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 Post subject: NoCombat
PostPosted: Tue Nov 07, 2006 3:14 pm 
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Joined: Sun Feb 05, 2006 4:35 pm
Posts: 160
Location: Poland
NoCombat 1 should check for applyrawdamage because if player casts mass spell eg. earthquake all players around take damage from that spell.

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 Post subject:
PostPosted: Tue Nov 07, 2006 5:17 pm 
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Joined: Wed May 10, 2006 5:15 pm
Posts: 113
Why not just set a CProp or write a script to control the application of magical damage?

That way, when your mage casts a spell, if they're a player, and the target is a player, you just return 1 before applying damage.

Unless I misunderstood the suggestion...


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 Post subject: Re: NoCombat
PostPosted: Tue Nov 07, 2006 5:26 pm 
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Joined: Wed Jan 25, 2006 2:30 am
Posts: 421
Location: San Diego, California
qrak wrote:
NoCombat 1 should check for applyrawdamage because if player casts mass spell eg. earthquake all players around take damage from that spell.


All it was designed to do, was make it so you can't engage someone in combat. These regions however, have enter and leave scripts available and you could use those to mark the victim (custom property) as unable to be damaged by those functions and check it in the scripts that use the function.

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 Post subject:
PostPosted: Sat Nov 11, 2006 4:32 pm 
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Joined: Sun Feb 05, 2006 4:35 pm
Posts: 160
Location: Poland
yeah - you're right and i've found nice thing - OnAttack repsys.cfg hook in pol97

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