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- #201
Bad conditional syntax in the script I C... I'd blame Jelly, but I shoulda caught that. Didn't test it as well as I should have, I suppose, as I had to keep pulling a character who wouldn't kill the thief in a single blow. Plus I think I made the thief's cover a little *too* good - takes a bit of effort to find him sometimes.
Think it is intentional that you can do the quest before talking to LotL though - thief already knows he's a wanted man, and I assume he figures better jailed than dead.
*Technically* this is making a sploit public, but seeing as how the sploit is useless... It might help explain the few characters I've come accross with a Felewyn ring on every damned finger, however, and I suspect such characters wreak havok on servers when they spawn. I dunno why the system allows 10 magic rings anyways - tis insane. >_> I'd change it, but last time I fuxed with the character wear slots (a few years ago) it resulted in char corruption galore. :\
One thing that'd help resources is if every player and monster had it's own light source that could be defined code side... So instead of layering lights, it just changes the color and radius of that one light source... As it is now, if you have a Felewyn ring, and Acid Plate, are running Glow, and get set on fire - that's four bloody active lights, all eating edicts, right there. I've not figured a clean way to do that script side.
Think it is intentional that you can do the quest before talking to LotL though - thief already knows he's a wanted man, and I assume he figures better jailed than dead.
*Technically* this is making a sploit public, but seeing as how the sploit is useless... It might help explain the few characters I've come accross with a Felewyn ring on every damned finger, however, and I suspect such characters wreak havok on servers when they spawn. I dunno why the system allows 10 magic rings anyways - tis insane. >_> I'd change it, but last time I fuxed with the character wear slots (a few years ago) it resulted in char corruption galore. :\
One thing that'd help resources is if every player and monster had it's own light source that could be defined code side... So instead of layering lights, it just changes the color and radius of that one light source... As it is now, if you have a Felewyn ring, and Acid Plate, are running Glow, and get set on fire - that's four bloody active lights, all eating edicts, right there. I've not figured a clean way to do that script side.