in minutes
NPCLootingDistance=2 //in tiles
NPCLootingChance=50 //50% chance
(This post was last modified: 05-01-2013 05:01 AM by Coruja.)
05-01-2013 04:59 AM
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Rattlehead
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Post: #49
RE: New Features Request
i suggest a features section on the forums, so that each feature request would have its own thread instead of being jumbled in one thread, that way they can be addressed individually and either denied or accepted, this would also give the devs the ability to address the options available to each request.

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05-02-2013 07:32 PM
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darksun84
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Post: #50
RE: New Features Request
Good idea Shock
05-02-2013 08:58 PM
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